![]() ![]() With the still limited field of vision that PSVR 2 can provide, the simple act of looking at someone to the side required more neck craning and upper body movement than felt natural.Īlongside some characters clipping and other minor graphical quirks, it can detract slightly from a few moments, though not to the detriment of the story being told. I’d be perfectly aligned in bed one moment, and then awkwardly lower and off to the right the next. ![]() I’d also absolutely expect the scale of the world to change while going through childhood, but it often felt like my centred point shifted from one scene to the next. Most persistent is the very central placement of the ticking metronome icon, which feels rather intrusive as it’s so central within your field of view. There’s some oddities to how the game has made the jump into VR. Not blinking will be difficult if you need to hold back tears – and nobody wants to cry into a VR headset, do they? This does detract from the experience a bit, but is a welcome option for accessibility and being able to choose how to experience the story.Īnd it’s a beautifully told story at that, with simple, almost universal themes of life and death, ambition and hardship explored in a succinct 90 minutes runtime. Thankfully, you do have the options to replay chapters from the main menu, and to switch from eye-tracking to use defined button press on the controller. Those are invariably followed by pangs of guilt at potentially missing a moment in the story. You can often blink quite freely, though that won’t stop the odd blink sneaking through your subconscious and jumping you ahead. Each scene is carefully constructed with interactive points marked by an eye icon, the points at which you’ll skip ahead to another scene marked with a ticking metronome, but even then there are often more things to look at and do, if you can keep your eyes open and refocus. eyes as Candy and Robin were being subjected to a bizarre game of sexual. That’s easier than you might think it should be – this isn’t an intense and eventually painful staring competition with a sibling… unless you really try to stare down the Ferryman before heading into Benny’s life. Sydney had pre-stereotyped women in upper middle class English society to be. You go into every scene – pools of environments and people that emerge from an inky blackness around you – literally wide-eyed as you anticipate the need to effectively stare down the game while soaking in every morsel of story that you can. It’s a truly unique feeling for experiencing a story. The game follows the story of a recently deceased human named Benjamin 'Benny' Brynn, a now mute spirit who gets fished out of a dark sea by a canine named 'The Ferryman.' The Ferryman tells Benny that he's taking him to the Gatekeeper for judgement, and that he senses something special about Benny. Originally released for PC in 2021 and using webcams to keep tabs on your blinking, but now the game has been adapted to PlayStation VR 2, using the built-in eye-tracking to detect where you’re blinking, the headset motion to physically look around and really get to embody Benny. ![]()
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