On the Move

A year and a half into owning a Playstation VR I bought a pair of Move controllers almost as suddenly as I bought the device itself. I have never felt very excited about movement-tracking controllers in general. With the main exception of the Wii - which tended to do meaningful stuff - I prefer my controls exact and, more importantly, without placement or space requirements. I found playing Moss slightly annoying at many points because I always needed to be sure the camera could properly track my controller, and although Astro bot does great and I had learned more about camera and personal placement by the time I started playing it, it remained a slight source of friction. Just the little bit of extra work.

Work and play

Well, playing comfortably with Move controllers is a whole extra level of work. I am somewhat in love with Beat saber, but to play even decently I need to create more room by sticking the camera about as far away and off to the side as its cable will let it, and even then the space is not perfect. Having a big empty cube as my entertainment room would be beneficial.

So I have great fun when I play, but it is enough extra work to get into a good gaming position that I think actively about it before I start a Move-based game.

Because of this, I also have not tried that many games. I have yet to try Doom for example, but I have a hard time imagining that I will prefer Move to the visceral fun of controller-based gunning.

Oh, I need to get Superhot VR as well. Thanks for reminding me.

Tethered was great fun to try using Moves. With a Dual shock controller, the game is played with you looking down at the wonderful world from fixed clouds. With Move controllers, you have two hands and can move your viewpoint freely. If it felt like looking at a moving model railway landscape before, the feeling just exploded when I was able to look as close as I wanted from any angle I wanted.

So that was cool. But I am not sure Tethered actually played any better. Perhaps I had not got the setup quite right, because it feels like an RTS with two independent controllers could be perfect. But with the brief time I put in, it felt fun but imprecise.

Beat saber rocks

Beat saber actually has moments of imprecision as well, times when I have to move to avoid obstacles or make wide swipes and notice tracking is lost momentarily. But when the setup is right, the game plays and feels so good it easily gets into "well, I never want to play this in any other way"-territory. It would be such a lesser experience with different controllers, or outside of VR for that matter. (This is even before considering the fact that the controllers appear as light sabers, and how they buzz and vibrate if you cross them.) It is cool to play, and when I find the space too small I wish to find a better space rather than stop and play something else.

Drift and improvements

Drifting in general feels like more of a thing than for the VR headset itself. There is also the extra setup of activating and grabbing the controllers to play. For some reason, the Playstation UI will not let me move between things using the Moves, so I always have a few moments where I need to juggle three controllers, and find some decent place to put down the Dual shock afterward.

On one hand, it bothers me to have games which place so much of a demand on the room in which it is played, especially when the great thing with VR is removing the room and creating another world in its place. On the other, I look forward to figuring out the best setup given my physical spaces and then seeing how good of an experience I can get.

Beat saber has already made it worth the investment as far as I am concerned. But if VR gaming has some number of steps to go before mainstream ease of use, I feel like VR gaming with Move-type controllers has at least two more.