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1.
i don't really get how you think the controls are horrific because you have to hold the button down if you already know that there's an option to set it to toggle? doesn't that sort of invalidate your point? the only times i had issues with the controls was learning the motions for faith push, it took me roughly 10 minutes before i went "oooh, you need to actually push!"
aside from that and occasionally getting stuck on some geometry, i never had a problem. (did you know pressing down the left thumbstick does a small dash in the direction you're moving?)
2.
you might be instinctively reaching for your hip, as i did. you should try removing your magazine, placing it in the pouch, looking straight ahead, and then trying to reload. do it enough times, you should internalize where you need to reach to grab a mag. alternatively, just dragging the gun over the pouch also seems to reload (a remnant of when the game was a Quest exclusive, i guess. a dark blot on its history, i wont deny)
3.
i think this has to do with looking down technically lowering your head, thus making the game think you're leaning down slightly. a small issue present in almost every VR game with a body, you might've only noticed it now though.
4.
i found it pretty funny, but the way the Sister turns her entire torso when you approach either of her sides and the walking through the chair are some pretty baseline bugs that should relatively easily be fixed, i agree with you there.
5.
i hate to say it, but you're objectively wrong here - regardless of if you mean the jump marines or the xeno bugs - that's inherently good game design. it's part of a pattern in the way the enemies fight, and without learning that pattern and adjusting to it, you can't efficiently dispatch those enemies. aim at them, wait a second, and if/when they move, unleash leaden fury on them. the only times i've had trouble in this regard was with the jump marines, i often found them closing in far too fast for me to switch weapons in time, which prompted me to carry my melee in my off-hand whenever they were nearby. a trusty chainsword or powersword at your side makes all of the difference!
6.
i can only assume you mean a plasma pistol here, i must not be as far ahead as you but i think they're in the game. did you know almost every enemy dies in one headshot, the only exceptions being the chaos astartes? hell, you can even whack enemies in the head with your pistol, and they die instantly! maybe all of my playing Pavlov, H3VR, and Into The Radius have given me a sort of sixth-sense for where my bullet's going to go, but one miss is more than enough for me to know where the next bullet's going to land, ironsights or no.
7.
the way you word it, it sounds like your headset is the problem. what headset do you use? i play on a Rift S, and i could see the tutorial text perfectly crisp in my peripheral vision. if you're also using a Rift S, it could be your actual IRL vision that's the problem? if not, i'm not sure what to tell you as i'm far from a pro regarding HMD technicalities! could be a totally valid issue for all i know :(
8.
again, i have to wholeheartedly disagree with you. after playing Half-Life: Alyx, so many mods, Into The Radius, so on and so forth, i think Battle Sister had a perfectly standard amount of interactability. the details on certain crated being rusted and hard to open, the screens popping up every now and then with lore dumps, the tablets, the guns, the swords, the ammo, the panels you can shoot and pluck fuses out of, the panels you can punch or shoot or cleave apart, the fact that your lasgun will work better as a bludgeon than a weapon, all of it felt exactly as it should. anything that looked like i could pick it up or push it around, i could. walking through the fortress-monastery for the first time and passing that window with a view over the planet, i felt like i was in the 41st millenium, there and ready to live and die for the emperor.
9.
the worst i've seen is a couple slightly off facial animations, nothing more. i don't really understand what you're referring to here, so i can't comment beyond that. it's just the usual stuff for VR indie games. (lo-fi has some weeeeeeird facial animations, man.
10.
????? i really have no idea what the issue is with the melee for you. i swing, the sword connects with the cultist's arm, the cultist's arm stops connecting with the cultist's torso. it works perfectly fine for me, both the powersword and the chainsword. but, say you're referring to the chainsword... you know that you're supposed to hold down the trigger to rev the chain, right? just like with a chainsaw, hence the name. otherwise, you might be swinging too slow or hitting the weapon. striking a cultist's axe doesn't do any damage, though i do think it at least stuns them, and you can always try to lunge forward and stab him. as for the chaos marines... yeah, best off with 3 or 4 bolts to the head for them, they can do much more damage than you and much faster (reasonably so, did you see how big Julius' bolter is compared to yours?)
i think the melee is an integral part of the game, used in tandem with the faith abilities and your arsenal of as many as 4 weapons (for me, it's the bolt pistol/bolter, chainsword/powersword, and two primary weapons to fall back on for long range or hordes, like a meltagun and bolter, or lasgun and flamer) makes you a pretty vicious combatant on the field. i had craptons of fun carving a path through cultists and daemons blindly charging me, and i think the gore was excellent to reflect the damage i was doing.
11.
this hasn't really got anything to do with the game itself, but as someone who isn't a fan of mobile games, i can see why you'd draw a connection. for me, this doesn't change anything, i've learned to see the game for what it is rather than who its creators are, and awful companies can make great games, while great companies can make awful games.
i think that touches all of your points... i'm sorry if this isn't what you wanted to see in reply, but i feel like i couldn't just leave this going without any attention. i'm just an ordinary guy playing vr games and i've barely scraped the surface of 40k in my lifetime, and i'm okay with battle sister being just another scratch on that surface, albeit a deep one with how memorable and engaging my experience has been so far. i'm not sure what games we've played and how we've played them differently to reach such conflicting conclusions, but maybe you need to re-approach this game from a different angle, and take it for what it is. it's a port from the Quest, made by an indie studio and published in-house, and built from the ground up by what i can only imagine is a small team of passionate 40k fans. with that in mind, try and play the game over with everything that you've learned. if you don't like it (or you don't want to) then fair's fair, it's just not your cup of tea. but who knows, maybe you'll see it in a different light after a second chance?
I have played literally all major and a lot of minor VR games to this moment, and I do disagree with you.
1) This game is simplistic - which is a really good trend in latter VR games - because it does not need a top GPU to run and controls only have few complex gestures.
2) Also, I definitely debate that VR interactivity should be in any game. Considering HL Alyx for example, there are a lot of objects to interact but they only show off the technology and do not add something special to the gameplay.
3) Further, complain about needing to hold the grip is just rubbish, it makes game a lot more immersive than interactive objects. Same was in WD S&S and I played it through with no problem.
4) Graphics and animations are easily fixable because game is on Unreal Engine.
5) Finally, game is cheap.
On the other hand, I do agree that melee combat can be done much better, but it is not a sword fighting simulator such as B&S. Thus, is it really a necessity?
So just relax and enjoy slaying=)
For reference I have no skin in this game, I've no reason to defend it -- I sort of hate VR and basically only picked this game up because I like the SoB and it was cheap.
Alyx is a game that's been developed for just under a decade by one of the biggest and wealthiest studios on the planet, one that has had infinite time in the oven.
This is a budget-title licensed game that is mostly selling itself off its license. Genuinely lower your expectations and understand that not every game is trying to be Alyx. If you don't like it, then that's fair enough, but negative comparisons to something that's clearly out of its league is just kind of unfair. Nothing can compete with a game like Alyx. Literally nothing.