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Resident Evil Village on PlayStation VR2 is one of the best VR games ever

When I first tried Resident Evil 7: Biohazard on PlayStation VR way back in 2017, I was blown away. Sneaking my way through the grimy, hauntingly eerie Baker estate through a headset was a level of immersion I’d not seen in a game.

Looking back, though, it was certainly imperfect. The resolution drawbacks were fairly significant, you still had to use the PS4’s DualShock 4 controller and there were some odd cut-to-black moments for certain transitions when protagonist Ethan Winters was moving, like dropping from a ladder. To be fair, it’s clear that such concessions were necessary for a first-gen VR experience, but it nonetheless makes the experience feel a tad dated in hindsight.

None of that is an issue with Resident Evil Village, the franchise’s second outing that’s fully playable in VR on PlayStation. (Sadly, Resident Evil 4 VR is an Oculus Quest 2 exclusive.) Where RE7 translated somewhat awkwardly to VR, Village feels absolutely built for it. Across the board, Capcom has smartly leveraged the PlayStation VR2‘s beefier specs and unique features to take an already great game and deliver an experience that is, hands-down, one of the best I’ve ever had on VR, even after only a couple of hours.

That starts with the visuals. On a base level, the PS VR2’s 4K HDR support already puts it well above the 1080 HDR of its predecessor. What’s more, the PS VR2 leverages eye-tracking to improve the fidelity of what you’re directly looking at by reducing image quality in your peripheral. In other words, Village is remarkably crisp in VR, with the game’s realistic character models, solid art direction and intricately designed levels all looking quite sharp. I’m also not normally someone who notices the implementation of 3D Audio (spatial sound), but I absolutely felt the difference here, adding to the immersion as all kinds of vampires, ghouls and other creatures hissed at me from the shadows.

But beyond that, the game’s cinematic presentation truly comes to life in VR. When a gruesome Lycan tackles you to the floor, snarls through its blood-soaked fangs and takes a bite out of you, it’s frighteningly up-and-close-and-personal. Running through the sadistic Heisenberg’s trap-infested catacombs feels like a thrilling rollercoaster ride thanks to the ability to freely rotate your head as you slide down a slope. And yes, seeing everyone’s favourite tall vampire, Lady Dimitrescu, tower above you is genuinely chilling. It’s one thing for Capcom to tell us she’s 9’6″ — it’s another to see that represented, to scale, in VR. Village wasn’t a terribly scary game on the whole outside of the horrifying Beneviento house, but seeing the game’s nightmarish assortment of enemies from this new perspective absolutely makes them more fearsome.

Resident Evil Village castleMore importantly, though, VR dramatically builds upon Village‘s already satisfying gameplay mechanics. As mentioned, RE7 in VR was limited to the DualShock 4, which made the headset feel more like an add-on than the actual main event. Village, on the other hand, is playable entirely with the PS VR2’s comfortable motion-controlled Sense gamepads — a setup that offers two key benefits.

First, you can now fully interact with your surroundings by moving your arms, whether that’s reaching down to pull open a drawer, sliding a lock on a gate, or rotating an ornate tablet for a puzzle. Considering a key part of Resident Evil is scouring every nook and cranny to find precious ammo, herbs and other resources, the motion controls make otherwise basic activities feel far more engaging.

Of course, full control over Ethan’s arms extends to combat. At any time, you can swing your arms upward in a blocking position to protect against upcoming attacks or make slashing and stabbing gestures for knife attacks. Through this interactivity, Village‘s rudimentary melee combat feels genuinely engrossing, especially when you’re low on ammo and have to desperately fall back on it. Capcom has even made it so the knife will automatically return to the sheath on Ethan’s left arm should you drop it. While this may break the immersion a bit, it’s worth it so you don’t have to try fumbling around to pick it up. The same applies to the other weapons that Ethan will acquire.Resident Evil Village VR reload And on that note — first-person gunplay with the Sense controllers is an absolute blast. So much so, in fact, that it’s hard to believe I ever settled for using a controller and VR setup with RE7. That’s because it feels so intuitive. Naturally, aiming anything with motion controls will automatically feel more immersive than analogue sticks, and that’s before you factor in the differences between each gun. For example, reloading your handgun means you have to physically grab a clip from your hip, push it into the bottom of your firearm and then pull back the slide on top. Your shotgun, meanwhile, requires you to load shells one at a time and then pump the barrel between each shot.

