15 Innovative VR Games (We Can All Learn From)
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- Опубліковано 14 лип 2024
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0:00 Intro
1:36 One
2:35 Two
3:42 Three
4:38 Four
5:58 Five
6:51 Six
7:59 Seven
9:45 Eight
10:38 Nine
11:46 Ten
13:32 Eleven
14:55 Twelve
16:24 Thirteen
17:24 Fourteen
18:42 Fifteen
20:06 Outro
20:46 Patreon - Ігри
I've always wondered why H3VR hasn't turned into a proper multiplayer fps game because I think it would work well. Also Tea for God really was a good experience when I tried it but it freaked me out when they gave me a gun because I thought something giant and weird would just appear round the corner.
It was never built for multiplayer.
There is a multiplayer mod though.
Because multiplayer games are designed to be as dumbed down as possible in order to keep everyone on a “level playing field”, meaning the H3VR mechanics are too complex for multiplayer in the eyes of developers.
@@josephkeen7224 urgh. Don't get me started on that.
Breacher's move mag to gun and have it reload not only feels bad, but it's slow.
All VR guns need to do is work properly, and have a good VStock.
Most fail the first hurdle. I'm yet to find any game with a VStock that works as well as h3's.
The final thing he does that makes it feel so damn good is the tight interactions. Most VR games have horrifically vague controls.
Only made worse of they try to apply physics to it like in the light brigade, which doesn't even model the physics right and the gun you're trying to interact with is really floaty and bouncy as a result
@@josephkeen7224 The actual answer is the netcode involved with syncing so many moving physics objects and physics based entities consistently from a game development perspective is quite difficult and it's the reason the multiplayer mod is not 100% "there yet" even 8 years later. It's also the reason the bonelab multiplayer mod has some MASSIVE jank in it. That being said, I am really looking forward to said multiplayer mod getting more polish in that regard cause it'd be a dream come true.
i would add a honorable mention for broken edge, its also a sword game that require you to gauge your swing speed depending on the weapon, and also every exemple of what i call "cockpit simulation" games like vtol vr, iron rebellion (actually the cockpit interaction are a bit lackluster in this one imo) and i suppose vox machinae (dont have this one), while they are not necessarily innovative, they are perfectly fitted for the vr environnement in the sense that they completely absolve you the need to buy expensive joystick and buttons panels since by their very nature you actually directly interact with the virtual cockpit.
Great VR mechanics you need to try:
Underdogs VR: Awesome Mech Brawling
Eye Of The Temple VR: Insane Roomscale adventure with only real life movement
And upgrade your Index to a Quest 3 for Wireless 120Hz wifi gaming. It’s the best upgrade if done in VR so far
Already have Underdogs and will be featuring it in the next list video. Eye of the temple I’ll look into, thanks.
Synapse using eye tracking to target enemies and objects and reaching out with your hand to grab them and throw them around is genuinely mind blowing!
Grabbing a grenade thrown by an enemy mid air only to throw it back and squeeze the controller trigger to detonate never gets old.
Eye tracking should be on every VR headset going forward. Not to mention the performance gains it gives lower powered PC users - if correctly implemented by the developer.
The other thing that Synapse does really well is the grab to cover mechanic using your hand to grab the environment to move your character behind something to take cover or pop up for a quick shot before ducking back down again. (Fracked used it to)
Another thing that should be a standard in all VR shooters - especially if you want to play seated or for very long durations and don't fancy crouching half the time.
May the algorithm bless 👌 Showed up on recommendations 1 minute after posting.
Same
This channel quickly became my go-to favorite! I love how you balance praise and critique when discussing games, especially their graphics and mechanics. Your insights often resonate with me. Perhaps it’s because, as someone who’s never played flatscreen games, I view VR games with a fresh, unbiased perspective. Keep up the fantastic work!
Huh, I usually don’t think of H3vr as a tech demo. Take and hold is a really fun gamemode.
For me T&H is a mini game and no more, and that’s kind of how H3 is to me, a wonderful weapons system with a few little mini games in it to provide a vague context to shoot (Rotwieners is more substantial but, meh, the experience still feels functionally identical to all the others). So, tech demo to me.
Anton really needs to bundle his weapon system into a downloadable asset pack on the Unity store which others can then port into their games, VR shooters desperately need more weapon mechanics like H3, especially in a social/multiplayer context, it would be such a win.
One other game I’d recommend is Broken Edge, I may explain this poorly (due to my poor wording) is the multiplayer dueling of Blaston, but focused on fencing. One neat thing is that it has a surprisingly friendly community considering how most multiplayer games are. One cool mechanic is “awakening your blade” which makes you use it properly in order to do more damage.
Another that I’d recommend is Karnage Chronicles. It’s similar in some ways to Vengeful Rites with its combat (although the game doesn’t have magic from what little I’ve played).
