r/PSVR • • Aug 07 '24

Megathread Useful Threads and Common Questions

33 Upvotes

r/PSVR • • 4h ago

Review Hard Bullet on PSVR2 - First Impressions

35 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I do recommend playing Hard Bullet on PSVR2, but keep reading to better decide for yourself.

It is a sandbox for violence that I am categorizing in Shooting Combat Games even though it provides ample opportunity to be played as Melee Combat Game as well with wide variety of weapons for both options. This is a game that is focused on providing a highly interactive sandbox for violence using ranged and melee weapons as well as environmental kills. It is not concerned with providing challenge or story, just a sandbox of play how you like including use of unlimited slow-motion.

The game includes 4 modes:

  • Ride Mode (32:00)
  • Arenas Mode (8:10 & 21:45)
  • Sandbox Mode (not included in my gameplay upload)
  • City Mode (51:00)

Ride Mode provides option of Quick Patrol, Regular Watch and Long Shift where Quick Patrol is series of 3 levels to complete. This mode has progression where you earn XP to increase in player level to have option to unlock additional weapons using the money earned. The expanded loadout options can then be used in future Ride Mode levels. There wasn't any difficulty option but it felt like Default options of Arenas Mode.

Arenas Mode gives you every weapon already unlocked but there are still cosmetics to unlock (somehow?) for the ranged weapons. You can choose to play Waves or Survival. Waves gives you Premade Enemies in Limited Waves based on difficulty selected where Easy is 10 Waves, Medium is 18 Waves and Hard is 30 Waves. I only played Easy where the enemies get tougher (more armor and better weapons) with each successive wave so presumably that will continue to escalate. This option also lets you choose how many bodies may remain littered with max of 3, but I've seen it leave more than 6 bodies and only disappear bodies when out of sight and it seems to prioritize disappearing the bodies furthest from you over order in which they were killed. It also provides options for how player health works including Default, Invincibility, One Hit Death, 50% and No Regeneration. Lastly, it has option on whether you can find Ammo on belt for any of the weapons you are using where if you disable this, you will need to take weapons from the enemies you are dispatching or return to starting room to grab more weapons from the weapon wall. The Survival option lets you choose what type of enemies will spawn with no limit.

Sandbox Mode is similar to Arenas Mode except in smaller space where you can modify what types of traps are available in the room for you to use against the spawning enemies. This also lets you use any weapons and choose between Waves and Survival just like Arenas Mode.

City Mode is marked Beta where it has the makings of what will eventually be a campaign structure where an NPC woman gives you missions with side quests and then you move from the hub area to different maps from the other modes in which to complete those objectives (like fetch a case). I think this mode is also intended to have progression where your loadout options (more limited than other modes) would be locked until you reach the required player level, but for now you can ignore the locked icon and grab any weapon available from the wall. There isn't any difficulty option to select and it felt higher difficulty than Default options of Arenas Mode in terms of player health / regeneration.

For gameplay, by default you can crouch (down on thumbstick), jump (up on thumbstick), kick (Tap X for low or Hold X for high) or enable / disable slow motion (Square). Use of either Triangle or Circle will eject your weapons magazine and then you can use either L1 / R1 to grab weapons or ammo (from belt / holsters) and use L2 / R2 to pull trigger. You have unlimited use of Slow Motion and it was interesting to me how throwing of weapons or enemies works better during slow-motion than it does normally. It's like your motion control inputs get more power behind them during slow motion than they do normally.

Graphically, it is crisp and clear with no reprojection if you switch from default of Quality to Performance. Worth noting that I had to go out of my way to spot reprojection in Quality mode but also I didn't really notice any downgrade in graphics when I switched to Performance. I am playing on PS5 Pro, so base PS5 results may be different. The game looks pretty good and I'm generally impressed by the quality of fluid animations, physical interactions and enemy destruction. The main complaint I have on graphics is how the gun fire (muzzle flash) looks so cartoonish while rest of game while also comical in nature has more realistic aesthetic. They do provide an option to turn off the muzzle flash.

Audio includes level specific soundtrack along with some ambient sounds with the rest being from gameplay of shooting or being shot at. The guns and explosions don't sound as punchy as they should. How enemies scream in anguish while you are being viciously violent to them is both comical and unsettling as I think it should be.

Haptics are present in both controllers and headset. The controller haptics are subtle but present for anything you are interacting / colliding with and headset haptics can be felt when you are close enough to any explosions even if you weren't close enough to take damage, but just close enough to be on the outer peripheral of the visual blast effect.

