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11 immersive PlayStation VR2 titles arriving in 2023

Fbh

Member
Where are the AAA, full blown single player games?

It's like the chicken and the egg.
Publishers need more people to own VR headsets for it to be worth investing in AAA games, but most people won't pay the high entry cost if all there is to play is 1 or 2 highlight games and a bunch of shovelware
 

kiphalfton

Member
We're going to be three years out from Half Life Alyx, with absolutely nothing on the horizon looking like it's going to beat it.

Sad times.

Where are the AAA, full blown single player games?

Blame all the losers who simp multiplayer or mobile games.
 

Fess

Member
Over half of these games seem nice stuff to fill catalog and address niches. These kind of games are needed, but I'd like to see more bigger games and names that could make you want to buy it, as was the case of Horizon CoM, the RE games or No Man's Sky.

Sony, give me brand new Wipeout and Motorstorm games and make them fully PSVR2 compatible but also playable on a tv. Patch most of the best and more well known PSVR1 games to make them run on PSVR2. Make GT7 fully PSVR2 compatible. Get Alyx or make the PSVR2 compatible with PC even if you don't release PC games for it.
Yeah I like VR but it looks like most of these launch titles could run on Quest 2, makes the launch less exciting when it’s not able to run Steam VR games too.
 
This feels like filler for the launch line up, which you obviously need and im sure some of these will be fun.]

But i need something other than Horizon and RE8 to really sell me on the future of VR. I don’t give a shit about horror games in general so all those other lower budget stuff is meaningless to me.

I want racing games, sims, platformers, etc. I also want some kind of perk system, like ps plus members get a new VR game a month, or a collection of classic PSVR games.
 
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Spyxos

Member
The headset was probably ready a long time ago, but they had to wait so that they would have something to launch.
 

ahtlas7

Member
ronald mcdonald clown GIF
 

Tg89

Member
Going to be decades before VR is anymore more than filler/tech demos with the (very) infrequent good AA/AAA effort thrown in. Not sure what anyone is expecting. "Traditional" games will be predominantly non-VR well after most of us are gone from the world.
 

John Wick

Member
IMHO I think Sony are rushing PSVR2 out. They haven't even got PS5 production under control and yet want to release a $549 peripheral for it. We have no true next gen games yet. Why not wait till holiday 2023?
These 11 games are a waste. If this is the quality of title Sony expect to sell PSVR2 then it's DOA. They need proper AAA games for this to be a success. Otherwise they are dividing already limited resources.
 

BadBurger

Many “Whelps”! Handle It!
Sierra Squad looks really nice. And Cities VR is a solid version of that game (and relatively new, about six months old).
 

CamHostage

Member

It's also coming out next week in a non-VR port to Switch.



Sierra Squad looks really nice.

Also kind of cool that Smilegate is doing dueling exclusives rather than just bringing Crossfire to consoles as is; Xbox has Crossfire X, PS now has this VR version. Reminds me of the old days or the portable days where developers tried out offbeat ideas when expanding their brands across various platforms. X unfortunately didn't turn out so well, but I'm interested in seeing how this VR spin-off works out.
 
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coffinbirth

Member
A literally on rails game = immersive? LOL, ok.

As much as I'd have loved for Sony to come out swinging with this thing, they didn't. Sad lineup, no killer app, no BC, grossly overpriced(for the experience, not the tech) and no PC support out of the box. Bummer.
 

Buggy Loop

Member
So the PS5 VR line up is aiming to be just as shit as the PC VR line up.

There’s a ton of shit on PC VR but
Half life alyx, meta’s Lone echo 1 & 2, Asgard’s wrath, RE 4, Bonelab/Boneworks, all the PC simulators where VR becomes a game changer like racing sims, DCS, Microsoft flight sim, etc aaannnnddddd how can we forget this one, porn.

It’s pretty fucking good

Even the Half Life Alyx mods are more interesting than this lineup
 
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Gamerguy84

Member
They know they have to throw some bigger, better experiences at this. Im sure they will.

You can bet your gamer badge they have some third party deals plus their own lined up. I didnt see HFW or GT7 in here.

We barely got a sneak peak because PSVR was limited by the hardware and processing power and we got some pretty cool things.

Im sure they want the console VR market and they will throw a lot st that goal.
 