This sounds fairly simple, but when you have a group of beasts just a few feet away, this real-time, multi-step process is a real game-changer. Indeed, there’s a nail-biting tension as you pepper an enemy until he falls, only for your clip to go empty as he starts to get back up, leading you to frantically have to reload your gun, aim and fire before he lunges at you. (For this reason, I didn’t bother with managing two weapons through dual-wielding, one of the VR version’s new features, but that’s still an undeniably cool option to have.) An added benefit to all of this? It addresses two of my only issues with Village — the downplaying of horror in some sections and the game becoming too easy by the end as Ethan becomes a walking armory. When you have to fend off macabre foes who are quite literally up in your face through skin-of-your-teeth gunplay, things definitely feel scarier and more challenging.Resident Evil Village lungeHonestly, my only gripes with Village‘s VR version are pretty minor. You have to download a separate free file on the PlayStation Store that works alongside your copy of the base game, so your previous saves unfortunately can’t be carried over. There are also some jarring moments in cutscenes where Ethan may automatically move where you’re not looking, resulting in some brief disorientation. On the whole, it’s a lot smoother and more natural than RE7, leading me to feel no motion sickness, but these (few and far in between) instances are still worth mentioning.

Resident Evil games have always been designed with replayability in mind, which is undeniably valuable for many, but I’ll confess that I’m generally not inclined to revisit the same campaigns for bonus weapons and other unlockables. However, Village is one that I absolutely intend to see through to the end another time on PS VR2. The heightened atmosphere, jaw-dropping sense of scope and gripping combat afforded by the headset make this a legitimately transformative version of Resident Evil Village. Outside of Horizon Call of the Mountain, this is easily the PS VR2’s killer app.

Resident Evil Village‘s VR mode is available for free to anyone who owns the standard or Gold Edition of the base game. It’s worth noting that yet-to-be-revealed PS VR2 content is also in development for the upcoming Resident Evil 4 remake.

Image credit: Capcom

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Here’s everything shown off during PlayStation’s February 2023 State of Play

PlayStation held its first 2023 State of Play on February 23rd, showing off a variety of games coming to PS4, PS5 and PS VR2.

To start, the company dropped a brief sizzle PS VR2 reel promoting games like Horizon Call of the Mountain and Resident Evil Village while mentioning that the headset just launched this week.

Following that, the show went as follows:

The Foglands (PS VR2) — TBA 2023

 

Green Hell VR (PS VR2) — TBA 2023

 

Synapse (PS VR2) — TBA 2023

Journey to Foundation (PS VR2) — fall 2023

Before Your Eyes (PS VR2) — March 10th, 2023

Destiny 2: Lightfall (PS4/PS5) — February 28th, 2023

 

DeTchia (PS4/PS5) — March 21st, 2023 (also coming to PS Plus Extra and Premium that day)

Humanity (PS4/PS5/PS VR2) — May 2023

Goodbye Volcano High (PS4/PS5) — June 15th, 2023 [Canadian game — Montreal-based KO_OP]

Naruto x Boruto Ultimate Ninja Storm Connections (PS4/PS5) — TBA 2023

Baldur’s Gate III (PS5) — August 31st, 2023

 

Wayfinder (PS4/PS5) — beta coming February 28th, 2023

Street Fighter VI: Zangief, Lily and Cammy reveals — releasing June 2nd, 2023

 

Resident Evil 4 remake (new trailer and confirmation of “special demo coming soon” — game releases March 24th, 2023

As promised, the State of Play concluded with a lengthy gameplay demo for Suicide Squad: Kill the Justice League, the new game from Batman: Arkham developer Rocksteady. Here’s the full demo below:

The game is releasing on PS5 on May 26th, 2023.

What was your favourite part of the State of Play? Let us know in the comments.

Image credit: Capcom

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PlayStation VR2 is now available in Canada

The next generation of PlayStation VR, the appropriately named PlayStation VR2, is finally here.

As a peripheral for the PlayStation 5, the PS VR2 sports 4K HDR visuals, on top of features like eye-tracking, front cameras and haptic feedback and adaptive triggers with the new Sense controllers.

