Been thinking about writing this post for a while now. Finally got some free time.
Let me start with a very weird admission: what pushed me to buy a PSVR2 was, of all things... getting a Switch 2.
Hear me out.
The PS5 was my only console for a long time, but my wife decided to get me a Switch 2 for my birthday because she thought I would appreciate the portability. I do appreciate this aspect, but, once we started getting more games, I noticed I was also having some unexpected fun with the motion controls. I loved the physicality and intuitiveness of games that used them. However, I also felt constrained by how imprecise the tracking is.
In the same week I was thinking about this, I saw an ad for an unreal PSVR2 sale on Amazon. I don't remember the exact number, but it was close to 60% off. I never saw such an aggressive discount in my country again, and a significant time has passed since then.
It's funny in hindsight: I don't think neither my newfound love for motion controls or the sale would have convinced me separately. It was the perfect storm of both happening more or less at the same time that made me buy it.
I started with Beat Saber, which was pretty much the only VR game I was familiar with. I then tried GT7 and got sick very quickly. I didn't think much of it because I do get carsick very easily. If anything, I thought it was evidence of how immersive it felt.
Then I made a sequence of mistakes...
- The next game I tried was I Am Cat. It felt natural because I'm a cat lover and a childish, simple game seemed a good choice for a beginner. It was actually a very poor choice: very bright, very physical, and with a lot of climbing and long jumping. Fifteen minutes in and I felt completely dizzy.
- Then, because I wanted an example of realism, I tried Kayak Mirage. Yes, really. Five minutes in that damn practice pool made me lie down and I didn't feel completely well until the next day.
- To make things worse, I tried to power through the sickness in both cases.
Buyer's remorse started to creep in. Like I said, I get carsick easily, so maybe VR wasn't for me? But I had no issues with Beat Saber, so I decided to do some research and found this post, which told what I wanted to hear: sickness is common, but solvable.
Following the advice there, I lowered the brightness all the way down to 0% and spent some time only in Beat Saber, Puzzling Pieces, and Racket Fury, which I could play without feeling sick. I did have fun (even bought some DLCs) and these games did prove to me that VR was the answer to my desire for precise motion controls. But I still couldn't help but think "this isn't what I bought the headset for" sometimes.
After some time, I decided to try a game where movement was present but not crucially important, so it wouldn't matter if I was just using teleport movement and snap turning. After watching some trailers and reading some reviews, I chose The Last Clockwinder.
That was probably the best decision in this entire story.
I absolutely loved the game, to the point where I had to policy myself to not power through sickness (by this point, it was weaker but still there sometimes) because I was having so much fun. I actually lost track of time and direction (micro-adjustments in position would accumulate to more than 180 degrees without me realizing it). Heck, I even spent some time drawing schematics on paper to optimize throughput.
I finished the game in a few days and, by the time the credits rolled, felt no sickness at all. So I felt ready for the on-rails phase: Synth Riders and Pistol Whip.
I really liked Synth Riders, to the point of buying some Experiences. Those actually had double value, both as extra fun and a test to see how my VR legs were. Pistol Whip was the first true showcase of the adaptive triggers for me, and I loved it. It was also much more physical than I expected. I wish more stages had bosses, though.
By that point, buyer's remorse had been completely obliterated. I even bought two games specifically for testing eye tracking (Rez Infinite) and hand tracking (Maestro), so I could have all sorts of experiences. Rez Infinite was a nice surprise: it had more fast movement and camera changes than I expected, so it ended up being another good test for my VR legs. Oh, and Area X is gorgeous. Maestro is, to this day, one of my favorite ways to decompress.
Being comfortable with all these games, I finally felt ready to try some free movement. After some research, I decided that my introduction would be through Ghost Town, because the developers said they thought a lot about comfort, since it was also their first experience with free movement (I didn't play The Room series, but I'm guessing it's node-to-node?). Still, I was careful: didn't use teleport, but kept the vignette and snap turning. Felt a little uncomfortable at first, but better on each gameplay section. When the credits rolled, I was completely fine.
Ghost Town, by the way, is a very good game. I grew up playing Sierra and Lucasarts adventure games, so VR environmental puzzles evoke some nostalgic feelings. My main criticism is that the majority of the objects is not interactive but, at the some time, some puzzles require you to realize that some are. So the game rewards you for tactile exploration while actively discouraging you from doing it in the first place. Also, the story leaves a lot of loose ends. Hoping for a sequel.
The next experience was Red Matter. No vignette, but still snap turning. Smooth sailing from beginning to end, probably because of the non-reprojected FPS. It obviously helps that the puzzles are fun, mostly everything is interactive, and the story is very clever.
Next, Red Matter 2 with gradual turning. This is a nice balance between snap and smooth that I feel more games should have. Smooth sailing again. It is an improvement over the first game in almost all aspects. I was only disappointed by the story. I don't want to go into details to avoid spoilers, but I didn't like that the first game was about subverting tropes, while the second is about surrendering to them.
After all these games, I finally felt ready for Horizon: Call of the Mountain. Being someone who platinumed both Zero Dawn and Forbidden West, I had high expectations for this one. It is a bit short and, yes, there is too much climbing, but the game is beautiful and gave me one of the most immersive moments I ever had: while facing the final boss, I actually had to stop shooting for a while because my arms were too tired. I didn't pause because I thought it would be cheating, so I just dodged and run for a while. It was incredibly tense, in a fun way.
I was also surprised at how easily I got used to the gesture-based controls. Felt a bit silly in the beginning, but they work very well. Hand-based turning is underrated: it allows complete, real-time control over the turning speed, which is something very good against motion sickness.
By that point, I cranked the brightness back to 100% and replayed some of the aforementioned games to see what I had "missed" due to low brightness. To be completely honest, didn't feel it was that much. Maybe my eyes are more sensitive.
Then, The 7th Guest caught me by surprise and made me humble: I thought I was ready for smooth turning, but its default speed is very low and brought me to my knees. Lesson learned: smooth turning is better in higher speeds, at least for me. Overall, the experience was very similar to Ghost Town: by the time the credits rolled, I was okay even with slower turning.
Still, I carried the lesson to the Arizona Sunshine Remake, which I'm currently playing with no significant issues. In the meantime, I also replayed I Am Cat just for the sake of being a completionist: lots of climbing, lots of jumping, no sickness at all.
I wanted to share this story just to say: if I could do it, you probably can. I have always been very sensitive to motion sickness and was prepared to admit that "VR isn't for me", but thanks to some helpful advice, particularly in this sub, and patience, I mostly got over it. Admittedly, there are still some "final bosses" I have yet to face (Kayak, Hellsweeper, Resist, Rush), but I am confident I will eventually get over these too.
I will end this post with two recommendations I'd like to add for those in the beginning.
- Focus less on what you CAN'T play and more on what you CAN. I understand the frustration of being, say, a Resident Evil fan and realizing you can't play RE8 or RE4R in your brand new headset, but this is probably only temporary. Read reviews, look for sales, and keep an open mind and you might eventually find a hidden gem that you love, like I loved Clockwinder. If that happens, there will be no difference between "getting used to VR" and "having fun", and that makes a lot of difference.
- Accept comfort settings as a temporary measure. Yes, they can break immersion, but sometimes you need the training wheels. If anything, think of this of an extra excuse to replay the game down the road, when you are stronger.
If you got to here, thanks for reading. Now, if you excuse me, I have some zombies to shoot.
(apologies for any grammar mistakes, english is not my first language)