![]() ![]() It’s a stark contrast to the Vive, which requires room scale (more on that, later) set up and jury rigging the sensors to walls somehow, or on tripods – the Rift is just the unobtrusive sensor, a controller, and a headset. That’s it all set up and ready for you to play games with. There’s an included remote for the Rift, but it seems a bit redundant for gaming use outside of the less-intense experiences that are designed for one-click play, and there the remote makes it friendlier for non-gaming friends and family.īut that genuinely is it. It’s just a case of using the Oculus software and store to make sure everything is connected and tracking correctly. A small sensor on a stand sits in front of you, plugs into the back of your PC via USB and is how the HMD is tracked, while the headset itself also requires a USB3 port and a HDMI output, and then you just plug the Xbox One wireless dongle in (you can wire a pad if you want, but you’d only want to do that if you are seriously low on USB ports), and that’s it – you’re off. My initial VR experience was with the HTC Vive, so it was difficult to know what to expect with the, well, original VR headset that started this whole thing off.Ī cheaper initial price point and built in headphones means that it is just far simpler to set up. ![]() ![]() And that’s one of the Rift’s major positives. ![]() You’d probably be better off just keeping your hand.There’s something to be said, these days, for uncomplicated hardware that you can have up and running before you know it. Eternights has that gloss, which is an accomplishment in its own right, but when you peel that away, you just find something that seems a bit bland and lifeless. Part of my interest in independent titles involves viewing the art form without the overwhelming gloss. While it’s derivative and lacking in a lot of areas, it seems to do so with the production values of a more mainstream game.įor that reason, however, it kind of bothers me. With that in mind, it’s an impressive effort. The blurbs on it like to slip in that there was only one “full-time” dev on the project. It’s also important to note that Eternights was created by a small team. And it’s not too much of a slog, mostly helped by the ways it finds to be surprising through general bits of dialogue. It’s more likely only going to take you about a dozen for a full playthrough. Unlike the Persona series, which Eternights so eagerly seeks to imitate, it won’t take you 100 hours to see the credits roll. ![]()
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