Now this last game isn’t one I’d call good, but I think it’s worth pointing out for its potential. Tactical Assault VR has a lot of jank (the biggest problem with the game being how downed enemies just disappear, and how enemies don’t even notice when another is killed right in front of them), but I feel like it’s worth pointing out because it’s one of the few single player/ co op tactical shooters, and it doesn’t feel like it holds your hand as much as Breachers seems to from what I’ve seen.
While I know Compound is well known, I think that it shows something that the “boomer shooter” community needs to learn, even in old school shooters pacing is important, and it’s not good for a game or Doom user made map (the case that I see this the most in) to start at 100 and never stop.
Due to two of the games I’ve bought up, I feel like it’s important to say this, one thing that I think melee combat games need is to not just lump a physics based enemies and weapons in a VR game and call it a day for melee combat, because due to enemy AI not being good enough for that to be engaging, the games tend to be boring as shit. Use creative enemy types or some other mechanics to make the combat engaging.
17:13 "Disappointing Jank" ... LOL
Oh my, how did that slip in there, oppsie! 😄
Excellent vid as always, and hey! Is that Recoilless Rifle I see at 9:03? Maybe H3 could become H4 - hotdogs, horseshoes, hotdogs, and Helldivers! 😂
The recoilless rifle is real world weapon called "Gustav", yes it is a recoilless infantry cannon with a crew of 2
you sound like Christopher Lee mixed with Josh Strife
Josh Strife!!! i’m so glad you wrote this because I was wondering why this guy sounded so familiar
I'd like to hear your thoughts on my favorite VR game, JET ISLAND. Unique and innovative game indeed, it's like being able to play an extreme sport from the future and is exhilarating and deep. Unity solo dev done right
I would immediately play a vr game if you made one honestly
Great video, and it does show how frustrating the VR Scene can be with some of these games that are just a few elements short of being revolutionary for VR.
Hello, you’re probably already familiar with the VR physics developer and UA-camr: Nimso Studios, but I’ll mention him anyway in case you haven’t. He shares most of the opinions you have about the importance of VR physics and contributes with a lot of innovative stuff for the VR platform
Nice one. Some on this list I actually had not heard of. The painting one especially is such a wonderful use of VR.
One thing I want to note: in lists like this it would be useful to have the name of the game in the corner of the screen the whole time. I had to jump back a couple of times to get the title when something seemed interesting.
Cheers!
great video mate ^^ just wish there's little more opinions in VR worlds
Very nice video!
Probably not the first one to mention Underdogs, but for a Roguelite it's top notch (dunno about a PCVR version). The story and atmosphere is unexpectedly great (i really liked the Dnd/RPG-like decision making throttling the pace so you can take a breather) but i think the physicality of movement is smth thats super cool about it (you move around by grabbing on the ground with your hands and pushing/pulling), its like gorillatag i guess, but much more beginner friendly in my opinion, no climbing but feels far more polished and ramming into other bots or limping around on one arm really feels great!
This.
I feel like Sairento and Hellsweeper has one of the absolute BEST mobility features. Somersaults, Slides, wall jumps, double jumps, air dashes are all pulled off effortlessly but using a jump trajectory system, all while offering some very creative weapons, giving VR it's own Devil May Cry/Bayonetta/God of War style game, and translated it to first person motion controls perfectly.
Sairento with a friend was one of my favorite vr experiences I’ve had. Absolutely amazing mobility, shooting people upside down mid backflip 👌
Love your vids, You cut through the BS and you really get VR. You Mentioned FTL when covering Ziggys space adventure, have you tried "from other suns" it is FTL 1st person, impressive graphics and a great game.
have you tried broken edge? I really love the combat system in that game.
I feel the pose/gesture-based systems in broken edge, rumble, and dragon fist are going to kind of become very common mechanics in the future. it just enables depth, skill, and leanring in a completely different way than just using either button inputs or velocity/rotation of the motion controllers.
I especially want to see pose/gesture-based systems in games like RPGs or even MMOs ― instead of a player's character levelling up their hand-to-hand combat or their woodworking because they did the same action 100 times in a row, these systems could allow the player themselves to learn skills or abilities through poses/gestures, making practice and training something meaningful with purpose rather than just a mindless grind.
Tremble before the majesty of the Algorithm, for we all walk in its immortal shadow.
Thanks for the list. There are a couple that I will be adding to my Steam list. As you mention Vermillion, which I really enjoy by the way, I would also add two other titles which encourage creativity in innovative ways. The first is Gravity Sketch which can be used for roughing out and prototyping 3D models/art and the second is Neos VR which is a whole social environment with people interaction/mentors and which encourages and challenges (literally) the users with creation of 3D worlds/games etc. through a visual modular programming language.
Hey it's Ian! lol. great video!! We need VR Arma with Hot Dogs, Horseshoes & Hand Grenades mechanics! And absolutely what Into The Radius did with the inventory system is probably the best system someone has come up with so far. I'm very surprised more games haven't utilized it. Really GOT has been the only one I've seen to use it.
