I spent a couple of hours with the Iron Man VR demo (clocks in at a whopping 25GB).
Graphically, the game looks very good; about as good as can be expected from the PS4 hardware at this stage in its lifecycle. I'm playing on a Pro and to my eyes the location and character models seemed comparable to Blood & Truth.
Tracking was amazing. After finishing my last session i took off the headset and realized my back was to the camera but the Move controllers never floated off and always stayed true and hit all their marks. Camouflaj, the game's developer, has definitely performed some black magic with the tracking here.
Controls definitely take some getting used to. Learning to fly is easy enough but accurate turning and elevation changes can be a challenge at times. Turning can be done by any combination of gaze, aiming your hands in a direction, using the turn buttons and turning IRL. There's a lot of different mechanics to mix and match there and they can make executing tight turns, which can be essential at times, a challenge. Some folks have said there is a button to hover (which was not mentioned in the tutorials), it will come in handy when transitioning from flight to combat.
Since your hands control both flight and weapons, you can easily start to lose altitude when you move them to aim your repulsors. In addition to the repulsors, there is a punching thrust mechanic which lets you propel yourself towards an enemy that works well. An auxiliary weapon where you put your hands out and lower your palms (kind of like a mini-rocket launcher that lets you target multiple enemies) never felt natural to me and I was only able to successfully use that function about 50% of the time, if that. I believe the final game will also let you fire the Unibeam from your chest ARC reactor but that was not enabled in the demo (or I did not find it).
The game uses the Move's triggers to control thrust and the Move buttons to fire your repulsors. Personally, I would like to see an option to swap the trigger and Move buttons as firing repulsors with the triggers would feel more natural to me.
While the demo was a lot of fun, I think the devs will need to be really careful about tuning the difficulty in the final game. The controls can be a lot to manage for the average player and if the game really amps up the difficulty or introduces hard time limits it can easily become frustrating. If there was one part of the demo I hated it was the hard time limit on the combat challenge; I really hope the game steers away from that design trope as it is a real fun killer for a lot of people.
But overall Iron Man VR shows a ton of promise for a PSVR game being released so late in the console's lifecycle. Here's hoping the final game lives up to the promise of the demo.
Last edited by TonyDP; 05-21-2020 at 01:07 PM.