
I finally had a few hours to play some VR while the kids were out of the house a few weekends ago. I only had a limited amount of time though, so I decided to go with a short game that I could hopefully finish in a single sitting, instead of trying Aces of Thunder again. I was looking forward to Aces of Thunder (literally counting down the days till its release), but after a couple days of playing it after release, frustrations with the controls and lack of any tutorials put me off of playing it. I decided to put it off to the side in the hopes that it would be updated with a tutorial or more accessibility options.
Not having the time to learn Aces of Thunder, I settled on a game that's been in my back-log for quite a while: the slice-of-life, BAFTA-award-winning indie game Before Your Eyes. This is a novel VR experience that is controlled entirely through eye-motion and blinking. No controller needed! The core conceit is that the game is made up of a series of slice-of-life vignettes, and when you blink your eyes, the game advances to the next vignette. As such, the protagonist's life literally "flashes before your eyes".
Maybe I'll be able to come back to Aces of Thunder next week, when my 4-year-old is with his grandparents visiting my sister out of state?
Life moves quickly, and often feels like a series of "blink-and-you-miss-it" events.
Blink and you miss it
I was expecting a game about witnessing a person's entire life, seeing relationships come and go, children grow up, pets and loved ones growing old and dying, and so forth. It was pitched to me as emphasizing the idea that life happens fast, and that there are moments that feel like you "blink and you miss them". Like one minute I'd witnessing the birth of a child, and 2 blinks later, that child would be going to the first day of school, and then a couple blinks later, graduating high school and going off to college. Before I know it, I'd be seeing the birth of grand children. I'd be left wondering what happened to all the time in between. It would supposedly be about living in the moment and trying to treasure the time you have as you're experiencing it, because that time will be fleeting and gone before you know it. And maybe there would be branching plots based on unconscious decisions such as whether your gaze lingers on certain things, or how long you stay in a particular vignette.
I was expecting something along the lines of a VR version of The Inner Light.
How would life be different if you studied instead of playing video games all day? (Or vice-versa?)
The game is still about these things, to some extent, but it goes in a direction that I totally did not expect. I was expecting a story that is sentimental and maybe nostalgic, and just a general vision of the highs and lows of life in general. What I got instead was something that was a lot more specific and a lot more heartbreaking. [More]
595b48cd-85c7-48b6-b742-6d4239ab2e18|0|.0
Tags:Before Your Eyes, GoodbyeWorld, Skybound, BAFTA, virtual reality, VR, PlayStation VR, PSVR2, life, death, memory, prodigy, music, art, childhood, family, afterlife, river Styx, Charon, blink, eye-tracking

The video games industry's obsession with remakes and remasters is pretty obnoxious. I feel like I'm stuck either playing no new games at all, or playing nothing but games that I played 20 years ago. Of all the remakes that have been made, Resident Evil 4 might be the most unnecessary. Resident Evil 4 is basically the game on which every modern over-the-shoulder shooter is based. The original Resident Evil 4 still plays like a modern game. On top of that, it's been remastered and ported to newer consoles, including having VR versions.
But I never played the VR version. In fact, I haven't played any of the VR versions for the new line of Resident Evil games. I keep hearing that they're some of the best VR experiences on the market today, but I didn't have a VR headset when 7 or Village released, and I just haven't gotten around to going back and replaying those games now that I have a headset. So I decided to give the VR version of RE4's remake a try, after a friend of mine was done with his disc.
So this review is going to be almost entirely a review of the VR version of the remake, since that's how I played the game.
Slower, and more methodical than I remember
I never liked Resident Evil 4. It's frantic, explicitly challenging gameplay full of "gotcha!" encounters, and its parodic tone never really gelled with me. Moreover, I've always blamed Resident Evil 4 for single-handedly killing the classic survival horror genre, which happens to be one of my favorite game genres. It took well over a decade for proper survival horror games to start coming back, but even so, they still aren't quite the same. The slow, methodical pace, and emphasis on resource-management and logistics has been minimized in favor of fast-paced shooter action and frequent checkpointing.
I went in expecting to be overwhelmed and frustrated, which was largely my experience in the original game. I expected that the frantic nature of the game, and all the running around would quickly make me dizzy or nauseous in VR. I honestly did not expect that I would get through the first few chapters before giving up due to the game being annoyingly difficult to the point that it would make me literally sick.
Areas that gave me a lot of trouble in the original game were much easier this time around.