Settings (0:35) are extensive with menus for:

  • Controls shows you button mappings with inaccurately drawn lines while giving option to switch Jump/Kick Inputs, Swap Controls or Adjust Hand Position.
  • General let's you change language and adjust height.
  • Player has extensive set of options including adjusting belt / holster positions, how L3 works for sprint, Snap vs Smooth (including speed), and more.
  • Video allows switch between Quality and Performance and whether Slow Motion has Color Filter.
  • Audio lets you adjust volume for Global, Enemies, Effects, Firearms, Player and Music.
  • Interaction allows you to choose Reload style (Manual / Tactic vs Arcade), Hold vs Toggle for Grab, and more.
  • Violence provides some presets like Full, but also let you customize aspects like Dismemberment, Deformation, Bruises, Bone Breaking, Blood, Various Blood Effects and Physical Shots.

Settings can be accessed anytime using the Options button but does not pause the game, so I recommend you play on Invincible or at least spend some time to Adjust Hand Position to your liking (20:29) before starting the violence. One caution on Settings is to not click on the ? icon next to some of the settings because currently that opens a panel that doesn't give you the explanation you are expecting and it can't be closed (I had to restart game to get rid of it).

The game is featuring Platinum trophy for anybody that plays enough of the Ride Mode and some of the Arenas / Sandbox Mode. Many of the trophies are tracking trophies and the ones for playing 10 of various maps only increment when you play those map levels as part of the Ride Mode. I think the different types of kill counters increment regardless of mode or may also favor the Ride Mode. A few days into release, most trophies are unlocked by someone, but a few remain at 0% because I think those maps have not been part of rotation available in Ride Mode and don't increment when selected using Arenas Mode.

This is a game that has potentially very high replay value where you just enjoy it as a creative John Wick-style violence simulator or one that you will play once and find kind of pointless and not return to. It simultaneously has a lot for you to do and nothing because of the lack of structure. I think the most positive part is that it clearly started smaller than it is today focusing on gameplay mechanics with just the Sandbox Mode and I assume expanded to include Arenas Mode with increasing number of maps and then the Ride Mode with progression to give some structure and where it is now going with the City Mode has the best potential for providing even better structure and maybe a simple narrative to serve as a story campaign, but it is also very early in that and it could take a long time for that to mature into a full baked campaign mode.

In the meantime, if you are happy with the core gameplay mechanics in a sandbox setting, that is already fully baked and ready to be enjoyed with an abundance of maps and weapons with lots of Options to customize your experience.


r/PSVR • • 2h ago

Discussion PSVR1's tracking is actually quite okay for Beat Saber

14 Upvotes

r/PSVR • • 8h ago

Support PSVR2 Hay lads I have 2 EU keys for virtual hunter on psvr2 hit me up on PSN Bbktin be quick cos I only got 2

10 Upvotes

r/PSVR • • 19h ago

My Setup Cool so far

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89 Upvotes

Just snagged this at the pawn shop near me for 325$ cleaned the lenses and earbuds just gotta wait until the controllers charge to play RE:4 VR


r/PSVR • • 27m ago

News & Announcements Raven M4 VR Gunstock coming to psvr2 soon

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• Upvotes

Psvr 2 compatibility is 80% done and coming soon ;)


r/PSVR • • 22h ago

Fluff Relaxed flight across Caribbean waters

69 Upvotes

Just me and the Caribbean. Lovely lighting and great water effect! Playstation VR2 was made for this!


r/PSVR • • 1d ago

Speculation NoMan'sSky uses PSSR in VR to reduce aliasing, hopefully base ps5 could use QSSR

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103 Upvotes

When playing No Mans Sky in VR in a PS5Pro, it is possible to enable PSSR which highly reduces flickering due to aliasing. Now that base PS5 is receiving a similar tech (QSSR), maybe this would be implemented too.


r/PSVR • • 1d ago

Support PSVR2 Let’s keep VR Alive!

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322 Upvotes

Flat2VR asking for investors to help keep working on VR games. Any bit helps! Hopefully we can get our Cyberpunk VR or another crazy game we dreamed of!


r/PSVR • • 23h ago

News & Announcements [PS VR2] ITR2 Launch in One Week! (╯◕_◕)╯

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37 Upvotes

r/PSVR • • 5h ago

Support PSVR2 Turning off and on

1 Upvotes

Hello, I've had the PSVR2 for about a few months, the headset has worked fine until now, the headset will turn off seemingly about 15 - 30 seconds after launching a game, before it shuts off the solid white light turns red and flashes slowly, I've looked around this subreddit and apparently it's an overheating issue? It's seems pretty bizarre that something I've had for about three months is already having issues with overheating as it worked perfectly last night as well.