ArtHands

Thinks buying more servers can fix a bad patch
Yeah I like VR but it looks like most of these launch titles could run on Quest 2, makes the launch less exciting when it’s not able to run Steam VR games too.

8 out of 11 are in fact on Quest 2.

The Light Brigade

Hello Neighbor VR

Cities VR https://www.oculus.com/experiences/app/4046879905345967/
Cosmonious High
https://www.oculus.com/experiences/app/4554248281328321/
Jurassic World Aftermath
https://www.oculus.com/experiences/app/2708465082504733/
Pistol Whip https://www.oculus.com/experiences/app/2104963472963790/
Zenith https://www.oculus.com/experiences/app/3594982710558708/
After The Fall https://www.oculus.com/experiences/app/2160364850746031/
Tentacular https://www.oculus.com/experiences/app/3967680489996895/
 

Starhowl

Member
Without games like Beat Saber this sounds like a half-hearted release prone to failure? :pie_thinking:

It was games like “Dance Central” that really made Kinect lift off and those games are completely missing - not much to see here! 😥
 

sncvsrtoip

Member
Some quotes from Edge magazine interview with Dark Pictures Switchback Supermassive Games dev:
The dev process is all a little easier, of course, when you have a single format in mind. Our demo of The Dark Pictures: Switchback VR illustrates how Supermassive is using every part of the buffalo to bring its theme-park ride of a shooter to life. “We wanted to create this feeling of being there,” game director Alejandro Arqu Gallardo explains. “So, for example, with the haptic feedback you feel the motion of the rollercoaster on the rails. You feel the wind, and the rain on your hands. Then we used the adaptive triggers to create the feeling of different guns being very different, with different levels of resistance.” Some of the features are a natural fit for horror, including 3D audio. “We have a scene where [a demon] whispers, literally at the back of your head, and you can feel it just there,” Arqu Gallardo says. “And then, if you look around, maybe she’s there, maybe not – or maybe she gets closer to you.”
It’s an eye-tracking feature, though, that lingers longest after our demo. A door painted with the instruction ‘don’t blink’ opens up into a room of blood-smeared mannequins in harlequin masks, their bodies twisted into unnatural poses. Eventually we can’t help it any more, and let our eyelids flutter closed. When they open again, the mannequins have been rearranged – or have rearranged themselves. Another blink, and it happens again, except that one of them has now come to life. As we repeat this process, we learn to use our eyes tactically, only blinking once our guns are readied. It’s a strange, startling application of the tech.
Tentacular dev:
One of the biggest changes to Tentacular’s PSVR2 edition, Cubasch says, is in its use of eye tracking. In previous versions, the player interacted with the game’s quest-giving villagers by tapping them on the head with a tentacle. “And that’s something we really enjoyed, because it symbolises the balance of power between you and the little people,” he says. But player feedback said that this grew “a bit tedious over time”, and now, on PSVR2, you just need to look at them and tap a button. Cubasch was initially reluctant to try this out, worrying it risked losing part of the game’s charm. “But when we implemented it, we realised how elegant it is,” he says. “It really helped to fix something we were trying to fix but couldn’t before.” Bousfield tells us he felt similarly about incorporating headset haptics into The Last Worker: “I was a little bit wary of the head vibration initially. Because obviously, when you do the first test, you just kind of fire it off, and it does actually shake the headset a bit if you’ve got it on full power.” Once again, though, it was a case of “working out where feels appropriate, where it’s going to be suitable” – namely, in a sequence that has you in an enormous mech, smashing through the walls of the fulfilment centre, in place of the traditional version’s screen-shake effect. “It does add to the overall feel. It gives you a little bit more oomph.” Do any of these features feel like essential considerations for game design, or are they just fun add-ons? “It’s not going to create new genres or anything,” Cubasch says. “It’s just really nice to have them, and to realise that this really helps, if it’s used in a good way.” He doesn’t hesitate to call Tentacular’s PSVR2 edition the best version of the game, thanks largely to these enhancements. “After you add this stuff, you realise that, beforehand, something was missing. We have some moments in the later game, a boss fight and a big geological event, and if you play them with the new features – the haptics, the HMD rumble – and then you play the version without, it just feels like there’s something missing.”
 
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