Games-wise, the headset has more than 40 games coming at or shortly after launch, including Horizon Call of the MountainStar Wars: Tales from the Galaxy’s EdgeBefore Your EyesCreed: Rise to Glory Championship Edition, Resident Evil Village and Gran Turismo 7. While some games are on the original PS VR and offer free PS VR2 updates, the new headset isn’t backwards compatible with its predecessor.

Then there’s the price. In Canada, the PS VR2 has a rather steep price tag of $750. An $819.99 Call of the Mountain bundle is available, which includes the headset and the game, but that only saves you $10.

If you have the disposable income for this admittedly luxury item, you can order it at retailers like Amazon, Best Buy Canada, GameStop, The Source and Walmart.

For more on the PS VR2, check out our review.

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PlayStation VR2 is mostly everything I wanted from the next PS VR

It’s crazy to think, but it’s been more than six years since Sony first entered the virtual reality (VR) market in October 2016 with the PlayStation VR. In that time, we’ve gotten several more VR headsets, including the Valve Index and two Oculus Meta Quests, and major VR releases like Half-Life AlyxBeat Saber and the Canadian-made Pistol Whip.

I used to be big into VR, having excitedly bought Sony’s debut headset at launch from the Best Buy I worked at. But over time, I fell off of it and, on a broader level, simply stopped keeping up with the VR space.

PS VR2 on shelfThat’s why I’ve been so intrigued by the PS VR2, a glossy new peripheral for the PS5. For me, it’s been an opportunity to get back in the saddle and fall back in love with an old hobby. And in the past several days, I’ve had a blast doing just that. In many ways, I’m reminded of why I loved VR in the first place while also appreciating the many improvements Sony has made. There are some reservations, to be sure, but based on my early impressions of the headset, there’s a lot to like here.

Simplified setup

While I got to briefly preview the headset a few weeks ago, having a unit of my own at home means I can more easily compare it to the original PS VR, which I still own.

The biggest and most welcome change: a single-cable setup. The original PS VR required multiple HDMI cables, a processor box, AC adaptor and a PlayStation Camera. It was unbearably clunky. Worse still — PS4 Pro owners who wanted to use HDR would have to swap around the HDMI due to the lack of a passthrough option. This is one of the main reasons why I stopped using my first-gen PS VR headset after a few years; it simply wasn’t worth the hassle once I had upgraded to the PS4 Pro.

PS VR setup

The original PS VR’s setup.

Thankfully, the PS5 was built with the PS VR2 in mind, so they work together much more seamlessly. Now, you simply plug in the attached USB-C cable to your PS5 and you’re good to go. The new headset having four embedded cameras also means that you don’t need the PS5’s HD Camera accessory for motion tracking, although that can still be used if you want to record yourself while playing.

PS VR cables

Some of the cords that were required for the original PS VR vs. the single USB-C cable needed with the PS VR2.

This streamlined setup alone ensures that I’ll get more use out of the PS VR2 than its predecessor. Admittedly, some will certainly lament the lack of wireless functionality à la HTC Vive or Meta Quest, but I never found this to be an issue considering the cable is 4.5 metres (nearly 15 feet) long and, therefore, not intrusive. Besides, it’s leaps and bounds better than the original PS VR, which I suspect would be many PS VR2 users’ primary point of reference.

That added convenience carries over to the new See-Through View option. Simply press a button on the bottom right of the headset and you can immediately get a black-and-white look at your surroundings. This is incredibly useful if you need to gather your bearings or even just quickly check your phone. With the original PS VR, you’d have to remove the headset entirely, so this feature is most welcome. What’s more, you can use a little dial on the top left to adjust the lens distance for added comfort. All of this adds to the headset’s already excellent form factor, which is otherwise largely the same as the original PS VR, with a 40g weight reduction. These similarities include the handy headband release button to easily remove the headset and the dial on the scope to tighten its fit.

PS VR headsetsI should mention, however, that I’ve experienced a mild level of discomfort after using the headset. I don’t get actual motion sickness, though my head starts to feel uneasy and even a little nauseous. Historically, VR has never done this to me, but I’m chalking this up to the fact that it’s also been years since I’ve used a headset this extensively. (I had a brief period of trying the Meta Quest during early COVID lockdowns before stopping in favour of going for walks.) Since I haven’t had the PS VR2 for too long, I’ll have to see how my experience improves over time, but for now, I’ve only been going at it in spurts.

