Aside from the aforementioned occasional camera issues, I’d say its biggest issue is its presentation, although I completely understand the setbacks taken in order to make the game as smoothly as possible in somewhat limited hardware. It sounds silly, but that’s one of the beauties of VR gaming: immersing yourself into the game in a degree that fools your brain altogether.Ĭities: VR is not a graphically exciting game, but its draw distance is impressive, all while maintain a stable framerate.Ĭities: VR has issues, however, but none of them felt like complete deal-breakers. You are exploring the place you have built. Even though I have one or two qualms with how slowly the game’s camera moves around, even in its faster settings, the fact you can basically drop the camera right down to earth and explore your city in a quasi-lifelike scale makes the feeling of seeing it grow even more rewarding. Some people like to call city builders “god simulators”, don’t they? Well, you will feel like a god creating his own civilization in Cities: VR. It feels surprisingly intuitive, to a point I certainly wasn’t expecting.Ī second factor is immersion. Every other command is perfectly allocated onto a button, or a combination of buttons. Use the analog sticks to move around the map and rotate the camera, but use the controllers’ motion capabilities to “draw” where you want your roads and zones to be placed on. That’s why Cities: VR works so well in a headset. This is something the PSVR failed to do in comparison, but rarely do we talk about how well those controllers work as virtual mouses. We usually focus on the Quest 2’s controller’s ability to translate the feel of a normal controller onto VR. It all boils down to a handful of factors. It’s as intuitive, if not more intuitive, than a mouse and keyboard. The controls have been perfect translated to the Quest 2’s dual controllers.
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