Seeing Crystal-Clear Worlds: Hands-On With PlayStation VR2

PlayStation VR2 offers stunning clarity and an immersive next-gen experience. But will you be able to play the right games?

I let out an audible “wow” just minutes after starting Resident Evil Village on PlayStation VR2. A blood-curdling scream deep within Castle Dimitrescu doesn’t put me on edge as my attention is elsewhere. I’m looking at a framed painting on a foyer wall. The portrait of this regal-looking gentleman is quite ordinary. But in PSVR2, the detail can be seen in clear clarity. I study the brush strokes, the color variations in his coat’s fabric, and I can tell it’s an oil painting.

When I played the original version of Resident Evil Village on PlayStation 5, I didn’t pay too much attention to the environmental details, like this painting. These details are often distracting in my current playthrough. Even though this version is essentially the same game, it takes on new life through PSVR2’s stunning display.

The headset’s OLED display delivers a wide 110-degree field of view capable of presenting games in vivid 4K HDR. Unlike most VR headsets on the market, I’m not seeing any general pixelization, artifacting, or graininess in the text – everything looks sharp. Display resolution is 2000×2040 for each eye. The games are able to run at smooth frames rates of 90/120Hz. This is one of the nicest screens out there, rivaling HTC VIVE 2’s 2448 x 2448 per eye resolution. The headset is available for $799. We still don’t know what price the PSVR2 will go for, but my time with this impressive hardware makes me think it will be expensive – every aspect of the PSVR2 feels genuinely high-end.

In the day I spent with this headset, I checked out four games: The Walking Dead: Saints & Sinners: Chapter 2 – Retribution, Resident Evil Village, Star Wars: Tales from Galaxy’s Edge – Enhanced Edition, and most impressively, Horizon: Call of the Mountain.

The headset’s power and clarity are reflected in all these games, along with the improved functionality of controllers such as the adaptive triggers. Haptic feedback and finger touch sensitivities, motion tracking, and other functions. Horizon is only available for PlayStation VR2. Other VR headsets have already released the games or they will be soon. Are Horizon and the enhanced editions available for existing games sufficient to convince you to buy the hardware? That’s a particularly loaded question to ask people who already have a VR headset.

The Setting Up
The painful days of setting up PlayStation 4’s VR headset are behind us. PlayStation VR2 consists of just one cable, you don’t need a camera or Move controllers, and the passthrough camera allows you to see your surroundings while adjusting your setup.

It is lightweight, easy-to-use, and comfortable. A couple of game developers at the event said the headset has an “airy” design. That’s a great way of summarizing how it feels on your head. It isn’t suffocating or too snug and just kind of hangs comfortably in front of your eyes. The dial on the back of the headset is also a nice way of tightening the fit – a moment I rather enjoyed, given how loudly the dial clicks as the strap tightens.

 

The headset can be customized to customize the VR experience. This includes the visual fields and eye tracking. The PlayStation VR2 control panel allows you to enter menus which provide precise information about where you’re looking and how it is viewing the world.

The menus can be played out as minigames. For example, you might have to follow red dots moving around your eyes without having to swivel your head. A third menu displays colored rings surrounding your eyes. If you see the blue colored rings, your lenses have aligned. The headset is able to track your eye movements so you can read what they are seeing. You can see if characters are looking at you. Eye reading is also helpful on the backend. Advanced rendering techniques can be used to increase visuals and adjust the resolutions depending on what you are seeing.

It may seem strange but the best thing about the setup is the way you define your play area. This process draws heavy inspiration from Meta’s Quest headsets. You can quickly see what’s around you by activating the embedded camera on your headset. The mesh is wild and science-fictional-like, covering everything around you. It tries to determine the layout of your space. To get an accurate reading, you need to see the floor as well as the ceiling. Once the scan is completed, the headset suggests a play area. The controller acts almost as a laserpointer and allows you to alter the recommended shape according to your preferences. It’s a wonderfully simple process, and the results should keep people from punching walls or knocking over things in their rooms. Red warning rings will appear as you near the edge of your grid. They warn you to move back.

While this VR setup can be very freeing, it must always be connected to your PlayStation 5 via a cable. It will be attached to your body and you can feel it moving around. You may also be able to step on it. Although the cable is long and didn’t bother me much during my time with PSVR2, I noticed it more often when I was playing games. It draped between my arms or on my back.