The “next-gen” experience

When it comes to specs, the biggest changes come from the PS VR2’s integration into the PS5. To start, the headset supports 4K HDR over its predecessor’s 1080p resolution. (The refresh rates of 90/120Hz remain the same across both headsets.) The resolution bump in itself is an improvement, naturally, and it’s enhanced significantly by the PS VR2’s new eye-tracking capabilities. Specifically, the PS VR2 uses a technique called foveated rendering to improve detail where you’re looking by reducing image quality in your periphery.

PS VR2 gogglesThis benefits the visual fidelity of games across the board, and that’s before we even get into game-specific use cases. For example, The Dark Pictures: Switchback VR gets even scarier by making eerie mannequins move every time you blink. I haven’t played that game yet, but I can vouch for this technology’s effectiveness in another upcoming PS VR2 title, Before Your Eyes. This was one of my favourite games of 2021 thanks to its emotional story about a sick child’s troubled youth, and the storybook-like unfolding of its narrative is dictated by your blinks. (Easier said than done when you’re crying over the subject matter…) Clearly, there’s a good deal of potential for this tech, and seeing how developers use it will be especially interesting.

Then there are the PS VR2’s gamepads. Instead of the wand-like Move accessories of the original PS VR, the new headset uses spherical ‘Sense’ controllers. Functionally, these precise motion-controlled peripherals are quite similar. Where they differ, though, is how the Sense takes cues from the PS5.

PS VR2 collageFor one, it’s got adaptive triggers to give you context-specific tension for actions like drawing a bow in Horizon Call of the Mountain (more on that later). Adding to that is the haptic feedback, which gives you unique sensations for things like building different structures in Cities VR. On the whole, I really like the look and feel of the Sense controllers. Strangely, though, PlayStation won’t be selling these separately at launch, which is slightly concerning should you run into issues and have to potentially wait a while to get a repair.

Horizon Call of the Mountain is excellent

Within its first month on the market, the PS VR2 will have more than 30 games. In total, PlayStation says there are over 100 games in development for the headset.

However, the most notable, by far, is Horizon Call of the Mountain. As a new entry in PlayStation’s popular Horizon series, a lot of pressure is on the action-adventure game. In fact, you could argue that PlayStation is relying too much on Call of the Mountain, considering it’s really the only major first-party support the PS VR2 is getting at launch.

Horizon Call of the Mountain bowThankfully, Horizon developer Guerrilla Games and Firesprite (The Playroom VR) have crafted an exceptional experience. In my preview, I highlighted the almost overwhelming spectacle, like the Jurassic Park-esque wonder of seeing the machines — chief among them, a towering Tallneck — in VR. That’s maintained throughout the campaign in ways I don’t want to spoil. Simply put, the game is gorgeous, with visuals that impressively feel somewhere between 2017’s Zero Dawn and 2022’s Forbidden West.

There’s also an undeniable highlight in exploring Guerrilla’s meticulously crafted world — which has always stood out for its strong art direction and intriguing lore — from the perspective of a shadier character. Instead of plucky heroine Aloy, you play as Ryas, a member of the Shadow Carja antagonistic faction. While Ryas is admittedly a bit dull at first, especially compared to the likeable Aloy, I did come to appreciate how his journey contrasted hers while also fleshing out a different side of the Horizon universe. Plus, there’s a novelty to seeing Aloy from a different perspective — as if she was just a few steps away from me. Interestingly, characters will even lean back slightly should you try to reach for them, which adds to the immersion.

Horizon Call of the Mountain AloyBut above all else, I was impressed by just how much the moment-to-moment gameplay got its hooks into me. In many non-VR games, movement can feel on rails; how Uncharted‘s Nathan Drake or God of War‘s Kratos clamber up walls will be exactly the same each time you play, no matter who’s playing it. But Call of the Mountain feels so much more engaging because you actually have to physically do everything yourself. This includes walking (alternating between swinging your arms), climbing (reaching out to grab ledges, often hand-over-hand) and jumping (pushing behind you). Being out of shape like I am will only add to the sweat-inducing immersion. And that’s just in regular sections.

