Playstation VR and the Confused State of Virtual Reality

I’m writing this with a very specific kind of headache. It’s the kind you get after playing about forty minutes of Arkham VR, a game for the Playstation VR virtual reality headset. The goal of Arkham VR is to make you really feel like Batman by giving you a first-person, 360 degree view of his ugly, violent world, and it works better than I ever could have expected. This is probably the same kind of headache Batman has all the time, since he’s a guy who gets punched in the face for a living.
I don’t normally have to worry about motion sickness. Roller coasters don’t mess me up. Boats and planes are a breeze. I might get woozy if I try to read something in the car, but pretty much only on surface streets, when red lights and turns are constantly disrupting my trajectory. I have a sturdy head, but virtual reality almost always mucks it up within a half-hour.
Headaches and motion sickness are only two of the big problems with virtual reality, though. It’s hard to see who VR will wind up appealing to now that it’s left the future world of tech and game shows and entered the home. PSVR will be a cheaper, easier to manage option than the Oculus Rift or HTC Vive, but it will still cost over $800 total for the equipment needed to handle every PSVR game. That’s $300 for a Playstation 4, $400 for the PSVR headset, $60 for the Playstation 4 camera (which is mandatory) and $100 for a two-pack of Playstation Move controllers, which are needed for certain games (you can technically play Arkham VR without ‘em, if you have two standard controllers, but it’s not recommended). If you already own the console, the camera and the Move controllers, you’re still looking at $400 for the most important piece of the puzzle, and that’s before you even start buying games. Even though this is cheaper than the Rift or Vive, it’s still a lot of money to shell out, and almost guarantees the PSVR’s biggest market at launch will be videogame-obsessed early adopters.
That demographic might be a problem for this particular product. The so-called “hardcore gamer” who sees nothing wrong with dropping hundreds of dollars on new tech, who prioritizes complex action games that take a lot of time to complete, who values cutting-edge graphics over inspired art design, and who might look askance at smaller, shorter, more experimental games, may not feel satisfied by what they’ll be able to play on their Playstation VR next week. Arkham VR is one of the biggest carrots for that audience at launch, and it’s so structurally different from the traditional Arkham games that it might leave some fans disappointed.
The limitations of virtual reality strip away the intricate combat the Arkham games are known for. The result is essentially a VR version of an old point-and-click adventure game. You enter a new area that’s split up between a few fixed camera angles, look for clues or interact with the environment, and then move on to the next scene after satisfying the necessary storyline requirement. Fans who always hoped for a more detective-based Batman game might be excited, and aesthetically it’s of a piece with the rest of the series, but it doesn’t play anything like the Arkham games you’re used to.
A vocal segment of the player base most likely to spring for a PSVR openly mocks and derides games that don’t fit their limited concept of what a “videogame” should be. Will the players who dismiss quieter, story-focused games as “walking simulators,” or who complain every month about the “indie games” added to the Playstation Plus line-up, be content with a PSVR line-up light on the kinds of games they enjoy? The “traditional” big-budget games that do meet their requirements and also support PSVR, like Rise of the Tomb Raider: Blood Ties and the upcoming Call of Duty: Infinite Warfare, tend to do so through optional side missions that branch off from the main game. Probably the biggest draw for this crowd will be Eve: Valkyrie, a space dogfighting game that makes a great first impression but garnered middling reviews when it was released for the Rift and Vive. It’s hard to see Valkyrie and tacked-on VR missions for the next Call of Duty placating the hardcore gamer who just dropped $400 for the promise of hanging out inside their videogames, especially if they have to take a break every twenty or thirty minutes to stave off motion sickness.