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But it was well worth it for being able to gaze around Big Blue and Mute City as I screamed through the course. It was easy to lose track of myself or the course because of the jolting motion that would happen, and it’s a clear sign the game never expected to be played this way. The main problem was bouncing off of walls-the camera is just not designed to be kind about that in any way, and really jars your vision. Turns out I could happily keep racing that fast in VR. I have a strong tolerance for VR in general, but didn't think it would last long against the speed of F-Zero. Tom M: Like Wes, I was shocked my stomach didn’t want to immediately jump through my mouth playing F-Zero in VR, but it was actually totally fine. Redout is overall the better VR racing experience, no doubt, but seeing F-Zero in VR has a certain kind of magic to it. It's not like you're convinced it's all real, but it's occupying your whole mind and focus and entire field of view.
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It's successfully immersive in that general way third-person VR can be. Or you can pop into first-person view (no cockpit trappings, sadly) and scream across the course at speeds that somehow didn't make me nauseous at all. The menus are a glitchy mess, but once you get into a race you're looking around the course and down at your little ship, almost like racing Micro Machines. I figured I'd want to throw up in no time. It's one of the best racing games ever made, insanely fast and mercilessly challenging after the first few courses. Wes: I didn't expect F-Zero to be the thing that sold me on Dolphin VR, rather than Metroid Prime.
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#SETTING UP DOLPHIN VR 5.0 FULL#
I know it’s difficult, expensive, and time consuming to make games that big, let alone for a hardware platform that doesn’t have a huge audience, but seeing Metroid Prime like this made me yearn for it.Īlso, there was something so cool about transitioning from a first-person view to the morphball that it made me want a game full of just that. The idea that I knew my time in that world wouldn’t be done in 4-8 hours was comforting, even if textures were popping in and out as I turned my head. I think the scale of the game was also exciting, as it’s probably the largest and most detailed campaign-based game I’ve seen in VR. It made me wonder what other lessons from older games could be learned for this new tech. A lot of that is probably nostalgia, but it was also surprising to see old mechanics like Metroid Prime’s auto-lock aiming actually work extremely well in VR. Tom M: It was a strange and somewhat broken experience, and moving around in VR with a controller will never not be uncomfortable, but it still managed to be one of the coolest things VR has done for me. And due to the limited power of the Gamecube hardware and how the game streamed in geometry to compensate, I could see the level load and deload just outside my peripheral vision, though there’s a checkbox in Dolphin to compensate for that. While I could look around naturally with my head, Samus’ arm was still rigid, tied to the Gamecube’s original control scheme, which is especially strange for most first-person games nowadays. Of course, it wasn’t a perfect experience. I drool at the thought of revisiting Wind Waker in the same way.
#SETTING UP DOLPHIN VR 5.0 ARCHIVE#
They’re infamous for selling their games over and over again, but what better way to archive and celebrate an achievement like Metroid Prime than by letting you walk around that space and appreciate it up close? Lauded at the time for pretty frills like rendering Samus’ HUD in-game, it nearly feels like a UI designed for VR. I am now absolutely convinced that Nintendo needs to get into VR, and this is how. It’s a bit disorienting moving in and out of tunnels, but kicking around ball Samus from above gives a nice sense of scale and weight to an otherwise silly mechanic. And the morphball, hoo boy-I’d play an entire VR game designed around it. It’s similar to how a dancer focuses on a single point while spinning to avoid getting dizzy. Lock-on combat targeting slingshots you around space pirates, but because I was focusing on and perfectly orbiting my enemies, nausea was limited. After adjusting to the controls and disconnect between Samus’ body movements and my own, I got back into the groove without much trouble and almost no hint of motion sickness. Metroid Prime is my favorite game of all time, and revisiting it year after year always reinforces my love for its quiet alien landscapes, but actually ‘seeing’ those spaces in VR uncorked a well of love I didn’t know was inside of me. James: Wes didn’t understate my childlike wonder when playing Metroid Prime in VR.