Early on, when I was sneaking through a mining shaft past some sentry-like Watchers, it felt tenser than it might have in Zero Dawn or Forbidden West because I had to lean and poke my head around corners to see if the coast was clear. However, I was soon spotted and made a run for it to the railing I had to shimmy across. Despite my arms being a bit tired, I had to push through the burn to cross as fast as I could while the machines fired upon me. I’d occasionally get caught by a stray blast, and only a quick reaction on my part to grab the closest handhold as Ryas lost his grip would save me from an untimely demise.

Horizon Call of the Mountain climbingSure, I could have actually fought the Watchers using Call of the Mountain‘s oh-so-satisfying archery. Since the game requires you to unholster the bow, grab and nock an arrow, aim, and then fire, it can feel simultaneously suspenseful and badass to land a shot in the heat of battle. Still, I wanted to see if I try to zip past them, and it was downright thrilling. Whether it was fighting or fleeing from machines, the rush of playing Call of the Mountain was often exhilarating. Best of all, it runs for about seven hours, which is surprisingly meaty for a VR game. (For reference: Batman: Arkham VR, the original PS VR’s “killer app” at launch, was just under two hours.)

The other games

I’m a bit more mixed about the rest of the PS VR2’s lineup. Without question, it’s evidently quite varied.

PlayStation VR2 launch lineup

PS VR2’s launch window lineup.

Let’s even consider the dozen or so games I’ve gotten to try, including:

  • After the Fall (co-op multiplayer zombie shooter)
  • Cities VR (city-building sim)
  • Jurassic World Aftermath Collection (stealth)
  • Kayak VR: Mirage (sim)
  • The Last Clockwinder (puzzle)
  • Moss (adventure)
  • Star Wars: Tales from the Galaxy’s Edge (action-adventure)

That’s to say nothing of the array of genres covered in other launch titles, like rhythm (Thumper), racing (Gran Turismo 7), survival (No Man’s Sky and horror (Resident Evil Village).

Kayak VR Costa RicaThis means there’s something for everyone, and even specific experiences to suit your mood. After a long day, the calm and relaxing vibes of exploring a jungle paradise in Costa Rica in Kayak VR were exactly what the doctor ordered. Thanks to some wonderfully intuitive paddling controls, I could just float around at my leisure and soak up some beautiful scenery. Likewise, I enjoyed roaming around a galaxy far, far away with familiar faces like C-3PO and R2-D2 in Star Wars: Tales from the Galaxy’s Edge. On the flip side, Jurassic World Aftermath is a tenser experience that has you sneaking around to avoid fearsome dinosaurs. I didn’t love the cel-shaded art style or rudimentary AI of the beasts, but otherwise, it was a solid encapsulation of the atmosphere found in the original Jurassic Park movie.

But my favourite PS VR2 experience outside of Call of the Mountain was one I knew nothing about beforehand: Tentacular VR. In it, you play as a giant Kraken-like creature and use the Sense controllers to move its tentacles and suction onto objects and even people. While the obvious direction such a premise would take is some Kaiju-esque destruction, I appreciated that Tentacular VR was far more creative. Instead, it’s got a charmingly quirky coming-of-age story in which you’re adopted by a cute young girl and work with her and the townspeople on odd jobs. This involves using your tentacles in well-designed physics-based puzzles and goofy interactions with pint-sized people. Humorously, you can also pick up humans and fling them far into the distance, Team Rocket-style, before they parachute back in. All in all, this game knows exactly what it is — good ol’ silly fun — and makes use of VR in some truly inventive ways to deliver it.

Tentacular VRWhat holds the PS VR2’s launch lineup back a bit, though, is a general sense that something’s missing. As cool as a lot of these games are, they feel familiar. Indeed, many of these titles are available on other platforms, including the original PS VR. If you’ve never played VR before or have even been out of the game for a while like I have, this won’t be as much of an issue. Even still, this means that there aren’t many experiences actually built from the ground up for the new hardware. This sort of goes against Sony’s positioning of PS VR2 as a “next-gen” headset; the tech may be new, but the experiences — however good they may be — largely aren’t.

