![]() This is my first few experiences with the second surgery (kidney transplant): I was expecting the wonky control scheme, what makes me angry are the actual bugs in the code. TLDR: it's a goofy physics puzzler, not Job Simulator: Surgeon. It's certainly better than actually half-baked releases coughmartianexperience cough But I think if people better understand what they're buying they won't be disappointed with it. Overall, I'm having fun with this! It doesn't seem half-baked, and it almost plays like a physics puzzler once you get the hang of it. The only repeat issue I had was when I leaned in to cut and blocked my headset with my hand. Once you get used to it, you'll love it). Your hands' motion isn't an exact 1-1 replication, it stretches out to be able to reach the entire environment (I only say this because at first it can seem like a tracking bug. I don't doubt that some folks are having tracking issues, but my setup in this game has been pretty flawless. More than any other VR game I've played, this wants you to play by its rules, not by yours. By the time I was able to beat the second surgery, I started to understand the physics of the game and the way it wants you to interact with it. The whole point (IMHO) is to fumble with virtual fingers in a virtual world, get frustrated, slap your patient in the face, and then keep trying. If every time I attempted to grab an object it automatically flew into my hand and auto-locked to the artery I need to cut, this whole game would take 30 minutes to beat. ![]() The game is about messing up and being ok with it. Each tool seems to need a different combination of grabs to use (heavy tools like the hammer need a whole fist to grab, whereas scalpels just need a pinch). You can press the move button to squeeze your four fingers, pull the trigger to pinch with a finger and a thumb, and hit both buttons to grab with your whole hand. The controllers won't auto-lock to targets and objects. Some thoughts after seeing the r/PSVR response to Surgeon Simulator:
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