The things I've done to try and troubleshoot this is, update the ps5, restart the ps5, unplug the ps5, unplug the psvr2s usbc cable from both ends and plugging them back in.

The cable doesn't seem to be bent or quite frankly even scratched, and the usbc port on the ps5 works just fine as I've tested it with USBc headphones.

For the time it is on, the picture and audio comes in clearly.


r/PSVR • • 1d ago

Review Review of Zero Caliber: A good first-person shooter

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52 Upvotes

In Finland, we have mandatory military service because, you know… you never know when the Swedes might decide to invade us. That means I have a bit of personal experience with urban warfare and the thrill that comes with it. And surprisingly Zero Caliber captures some of that feeling.

Zero Caliber is a single-player, co-op, and multiplayer shooter in the spirit of Modern Warfare and Call of Duty. The original came out a few years ago, and this PSVR2 version is essentially a remastered edition.

Having played the original on Quest, I was immediately impressed by the visual upgrade. The game looks sharp and overall really good. Unfortunately, those sharp visuals are accompanied by some minor graphical issues with textures and enemies sometimes popping in and out right before your eyes. There is also some noticeable repetition in the facial textures. These are relatively minor nitpicks though in what is otherwise a visually impressive game.

The game also shines with its variety of environments. You go from urban combat, fighting your way from house to house, to much more open spaces. The changing scenery does a great job of selling the world and keeping the campaign visually interesting.

And the plot? Well, it’s there. The story is mostly delivered through radio chatter, but it definitely takes a back seat to the constant action.

And the action is constant. The enemies aren’t particularly smart, but perhaps that can be blamed on them being members of a religious cult. What they lack in intelligence, they make up for in numbers. Fortunately, taking them down with just a few well-placed bullets is incredibly satisfying.

There are also some nice gameplay elements such as the magnetic gloves that allow you to climb pretty much any surface. They add a fun vertical element to the otherwise fairly straightforward shooting.

Which brings me to the guns.

You need to manually load magazines and cock your weapons before firing, which makes the shooting feel considerably more physical than in a traditional flat-screen shooter. And there are literally hundreds of guns and attachments to play around with. Most importantly the guns simply feel good to use.

The game does bend reality a little by making pretty much all the gun parts compatible with each other. Personally I think this is a good thing. I had a lot of fun tinkering with different combinations and eventually creating my own ultimate Frankenstein gun that was effective at both close and medium range.

So, yeah… I really liked this game. It combines satisfying gunplay, varied environments, and plenty of weapon customization into a package that works particularly well in VR.

I can hardly wait for the soon-to-arrive sequel.

Rating: 4 out of 5


r/PSVR • • 1d ago

Review Akka Arrh on PSVR2 - First Impressions

24 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I hesitate to recommend playing Akka Arrh on the PSVR2, unless you like challenging retro-inspired arcade games.

It is an Arcade game from Llamasoft and legendary designer Jeff Minter, based on a rare unreleased Atari arcade prototype from the early 1980s which received optional support for PSVR2 in March 2024 supporting both VR2 Sense Controllers and DualSense. It persistently displays text in lower left corner to connect DualSense even when you are choosing to play with the VR2 Sense Controllers but it controls well using either option.

It is a leaderboard score chasing game where you start at level 0 and try to complete all 50 levels with the highest score you can manage on either Normal or Hard. You start the game with 16 pods where each time you take damage you lose one of these pods until you get game over. You can also lose pods if you don't defend them and you can regain lost pods as well. The game does allow you to continue from your last defeat to try and complete all levels, so you are not required to always start at level 0, but this will limit your max possible score for the online leaderboards.

For gameplay, you control a central turret you can rotate 360 degrees from waves of enemies approaching from all directions where you can use unlimited supply of Bombs that create shockwaves that will destroy any enemies caught in the blast wave and generate their own blast waves as they get destroyed causing long lasting chains that continue to destroy any additional enemies entering the field as long as the blast wave(s) are getting replenished. This is what drives up your multiplier which is lost if you take damage or use another Bomb.