“Next-gen” is also the reasoning that Sony has given as to why the PS VR2 doesn’t offer backwards compatibility with the PS VR — that the games are too different due to new features like eye-tracking and haptic feedback. Instead, the PS VR2 has taken a “Greatest Hits” approach, of sorts, with a selection of original PS VR titles, like MossJob SimulatorNo Man’s Sky and Tetris Effect Connected, having received their own upgraded PS VR2 versions. To some publishers’ credits, free upgrades are available for a handful of games, like Job Simulator, No Man’s Sky and Pistol Whip. Nonetheless, it’s unfortunate that the lineup relies so heavily on older games. At the same time, it’s strange that Beat Saber and Superhot VR — arguably two of the most iconic VR titles — aren’t available at launch. (The former is officially set to come to PS VR2 at some point in the future, while the latter hasn’t actually been confirmed for the headset.)

Final thoughts

PS VR2 This leads to the biggest issue with the PS VR2: the price. The base model costs $750 in Canada — well above the $520 and $650 price tags for the PS5 Digital Edition and standard PS5, respectively. An $820 Call of the Mountain bundle is also available, but that only saves you $10 since the game is $80 on its own. Given the specs of the headset, a higher price was to be expected, but a peripheral that costs more than the base device is certainly a tough ask. Backwards compatibility could have helped mitigate costs since you’d at least have a few extra games at default, but either way, the price is unquestionably steep. There also isn’t some Xbox All Access-like financing option to make the cost more palatable.

Therefore, far be it from me to tell you that the PS VR2 is a “must-own.” This is a luxury item that you can’t recommend in the same way you might a single game or even a comparatively cheaper accessory. What I will say, though, is that this is definitely a well-made product. Quality-of-life improvements like the single-cable setup and See-Through-View make it far more comfortable and easy to use than its predecessor, while the improved resolution and eye-tracking add to the immersion. The variety of games is also commendable, even if a lot of them aren’t genuinely new. Call of the Mountain, in particular, is one of the best VR titles I’ve ever seen.

Should you buy the PS VR2 at launch, though? For most people, probably not, especially for that price tag. But if you do somehow have a significant amount of disposable income and want to get a variety of engrossing experiences that are unlike anything you’d play on your PS5 otherwise, then the PS VR2 is certainly worth the investment.

The PS VR2 will launch in Canada on February 22nd for $749.

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PlayStation denies report that PS VR2 production halved due to weak pre-orders

Sony has refuted a new Bloomberg report claiming that the tech giant has halved its forecast for PlayStation VR2 launch quarter shipments.

In a statement to GamesIndustry.biz, PlayStation said it has “not cut PlayStation VR2 production numbers” and it’s “seeing enthusiasm from PlayStation fans for the upcoming launch, which includes more than 30 titles such as Gran Turismo 7, Horizon Call of the Mountain, and Resident Evil Village.”

This comes after a January 30th Bloomberg report in which the publication said that disappointing pre-orders had led Sony to adjust its original forecast of two million to one million headsets shipped.

On top of VR already being a more niche market, Bloomberg noted that the PS VR2’s steep price tag — $750 in Canada, more than a PS5 — was seen as a key reason behind the supposed underperformance. For context, the PS5, for which the PS VR2 is an accessory, starts at $519 in Canada. The lack of backwards compatibility with the original PS VR may also deter some from buying the new headset.

Of course, Sony wouldn’t admit one way or the other whether pre-orders have been soft, so it remains to be seen how the PS VR2 will fare. For what it’s worth, we recently got to go hands-on with the PS VR2 and came away very impressed. Check out our full preview here.

The PS VR2 will launch in Canada on February 22nd.

Source: Bloomberg, GamesIndustry.biz

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PlayStation VR2 and Horizon Call of the Mountain have me excited about VR again

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When Sony’s PlayStation VR launched in 2016, I was really into it. Games like Resident Evil 7 and Batman: Arkham VR offered extremely immersive and unique experiences that quickly got me excited about the tech’s potential. Over time, that feeling only increased as I learned about all of the other applications for VR, like healthcare.

But as I started getting busier, the thought of physically navigating the many cables and wearing a big headset at the end of a long day felt less appealing. The launch model lacked also HDR passthrough, which made it tedious to have to connect and reconnect cables every time I wanted to switch between regular and VR games. As a result, I stopped using my PS VR.