This guy's voice is genuinely so soothing to me
me too, almost sounds exactly like Tom Baker my all time favourate Dr Who
So glad to see vengful rights on this list, deserves more attention
Steel battalion: OG Xbox analog control panel translated to VR, I like this idea.
Great video
Swords of Gurrah has an interesting approach to PvP melee combat. Rather than try to get the weightless janky VR physics to feel good in PvP it uses holographic blades with variable recharge time based on where the weapons make contact. Hit the tip of their sword and their recharge will be slower leaving them open to attack when yours has recharged first. Block with your hilt and you get a near instant recharge to counterattack, all the while the usual PvP movement and mindgames are occuring. It's surprisingly tactical and would be a good fit for VR games that want melee weapons but aren't built around a complex physics system.
The game is dead and forgotten but maybe the long awaited Quest port will revive the multiplayer.
Great video. The reason I play VR is for actual VR mechanics like these that you can't do in flat games. Without them VR is just a novelty and gets boring.
DCS is where its at in VR atm its basically transformed flight sims forever
Agreed. It's incredible! I really wish they would work on optimizing it more though. They keep pumping out modules to sell and haven't done enough work on the game itself, in my opinion. they need to take a year off the new mods and just work on the game.
firstly, anyone ever mentioned how similar your voice is to Tom Baker (1980s Dr Who)? very nice to the ear!. but to the point, if you havent you need to try VTOL. best VR flight sim ever. and the Dev understands the point or point of difference of VR and motion controls to Flat screen and hotas. enough said, if you have played then you know what im talking about and am suprized it didnt make the list, as at the time it was in EA and even now as far as im concerned nothing else even coms close. its in my top 3 VR titles.
Why does the voice sort of sound like Tom Baker? :D
not sort of... almost exactly. i AB tom baker and Mr VR Voice and you can almost not hear the differance, even have the same accesnt
@@MrGreenSoundGuy Would you like a jelly baby?
18:00 I don't understand the movement option. if it follows your thumbstick relative to where you are looking isn't it like head based ? Or is it what other games call controller based ?
Edit: oh I think I got it ? Like if you press forward while looking in a direction, forward stays in that direction even if you move your head or controller ? Interesting
I jumped into the game and tried, the game estimates your chest direction based on the positions of your right and left controllers (not the rotation!) relative to the HMD, it also takes into account the HMD rotation but it only slightly affects your forward vector.
somehow i find cooking sim an innovative game as well.
Eye of the Temple
The Last ClockWinder
We Are One
I Expect You To Die series
Time Stall
good night
Never played H3, but I desperately want someone to combine detailed gun mechanics (I like ItR) with a great story, good physics, big environments, good AI. They all exist, just put them together.
I've been having an idea and I'm going to use unity and a package named AutoHand to make the most realistic experience I can offer. It honestly really makes me really motivated seeing that people would love something like what I've been thinking of and I am going to try my best to give realistic interaction and feeling in the guns, with a great and smooth feeling of the mag insertion. Without forgetting about the the walking dead-Inspired melee combat. Wish me luck!
I don't understand the Saints and Sinners reference. How is "it follows your thumbstick relative to where you are looking" not head based? What's the subtle difference I'm missing?
I'm interested aswell
I assume he said the wrong thing by accident, it's just move with thumbstick as you would in a flat screen game and head movement is free.
i also haven't played it but i would assume maybe once you start walking the 'forward' direction on the thumbstick is frozen to the direction your controller/head was facing until you release the thumbstick?
I'm installing the game right now to figure it out lol
turns out it's a bit more complex than expected. jumping into SAS and trying it myself, the game estimates your chest direction based on the positions of your right and left controllers (not the rotation!) relative to the HMD, it also takes into account the HMD rotation but it only slightly affects your forward vector.
Regarding Tea for God: I played the demo and found it an interesting concept. However, despite my ~3x3m Playspace it felt like I was constantly walking in circles making it not too enjoyable after a few minutes. Also despite the core mechanic it just wasn't interesting at all
If only you could put your voice in the thumbnail
What was the game where he painted the rusty car?
Its a mod for fallout 4.
Unironically man I think you would get way more views if your name didn't mention your voice, sometimes the self acknowledgement of your channels main attraction pulls people away, Daily dose of internet got in before it was meta. Just think of Corpse husband, he didn't call himself "Deep voice husband" or "Corpse voice", your videos are amazingly well done and deserve merit on their own regard, I feel branding yourself with just the main focus of your voice pulls away from the actual quality and time you put into your videos. Just my two cents.
Hi Nero,
Thanks for the compliment on the video quality, genuinely means a lot.
I’m interested to understand more of where you’re coming from with your perspective on the channel name being off-putting. Could you elaborate on how this might be the case please.
I suppose your voice would make a stronger impression if people just heard it without prompting by the channel name, rather than the name giving the idea that the channel exists around that one aspect. I don't mind the name but that's my take on the idea.@@MrVRVoice
I think vail vr is a very important game because it has a progression system which keeps you playing and grinding for new guns and their skins which is something I have wanted for a couple of years now