Much to my surprise, that was not the case! I was really enjoying the opening hours of the game. I even starting to wonder why I ever hated Resident Evil 4 to begin with. The VR visuals look good. It was controlling well. I felt in control of the character, and perfectly able to handle the threats the game was throwing at me. It initially felt much easier than I remembered the original being. I breezed through parts of the early game that I remembered struggling with for hours in the original.
[More]
5aa67d4a-9bf5-4910-9eb4-f8516011cf5d|0|.0
Tags:Resident Evil, Resident Evil 4, Resident Evil 4 (2023), Capcom, VR, PSVR2, horror, survival horror, action, shooter, first person, third person, Las Plagas

Wow, this game was not at all what I expected -- but in a very good way!
When I first put Propagation: Paradise Hotel on my PSVR2 wishlist, I expected it would be more of a point-and-click puzzle-based walking-sim kind of game with some rudimentary zombie shooting. I was not expecting a full-fledged survival horror game with robust, immersive combat mechanics and open-ended exploration. And I sure as hell was not expecting the game to be nearly as intense or difficult as it proved to be. If you're squeamish about horror in the slightest, you probably want to stay far away from this game.
And when I say that Paradise Hotel is a "full-fledged survival horror game", I mean that it very blatantly evokes old school, classic survival horror design philosophies. Honestly, if somebody caught glimpses of you playing bits and pieces of this game, they could be forgiven for thinking that you were playing a VR adaptation of Resident Evil. Paradise Hotel draws very clear inspirations from the first Resident Evil game on the original PlayStation. From the hotel lobby that looks strikingly like the foyer of the Spencer Mansion, to the use and placement of save rooms, to the use of a first aid spray can for healing, to one particular enemy type that is the spitting image of a Tyrant, to the pacing of early-game exploration and puzzle-solving, Propagation: Paradise Hotel really does feel like a modern-day VR homage to the classic Resident Evil. And for the most part, I think the developers and designers at Wanadev Studio nailed all of it!
Paradise Hotel is deliberately evocative of the original Resident Evil.
At least, they nail the first half of the game or so. The second half of this short horror VR title is a little bit more shaky and uneven. It's still good! Don't get me wrong, I'm not saying that I think the game falls apart in the second half and becomes bad. It's good all the way through. The second half just diverges from the slower, methodical, exploratory play that perfectly captures the essence of retro survival horror, and starts to feel more like a borderline-unfairly-hard corridor-crawling action shooter.
Oh, and I want to apologize in advance for the poor quality of most of my screenshots. This game is incredibly dark. It looks fine in the VR headset, and the darkness makes the flashlight into a legitimately necessary tool. But all the streaming footage and screenshots that I captured are almost completely illegible. I couldn't find an in-game brightness setting, and the PSVR2's system brightness was at max, so I'm not sure what to do to get better screenshots and video capture. I tried increasing the brightness of the screenshots in Photoshop, but this left the screenshots looking washed out. So I promise you, the actual game looks a lot better than the screenshots in this review make it look. Maybe I need to disable HDR if I want screenshots and captured video to be legible?
[More]
2d57a86b-35ab-4935-9f35-93015828a379|1|4.0
Tags:Propagation: Paradise Hotel, Wanadev Studio, PSVR2, VR, PS5, horror, survival horror, zombie, hotel, puzzle, save scum

To be considered an "ace", a pilot usually only has to shoot down between 5 and 10 enemy aircraft in a single campaign. A player of an aerial dogfighting video game will usually do this 4 or 5 times over within the first mission. Project Wingman is no exception. So if you're looking for a "simulation" flight sim, then this definitely ain't it. Project Wingman is thoroughly in the category of a casual dogfighting flight sim. It isn't a completely "arcade" dogfighter either, because it does use realistic flight controls and maneuvers, with the player having control of pitch and roll on one stick, and yaw being controlled with shoulder button "rudders".
In typical casual flight sim form, you'll also have dozens of respawning missiles and bombs strapped to the wings of your plane, even though the actual plane model only has like 6 or so. But shooting down enemy planes with the main guns isn't super difficult, with even a tiny bit of rudder practice. I had to retry the first mission I tried (in the VR campaign) because I ran out of ammo. But with more judicious use of my guns in the retry, I cleared the mission with well over a third of my bullets left.
Only the Frontline-59 expansion missions are playable in VR.
But I didn't buy this game to simply play a console dogfighting game. I bought it because I wanted to play with my PSVR2 headset and Thrustmaster HOTAS flight stick. But the game is not entirely VR-compatible on PS5. Only the handful of missions in the "Frontline-59" campaign missions are playable in VR. The actual main game is not playable in VR at all. Worse yet, Project Wingman doesn't seem to support the HOTAS flight stick at all!