Now, though, I find myself with renewed excitement about the platform thanks to the PlayStation VR2. The prospect of a successor headset for the PS5 was always tantalizing, and after going hands-on with it at PlayStation Canada’s office, I’m especially eager to play more.

The headset itself

PlayStation VR2 headset on headWhen you first put on the PS VR2, there is, of course, a brief calibration process. Most of that is fairly standard for a VR headset, but two features immediately stood out. First, there’s the new See-Through View, which leverages the PS VR2’s new front cameras to let you quickly see get a black-and-white look at the real world. With past VR devices, it felt cumbersome to have to lift the headset just to see my surroundings, especially after you’ve found the right adjustments to fit it on your head. Seriously, it can’t be understated just how handy it is to just press a button to do this now without needing to remove the headset.

In a similar vein, I was taken aback by the new eye-tracking functionality. I’ve never used a VR headset with eye-tracking before, so to see the circles light up as I looked at them was extremely cool, if a little freaky at first. Naturally, there are neat game-specific use cases for this technology (one of which I’ll get into later), but in general, this also helps improve fidelity across the board through a process called foveated rendering. This means that the headset can focus on enhancing the detail of what you’re currently looking at by reducing image quality at everything in your periphery.

PlayStation VR2 Sense controllersThen there are the controllers. Rather than iterate on the original PS VR’s wand-like Move controllers, the PS VR2 has spherical ‘Sense’ controllers. I quickly appreciated this novel futuristic look. On top of that, they have some of the PS5’s DualSense gamepad’s signature features, like adaptive triggers and haptic feedback. Most importantly, though, that round form factor gives them a very natural and comfortable grip.

Horizon Call of the Mountain

After that brief setup process, I was immediately put into Horizon Call of the Mountain, one of the PS VR2’s flagship titles. It’s part of Guerrilla Games’ beloved Horizon series and was developed by the Dutch studio and Liverpool-based Firesprite, the team behind VR titles like The Persistence and The Playroom VR. In other words, there’s some strong pedigree behind this title, and thankfully, it shows.

The demo begins with your character, a prisoner named Ryas, as he’s ferried along in a boat. This slow opening to ease you in felt immediately reminiscent of Skyrim‘s iconic opening in how quickly and effectively it creating intrigue. Who really is your character? Why is he imprisoned? Who are your captors? Where are you? Adding to that appeal is the fact that Ryas is a Shadow Carja, an antagonistic faction from Horizon Zero Dawn. The idea of seeing this fascinating machine-overridden post-apocalyptic world from the perspective of someone completely different from a heroine like Aloy is incredibly promising.

The other benefit to this subdued intro is that it really lets you appreciate just how stunning this world looks in the 4K-capable PS VR2 headset. I marvelled as rays of light poke through the dense, lush vines, reflections shimmer on the water and crisp leaves realistically fall over our heads. Meanwhile, the other people on the boat are rendered through sharp, detailed character models are even react if you look at them for too long — thank you, eye-tracking! You can even see little hair fibres on ropes. Overall, it didn’t just look good for a VR game; it looked good in general.

PlayStation VR 2

What’s more, the first-person view of this richly-crafted setting means you get to see Horizon‘s wickedly cool machine designs in a whole new light. As our boat chugged along, we saw everything from the Spindly Watchers to the deer-like Grazers. But it was the Tallnecks that got me. Horizon players will know how much of an ordeal it was to ascend these massive giraffe-like robots, so to see one towering above me in VR was truly jaw-dropping. Honestly, it evoked a similar magical feeling to the one created by the iconic “Welcome to Jurassic Park” scene from Spielberg’s 1993 classic.

Visuals aren’t enough, though; it has to feel good to play. In that regard, Call of the Mountain also impressed. Admittedly, much of the middle stretch of the demo consisted of climbing, but I didn’t mind because it felt so natural. Like Zero Dawn or Uncharted, Call of the Mountain features ledges with a clear colour coating to show you what’s climbable, but unlike other games, you actually have to put in the work. There’s a boring sense of automation in third-person climbing, but in VR, it feels immersive. Moving my arms up and down, left and right, sometimes even going hand-over-hand as I figure out where to go and work my way up feels incredibly cool. It’s the closest I’ll ever get to actually scaling tall structures, and I can do it from the safety of VR. Nathan Drake, eat your heart out.

