43 Comments

  1. I think Hugo is conflating speed of gameplay with mechanical depth and complexity.

    Being able to track your head and both hands individually opens up way more complex interactions than a mouse and keyboard would ever be capable of… But the speed of those interactions becomes limited due to the need to not make the player simsick. Flat games dont typically have that issue and can therefore have very quick gameplay, but that doesnt mean flat games are more complex.

    Go play Boneworks. That level of interaction is simply not possible to do in flat games. Even something as basic as reloading a gun. In flat games, you push a button and a predetermined animation plays out. In vr, you have to actually eject the empty mag, grab a new one from your belt, put it in place, cock the gun. All manually. Wanna talk high level skill gameplay? Being able to quickly and reliably load a gun under pressure fits that description. Its just not as flashy as glory kills, which Hugo – and really all the vr skeptics in the comments – seems stuck on.

  2. It's a shame sounds like ID might not be interested in vr, VFR was not a good game and didn't follow through on what the vr hardcore market wanted, hopefully they decide to give it another attempt, and none of that tp shit

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