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by sli
1185 days ago
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This seems like a strange example because out of my fairly large VR game collection, I can't think of a single shooter where reloading is anything different from just physically doing a reload action like you would with a real gun. I can only think of two games where the ammo is stored differently than real life (Compound and Alyx), the rest have ammo pouches and belts. I can think of one smaller game where reloading is different, and that's Space Pirate Trainer, where you bring your guns behind your back for a moment. But that's more of an arcade game than what most people mean when they talk about shooters. Maybe give Subnautica a try. Or the old version of HL2 on VR. |
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More like physically doing a reload action while wearing a thick pair of well-buttered gloves.
Each game does have small differences in the reloading process, be it pressing a specific button to release the slide or (strangely) pulling the charging handle every reload. Even firearms enthusiasts would have to learn these details.
Beyond that, VR controls are still limited. You have little to no tactile feedback, so you don't intuitively know when you failed to grab the magazine off of your belt or failed to grip the bolt. You have to learn the exact positions and tolerances to avoid slipping up and botching an entire reload in the heat of the moment. I find this to be completely unsatisfying in comparison to mastering a real life manual task.
I also often find myself banging my controllers together, especially when handling pistols.
I think most people find this kind of thing frustrating and immersion breaking, which pretty much defeats the draw of VR gaming.
My favorite VR game is Resident Evil 4 partly because it seems that they focused on reducing the friction of weapon handling. Most processes are fairly simplified and the tolerances are generous, but you still get that heightened level of intractability in VR vs a simple button press.