Do you write some of these to vibration feedback, or does the FX artist do that, or is that mostly a designer? It’s all up in the air at my current studio and it would be better if someone could push it all the way through. At smaller places I was the rumble freak so I could mostly own it.
How essential are the PS Move controllers to the PSVR Experience?
It’s November again so there are PSVR black friday deals popping up and right now there’s one where you can get the unit (headset plus camera) and 5 games (RE7, Astrobot, Skyrim, Playstation Worlds and Everybody’s Golf) for $200 which is almost low enough to make me seriously consider it but the Move controllers are still $100 for a two pack.
oh yeah I should note that I actually have a PC VR headset as well and it just so happens none of the PS4-exclusive VR stuff I’ve been interested in uses them
but no one should own two VR headsets, that’s on me
I have not yet used my Move controllers, and I’ve played a bunch of VR games. But that’s probably just because the games that happen to appeal to me do not support or need them. I will probably try Déraciné eventually, though.
VR is really cool and everyone acting like every game needs to be played on some off the shelf x86 mouse and keyboard and controller interface is depressingly lacking in imagination but unrelated to that yeah fuck valve no problem there
like, the fact that we’ve ended up back at left stick movement control in first person despite full head tracking and motion controls should say all there needs to be said about vr
no one who is doing interesting things in the space is getting nearly enough money to keep doing it and we’re over here trying to get asgard’s wrath to win a game awards by voting it i’m not mad about my job ever