Once I was comfortable, I got into the game! It’s as easy as opening a game on the PlayStation 5 crossbar.

Horizontal Call of the Mountain
This is the game you need to be there at launch. While we do not know for certain if Horizon, or any other of these games, it is safe to assume that they will all be on launch day in 2023.

Horizon: Call of the Mountain was my demo. What I discovered quickly is that this experience is just as visually stunning and powerful than Horizon: Forbidden west. VR gives us a better idea of the size of the robot dinosaurs. You thought Tallnecks in console games were massive. But wait, you’ll be able to see them in VR. You would be shocked at the sheer size of their feet. One of the Tallnecks I saw in VR was the one I wanted to see in Call of the Mountain. I then asked the Guerrilla Games reps present if the Tallnecks had grown in Call of the Mountain. It was one-one. They also said that the tallneck looked bigger because of the different perspective. Its proportions are amplified by the VR perspective and the sensation of being present. It’s a wild thing to see, and it will only make sense once you view it with your own eyes.

 

Horizon starts slow with the player in a rowboat moving upstream. This is the beginning of the story. It also allows you to get acquainted with Ryas, an ex-Carja soldier and disgraced character who appeared first in Horizon comic books. Ryas has been talking to two people, who are the commanding officers of the boat. They have you as their prisoner. Given the number of animals bounding around, they move slowly.

As the story develops, the ride becomes almost Disneyland-esque as many robotic animals emerge from trees and soar above mountains. Each one is awe-inspiring in their movements and size. Amazing detail and visual clarity are evident in every machine. In just a matter of minutes, the game was over and I was transported to Horizon Zero Dawn’s greatest hits. It’s an awesome way to start the game, even if you don’t do much. It’s amazing how the lighting and animations look. I wanted to reach out and grab their robots.  In the first minute of this video, I am able to interact with the robots by holding out my hand and moving a vine that is hanging from our hands as we go into a cave. This is an interactive, small moment but it was a great one.

When Ryas finally gets onto dryland, I don’t know what to do. The analog sticks won’t move him, and I can’t click on the environment to warp to specific spots (something many games do in VR). The game informs me that I need to raise and lower my hands like I’m running. Sure enough, making this motion makes Ryas move as quickly as I’m pumping. When I’m playing VR, these are the types of movements that I dislike. This was something I did in front my PlayStation reps and game developers.

My head turns in the direction that I see, and I continue to chug like a jogger. Although I could use the analog stick on the left to adjust his direction, I prefer using my head. He comes to a rock wall, which he needs to climb. He can grasp onto ledges that are marked in white. You’d expect that I only need to reach for the controller and make sure my hands are hovering above the rock. Then, pull the trigger to lock onto it. My first few grips were made slowly and with perfect calculation, but I soon learned I could motor up the wall quickly. I could feel the motion as I moved. The developers in the room warn me that I can fall if my aim isn’t true.

 

You can use the climbing mechanic well. There are many rock designs to choose from, such as ledges that require hand-over-hand movements. This demo featured a lot of climbing up tall structures. It gives me an incredible sense of height, and also gives me fear if I try to look down.

I also got to take on a Watcher, Horizon’s version of a raptor. This agile beast isn’t as aggressive as we’ve come to know in the console games, but it does rattle off fireballs and periodically lunge at Ryas with a tail swipe. Ryas can dodge attacks by simply pressing the button and moving to the side desired. His weapon of choice is the same as Aloy’s: a bow.

Call of the Mountain’s bow is an excellent example of player input. As I pull the bow from my quiver over my shoulder, I pull the string tighter by pulling my arm back. Let go of the shoulder buttons and the arrow will fly at the Watcher. My aim isn’t great out of the gates, and I feel like my settings are off. Guerrilla’s reps recommend I switch the option from right to lefthanded (handled in a menu), and that does the trick. I’m slinging arrows like a champ, and the Watcher’s health depletes quickly.

Beyond the action, the world of Call of the Mountain is highly interactive. To regain my strength, I grab an apple and hold it up to my face. Also, I pick up additional items for inspection. They are very observant of their physical laws, which allows me to carefully put a lid over the lid and place it on the floor.