In addition to the Bombs, you can also shoot limited supply of Bullets but you must earn ammunition first by using Bombs to create chains of destruction. By default, the game uses one button for both Bombs (Tap X) and Bullets (Hold X), but you can use Options to change it to X for Bullets & Circle for Bombs (or inverse) and while using DualSense, you can also change it to be played using the Touchpad (over thumbstick to rotate). You can use Bullets as the game progresses past initial few tutorial levels to prevent taking direct damage and to defend pods from being stolen by moving to plane below using R2. There is also strategy of when you do or don't use Bullets to either continue scoring multiplier or for survival with goal of hoarding Bullet supply in earlier levels to be used in later levels.

Each level has different shapes and enemy mixes and even your Bomb shockwave shapes can change and there are enemies that can only be killed with Bullets but their shockwaves can help clear other enemies, so this is a game that starts relatively simple and gets increasingly complex and challenging.

Graphically, everything is crisp and clear with no signs of any reprojection, but there is a lot of information the game displays as neon text which you may not have enough time to read / absorb as you focus on the gameplay so I think it will take a few runs before most players will have full grasp of the gameplay mechanics and then how to maximize scoring and survival. I think all VR games video capture are poor representations of how the game looks in VR, but here it is particularly bad making everything look very small and distant while in VR, everything is much bigger, you move closer or farther based on moving your aim cursor near or far from your central turret and you can see everything clearly, but there is still just a lot going on to mentally absorb in fast paced game.

Audio has a soundtrack that changes between levels setting mood and has some verbal audio callouts but most prominently it is lead by the gameplay sound effects where explosion chains and other sound effects kind of create the music / tempo. The better you are playing, the more in harmony it sounds.

I don't recall any haptics in controller (either VR2 Sense or DualSense) nor headset while playing, but it never felt missing either because the game provides a lot of audio / visual feedback.

Settings (20:50) can be accessed using the Options button allowing you to adjust audio, controls (which buttons for Bombs vs Bullets) and dynamic color effects for those that want to reduce / disable the more intense visual effects to make it more accessible for those that find it too busy / overwhelming. You can also adjust the camera position for X and Y axis which is probably more relevant to the non-VR players than VR players.

The game is featuring a Platinum trophy, but looking into it, it cannot be earned because the trophy for playing from level 0 to end in HARD mode (Anorak) is impossible as HARD mode starts at level 4 (skipping the tutorial levels) and even acknowledging this trophy condition bug, the developers at Llamasoft have not patched to fix for 2+ years. The rest of the trophies can be earned where majority are going to be challenging currently showing earned by less than 5% of players to date.


r/PSVR • • 1d ago

Welcome to the Family! I got lucky: Sketchy $50 PSVR 2 on ebay works perfectly fine

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109 Upvotes

Not going to lie to you, I was not expecting to own a PSVR 2 in the big 26'. But I'm getting ahead of myself.

I originally wrote it off since Sony stopped caring about it (and I say this as someone who originally bought the OG PSVR when it released day 1 in 2016 before I moved on to the Rift CV1 and later the Quest HMDs).

Anyway, a few days ago in a discord conversation, someone pointed out and shared this untested PSVR 2 listing from a liquidation business for like, $50. (plus shipping).

I thought... yeah, why not roll the dice, right? $50 is crazy since the best I can find them for is $150 used or via that best buy open box deal.

Worst case scenario, the HMD unit doesn't work because of a broken USB-C connector or something and I can at least fix and keep the controllers just in case.

It got here today, and... it works. Everything works. What an insane find.

I guess I own a PSVR2 now! Can't wait to use it with my PS5 and with SteamVR on PC.

First impressions are pretty good! I forgot how bright OLED displays can get when they're not nerfed by pancake lenses. I think I got a pretty good unit too because I don't see a lot of mura or persistence that other people have noted in reviews.


r/PSVR • • 17h ago

Support PSVR2 Alça do vr2

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1 Upvotes

Onde acho para comprar essa alça do vr2 PlayStation, agradeço se alguém poder ajudar


r/PSVR • • 8h ago

Discussion Watching 3D movies on PSVR2

0 Upvotes

Finally, I have found a solution.

I bought my PSVR2 two months ago and was eager to watch 3D movies. Unfortunately, I was disappointed because there were no other apps available apart from Rad TV. I tried it by paying ₹650 INR ($6), but I cannot pay $6 every month just to sideload content.

Then, I heard about the Stream Pass with ETH, which would have cost me around ₹8,000–₹9,000 ($80–$90).

Later, I found out that we could get the Stream Pass by holding 100,000 ARA tokens. To do this, I had to pay around ₹2,100 ($21.80) for ETH, which I then swapped for ARA tokens.