It would be nice if I could use the flight stick, and simply map its inputs to gamepad functions (which is possible to do on Steam with un-supported controller peripherals), but as far as I can tell, neither the PS5 nor the game allow this. So I have an expensive flight stick that I now know cannot be used with games unless the game explicitly includes support for it. Score one more for the "PC master race".
After booting up the game and discovering that Project Wingman doesn't fully support PSVR2, and doesn't support the HOTAS flight stick at all, I strongly considered trying to refund the game. And if I had bought the game on Steam, with its generous refund policy, I would have. But I bought the game on PS5, and Sony's refund policy is less generous. If you play the game at all, it is not eligible for a refund unless it is "faulty". So I was stuck with it, and decided to play it anyway. Score a second point for the "PC master race".
I was excited for some kick-ass VR dogfighting action with a flight stick.
Boy was I disappointed!
I'm now seriously doubting if the investment in the PSVR2 headset is going to prove to be worth it in the long run. Just like with Green Hell VR, the PSVR2 version of a game is severely limited in a technical sense, even though the full game is playable in VR on PC. Are developers constraining the PSVR2 versions of their games simply because they lack the motivation or budget to add full support? Or is there some technical limitation of the PSVR2 headset that makes these game impossible to be fully playable in VR on the PS5? Is the PSVR2 going to be a viable VR system in the long run? [More]
ecb4f8e6-7521-4164-8d33-6973e1840cde|0|.0
Tags:Project Wingman, Project Wingman: Frontline-59, Sector D2, Humble Games, Humble Bundle, flight sim, dogfighting, plane, war, missile, VR, PSVR2, PS5, Thrustmaster, HOTAS, flight stick, Ace Combat, ace

I like the original The Twilight Zone TV show. I wouldn't call myself a huge mega fan or anything, but it's easily my second favorite show from the 60's. Heck, The Twilight Zone might even hold up better than the majority of original Star Trek episodes, and the show is probably more progressive too. For one thing, it isn't loaded with as much of the casual sexism and fetishization of women that keeps popping up in Star Trek.
In any case, the PSVR2 release of a Twilight Zone game kind of came out of nowhere. I saw a preview of it on my Google news feed on my phone the day before the game went on sale on PSN. Heck, the PSN didn't even have it listed as "coming soon". It didn't even show up in the store until it was released, and I immediately jumped on it and bought it.
The game is a small anthology of 3 short, original Twilight Zone stories with some contemporary themes. I was glad to see the game divided up into multiple chapters, and for these chapters to apparently be playable in any order (even though I opted to play them in order anyway). The Twilight Zone really works better as short stories like this, as the premises and twists rarely (if ever) hold up for longer stories. In fact, trying to pad some of its stories into an hour runtime or longer was one of the biggest problems with CBS and Jordan Peele's recent reboot.
You are about to enter The Twilight Zone.
As a tiny nitpick, I will say that I don't understand why Pocket Money chose to use the term "chapters" instead of "episodes"? The use of the word "chapter" implies a small section of a larger story, with that small section not being a story in itself; while the word "episode" would imply self-contained stories that may relate to or follow one another, but which have their own beginning, middle, and end that does not necessarily depend on the other episodes. Yes, all 3 chapters do refer to one another, and seem to take place in the same continuity, and one of them kind of acts as a prequel to another. Regardless of those connections, each chapter is a completely independent, self-contained story that does not at all rely on the events of the other chapters in order to understand what is happening. You can play these chapters in any order, or play any one of them without playing the others, and it wouldn't make any difference to the perception or interpretation of the stories. And in fact, the game is perfectly willing to let the player play them in any order.
Each of this game's chapters takes about 30 minutes to an hour to play, and the whole game should be playable in 2 hours (give or take). Any of the chapters may take longer depending on how many times you might have to repeat some of its more tedious stealth or shooting sections. So these little VR stories hit the sweet spot in terms of length, and they don't over-complicate their gameplay such that it distracts from the story being told. In terms of story-telling, Pocket Money Games puts up a really solid product here. The actual game, however, is a lot less solid. [More]
a711b255-3f32-4e5e-b356-482f206f06b9|8|4.0
Tags:The Twilight Zone, The Twilight Zone VR, PSVR2, virtual reality, horror, science fiction, Pocket Money Games, Fun Train, Rod Serling, Kiff VandenHeuvel, corporate culture, crunch, video game, post-apocalypse, alien, abduction
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