Horizon: Call of the Wild combines vivid colors and extravagant details to create a visually stunning experience. This is a great game, with lots of fun features. It is a beautiful world, and reminds me of why I enjoy console gaming. We’ll need to wait and see if the action and combat are as good as their reputation.

Resident Evil Village
I already talked about how Resident Evil Village’s little details impress. They’re a consistent feature throughout the demo. As one would expect Lady Dimitrescu is huge in VR. Seeing her sucking blood out of your hand adds an additional level to the creepiness. Her minions’ swarms are a more annoying visual distraction and increase the tension.

Ethan takes the same beating as in the console edition, however, Ethan can now use dual-wield weapon, which will make it easier for him to combat them. I have him hold both a knife and pistol during our play session. While I am free to use either one, I will need to secure the knife in my right hand to allow me to fire it. This action isn’t just a click of a button. To remove the clip, you must first grab one from your side and place it in the firearm. Although these actions are precise, the controllers provide satisfying tactile feedback. Ethan’s reaction time is also reduced, which makes him vulnerable.

 

It is quite a challenging game. To catch my knife on the descent, I just tossed it up high in the air when there were no other enemies. My demo didn’t have any puzzles (although they will be in the final game), so I had to make up some of my own excitement as I moved deeper into Dimitrescu’s lair.

My gunplay, when I encountered enemies, was great. The feel of the guns felt good, with a pleasant pop.

Resident Evil Village is another excellent demonstration of PlayStation VR2’s next-gen screen quality and controller input. It’s difficult to predict how gameplay will look in the final product, as there are large pieces missing from the demo. It’s amazing to see Lady Dimitrescu VR. This is an insufficient selling point for most people, particularly those that have played the game on console. However, it is one that many people will be raving about.

The Walking Dead: Saints & Sinners: Chapter 2 – Retribution
I don’t know how many zombies I grabbed to hold back from biting me, but most of them received a swift machete to the skull. The most comprehensive game that I tried on PlayStation VR2 was Retribution. It required a lot of trial and error due to the many controller actions in the game. It’s a VR title that embraces most aspects of the medium and impresses in that capacity.

Retribution was always there to keep me busy, whether I was trying desperately to get light back in the darkened backroom with my flashlight or trying to load a gun again. The game offered a decent amount of zombie action, as well as some narrative options. In a loud bar, the big finale of my demo was held. The zombies came from all directions, dropping down from high floors above me. I could have died, but was luckily gifted with a chainsaw which cuts through the zombies like butter. The PlayStation controllers respond well to the satisfying rattle of this weapon. All weapons I used delivered different haptics output, much like in Ratchet & Clank: Rift Apart on PlayStation 5.

 

Retribution’s visuals didn’t wow me like Resident Evil and Horizon and seemed close to what the first chapter looks like on other VR headsets. I was still captivated by the story and action. For people just jumping into Saints & Sinners for the first time, starting with Chapter 2 seems like the wrong way to go about it. Skydance Interactive staff was on hand to answer my question about whether the first chapter is already in the works. I received a smile but not a definitive answer.

Star Wars: Tales from Galaxy’s Edge – Enhanced Edition
Star Wars is my favorite series, but I didn’t find Galaxy’s Edge enjoyable on PlayStation VR2. Reason: The demo was very limited. One brief chat in the cantina, and one wildfirefight in the wilderness were all that I was able to experience. Demo mostly showcases how enhanced the visuals have been. This gives you a better view at the brighter lighting and crisper texture. I was able to detect threats and pick them up in battle thanks to the 3D sound through my PlayStation VR headsets. Also, the sound of suddenly opening a door made it possible to turn my back while I spoke to someone at the cantina in order to see who was entering. I feel great with the headset and wonder about how much it will set me back for a PSVR2 complete setup.

The Early Verdict
It was an amazing experience. But I need to have reasons to keep playing PlayStation VR2. Horizon: Call of the Mountain is a good start, but more games are needed that can be found nowhere else to truly showcase the power of the headset. The headset will launch in 2023, but there is still time. There are likely to be more in the pipeline. Let’s all hope they can impress as Horizon. This will allow PlayStation VR2 to be another Sony product.

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