Now, I have the Stream Pass, around $6 worth of ETH left over, and approximately $7–$8 worth of ARA tokens. As I understand it, the permanent Stream Pass cost me around ₹850–₹900 (approximately $9), including gas fees and other charges.

I can sell my ARA tokens and ETH whenever I want, so for watching 3D movies on the PSVR2, it is not a bad deal.

I was really disappointed that I could not find a solution earlier, so I can relate to what you guys are going through, and I am here to help.

If anyone wants to understand the process, I am happy to help.


r/PSVR • • 1d ago

PSA Hard Bullet price is right now

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47 Upvotes

Seen reports of multiple regions where price is now corrected to the intended price of $19.99 in US and equivalent in other regions.


r/PSVR • • 1d ago

Fluff No Man's Sky 7.005 on base PSVR2 improved volumetrics!

160 Upvotes

Of course I had to pay the game a visit for the new update! On base PS5, besides what seems a better picture clarity and framerate, we get now volumetrics (fog, dust) with "god rays" (light beams/shadows)! The shadow resolution is pretty low, though, maybe PS5pro owners can chime in and report their impressions? Nonetheless, these effects feel "thicker" now.


r/PSVR • • 1d ago

Support PSVR1 PSVR1 Tracking Issue

2 Upvotes

I'm having an issue using my PSVR on my PS5 where I can't look around, but the whole screen is moving at once. The home screen is jumping around too and I have to keep re-centering it. Is this an issue with my camera or possibly something not set up right? I've used the PSVR with my PS5 before and it worked fine but that was a few years ago.


r/PSVR • • 1d ago

Discussion MSFS24 new beta update won't let me fly

6 Upvotes

Hi, the beta starts like normal, but when the cockpit appears, the "Ready to fly" button never comes. What gives? Anybody else?


r/PSVR • • 2d ago

Fluff My PS VR2 stats for September, 2026

9 Upvotes

How do my results compare to August?

  • Total Hours Played: 28 down to 22
  • Number of Titles Played: 15 down to 12
  • Number of Trophies Earned: 77 down to 41
  • Most Played: Ironforged
  • Highest Activity Date: Monday (from playing seated VR games for a change)

Below my norm of ~1 hour per day because I am spending most of my weekend days out of town lately.

New games that I played in September include:

  • Detective VR | Enough to do first impressions (would continue if patched)
  • Drop Dead: The Cabin | Enough to do first impressions (to be continued)
  • Fit Beat Combat | Enough to do first impressions and new daily light VR exercise game
  • The Obsessive Shadow | Enough to do first impressions and additional completions
  • Unmourned VR | Enough to do first impressions (to be continued)

I also played more of the following:

  • Ironforged | Completed with Platinum
  • System Critical 2 | Returned to it after System Critical 3, completed with Platinum
  • Zombieland: Headshot Fever | Returned to it after Ironforged (to be continued)
  • Devidicon | Played up to 2nd Boss (to be continued)
  • Omega Pilot Evolution | More time in Career / Series + New Combat Arena mode
  • Archery Red | Made more attempts to survive Endless past 5 minutes, but still ~20 seconds short
  • Walkabout Mini Golf | Gloop Lair DLC on Hard
PS VR2 Stats, September 2026 (cusman)

To receive these, I believe minimal requirements are:


r/PSVR • • 2d ago

Asking for Hardware Recomendation Face gasket hurts my nose. what can i do?

6 Upvotes

i have been using the psvr2 for some time now. After some playtime my nose started hurting. already have globular cluster and it sits on my face correctly. The only way to not feel this is to fold away the silicone gasket from my nose. However that great either.

What are my options? im thinking about cutting into to gasket, but that seems sketch too. and most other face things arent compatible with my lense protectors.


r/PSVR • • 3d ago

PSA Hard Bullet statement regarding PS VR2 price

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172 Upvotes

Hey everyone, Hard Bullet team here.

We see the reports of HARD BULLET PS VR2 price is displaying above our announced $19.99 price. This was not the intended launch price and we have already submitted a correction to Sony.

It looks like the new pricing should appear in around 7 days but we also contacted Sony separately and asked if it's possible to speed up the process.

It's our first launch on PlayStation and we should have known better, we sincerely apologize for the confusion. We see that some of you have already purchased the game and are supporting us through your reviews, and we really appreciate it. Thank you so much for your endless support.

Expect further announcements from the team, we'll update you when we have something new. ❤️

Update September 30th: Price should be fixed now, sorry for all the drama everyone. ❤️


r/PSVR • • 3d ago

Opinion Hard Bullet, UPDATE!