Horizon Call of the Mountain climbingThen there’s your bow. Requiring you to reach back and unholster the weapon from your back then do the same to pick up an arrow before you nock it only builds on the immersion. Naturally, pulling back gives you a satisfying DualSense-esque vibration that enhances the full degree of motion you have over the actual aiming. All of this works together to truly sell the idea that you’re using a bow and arrow. It also adds a welcome layer of tension to combat, as the pressure’s on you to quickly draw, load, aim and shoot. The only element here that felt a little awkward was dodging, which you do by holding a button and pushing your arm to either side. To be fair, I’m sure this was the best way to mitigate any motion-sickness for more sudden dashing, but it took some getting used to.

Ultimately, I’m excited to play more of Call of the Mountain. All signs point to this being a clever addition to the Horizon universe that is also inviting to newcomers through intuitive, engaging gameplay. Best of all, PlayStation says this is about seven hours long, which makes it a fair bit meatier than other VR launch titles we’ve seen, like Arkham VR. 

Final thoughts

PlayStation VR2 launch lineupGiven that this was a relatively brief demo session, there’s still a lot I need to see. For one, the rest of the launch lineup. PlayStation is promising around 30 games will launch within the PS VR2’s first month. While that’s certainly a good number of titles, I’m also a bit disappointed that a lot of them are spins on existing experiences, like Moss, No Man’s Sky, Gran Turismo 7Resident Evil Village and Star Wars: Tales from the Galaxy’s EdgeTherefore, it remains to be seen how many other truly new, “must-play” titles in the vein of Call of the Mountain that it will actually have. Then there’s the cost. At $750 for the standard model and $819 for a Call of the Mountain bundle, it’s incredibly pricey. That’s more than the PS5 itself!

Evidently, then, it’s too early to tell whether the PS VR2 warrants a day-one purchase. But based on my first hands-on impressions, I can say that I’m really liking what PlayStation is doing with the headset itself. Call of the Mountain is also shaping up to be a killer app. All of this has gotten me excited to get my hands on one myself to fully see what it has to offer, and that’s a great feeling to have for this lapsed VR fan.

The PS VR2 and Horizon Call of the Mountain will both launch in Canada on February 22nd.

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Here’s everything shown off during PlayStation’s September State of Play

PlayStation held a new State of Play presentation on September 13th, showing off around a dozen games for PS4, PS5 and PS VR2.

See below for a breakdown of what was featured during the roughly 20-minute presentation:

Of these games, which are you most excited about? Let us know in the comments.

Image credit: PlayStation

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Sony offers ‘early look’ at the PlayStation VR2’s user experience

Sony has offered an “early look” at the user experience (UX) of its PlayStation VR2 headset.

In a blog post, the company outlined the following four features.

See-Through View

This option will allow users to look through the headset into the real world without having to take it off. This could be helpful in cases like positioning, locating your Sense controllers and more.

There will be a card in the Control Center for easy toggling off See-Through View, as well as quick access to other PS VR2 settings.

Broadcasting

Using a PS5 HD Camera, you’ll be able to record and broadcast yourself while playing a PS VR2 game. It’s important to note that the camera is sold separately at $79.99 CAD.

Customizing the play area

After the PS VR2’s embedded cameras scan your room, the accompanying Sense controllers can be used to adjust the play area to your liking. These settings can be modified at will as long as the headset is connected and will be saved for future use.

VR Mode and Cinematic Mode

In VR Mode, players can interact with VR game content through a 360 viewpoint. This will display in a 4000 x 2040 HDR video format (2000 x 2040 per eye) with a 90Hz/120Hz frame rate.

Cinematic Mode, meanwhile, is for all non-VR game and media content, such as PS5 menu navigation. This content will be shown in 1920×1080 HDR video format with 24/60Hz and also 120Hz frame rate.


That’s all for the latest update on the next-gen PS VR headset. It’s important to note, however, that Sony still hasn’t confirmed pricing or release timing for the device. At the end of its latest blog post, it promised to “share more information soon, including launch date and additional games coming to the platform.”

So far, confirmed games include Resident Evil VillageResident Evil 4 (remake) and Horizon Call of the Mountain.

Source: PlayStation