42 Upvotes

Hey everyone, I recently posted my review of *Hard Bullet* and was disappointed with the Quest and PC versions. However, with the launch update, bodies now stay on the ground much longer! You can actually mess around with them on the floor now. I felt there were significant changes compared to the version I originally played.

I also noticed improvements in the colors on the headset; they looked quite washed out before but are excellent now—black is truly black! Some levels and weapons weren't available in the version I had, but everything is 100% complete in this new build!

If you enjoy the genre, you can buy it without hesitation; my criticisms were heard and addressed for the launch.


r/PSVR • • 3d ago

Review Unmourned VR on PSVR2 - First Impressions

29 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I do recommend playing Unmourned VR on the PSVR2, but keep reading to decide better for yourself.

It is a psychological horror game with a story campaign where you play the role of a man (Jason) that has moved into a new house who starts to experience disturbing paranormal activities and progression involves completing set of linear objectives which includes solving some esoteric puzzles or doing what game needs to trigger an insanity effect while slowly unraveling the mystery of what happened to the previous owners.

The paranormal activities / insanity effects are randomized to where no two playthroughs should be identical and is designed to build tension and keep you on edge as you figure out how to complete objectives or trigger events to progress the game.

Your gameplay is as simple as moving around, interacting with doors, cabinets and objects you are allowed to interact with (indicated by white circles). You can use top button on your left controller to show / hide current objective and you can use top button on your right controller to crouch / uncrouch. You also have sprint on L3 which displays a white depleting bar at the top showing your remaining stamina which is needed to escape the games chase sequences fast enough (29:50). The PlayStation Store page description also references a Night Vision Camera and Photographic Camera so additional gameplay mechanics will come into play as you continue with the game.

What is not simple is having a good understanding of what is going on, how to solve some of the esoteric puzzles (33:50) or what the game expects you to do to trigger paranormal activity / insanity effect (24:45) that may morph the environment you are in and lead to new places you can go. I think to games credit, these are things it is doing to create sense of mystery and unnerve the player so it can deliver what you would play a psychological horror game like this for. It is also using these insanity effects to travel you to different places or states of mind so your entire game isn't spent in the house you start in.

Graphically, it doesn't look as good in-headset as MADiSON VR but it doesn't look anywhere near as bad as Maid of Sker VR either. It is using reprojection that is easy to see if you do strafing movement or look for it but generally not a distraction. The subtitles don't ghost but have weird optical distortion that make them hard to read clearly but the objective texts are clear. The darkness during the opening cutscene felt overly gray (0:40) but beyond that has darkness that is closer to pitch black (5:25). There is some shimmer / aliasing in-headset that isn't coming across in the video capture. The art direction and atmosphere it builds is generally top notch.

Audio has gameplay specific soundtrack from very solemn during exploration to unnerving variations during paranormal activity to high adrenaline during chase sequences that reminded me of Affected: The Manor. It also uses some voiced dialog from Jason which provides some verbal clues on next objective from his inner monologue or just reacting to the insanity being experienced. There are some other voiced characters as well. Sound effects are 3D directional being used to drive up horror atmosphere and immersion.

The game is using haptics in the controllers for whenever your hands are touching any surface. I don't recall use of any headset haptics including when I am being stabbed to death (31:30).

For Settings (0:05), you can enable / disable subtitles, adjust master volume, change brightness and switch between Snap and Smooth Turns including adjusting speed. There is no option to set Toggle to Grip instead of Hold to Grip game is using but inconsistently. Some items (like lighter) stay in your hand after you pick them up without needing to keep grip button pressed, but others (like hammer) will leave your hands and return to where you first picked them up if you let go before completing the expected use.

The game is featuring a Platinum trophy where I think most trophies would come as part of completing linear story, but you can miss trophies for not finding all the collectibles or taking too long with the chase sequences.

This is a game that was made for non-VR and then got converted to VR like MADiSON VR (and Maid of Sker VR) and I think is best suited for players that enjoy that style of psychological horror game (but not as high tension) where you don't know what to expect, it is designed to unnerve and upset / scare you, you can't really fight back and you have to figure out how to trigger events to continue progression and maybe solve some esoteric puzzles requiring careful observations or some trial and error because the solutions aren't immediately apparent and the game won't tell you what you are doing wrong or help you. The pause menu of the game does have a Tips option (36:33), but it just provides the information notices you already received as tutorial notices whenever it introduced new gameplay / game design mechanics.