Alien: Rogue Incursion VR

Alien: Rogue Incursion VR

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nobinobiboi Dec 11, 2024 @ 12:40am
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Can we have a non vr version as well please?
Don't get me wrong I love VR, but Horror titles i prefer not to play in vr, especially ones like alien games, with jump scares... Its a bit too much!

I'm pretty sure I'm not the only one thinking this way 😓
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Showing 46-60 of 97 comments
kordelas (Banned) Dec 18, 2024 @ 1:09am 
Originally posted by Mr Eos:
Seriously, you're just completely ignorant to the point that has just been made.


I'll repeat it again for you.

I'd buy this game, if you just let me use Face/Eye Tracked aiming and a gamepad. Until this industry learns to make a motion controller that can hold parity with the existing gamepad standard, I HAVE to use a gamepad to get the accessiblity that I want out of my VR.


So in the future when people like you are wondering how to make VR more popular and mainstream.... you can refer back to how you argued to gatekeep VR from me with bad faith arguments .... as just a singular example.

This would make sense for a gunship/helicopter sim game where you control a direction of mounted gun this way. In ARI, it would be nonsense.

Also gaslighting and straw manning me. People do this when they do not have valid arguments. Lol.
Last edited by kordelas; Dec 18, 2024 @ 1:10am
Patola [Linux] Dec 18, 2024 @ 1:10am 
Originally posted by Mr Eos:
Really, you can't seem to grasp why someone wants 3D and HEadtracking for all Flat games.
"For ALL flat games". We understand that. You're a "partial VR supremacist".

Who will make that effort, though? There are only so many mod makers, and not every game is popular. There are good solutions like UEVR that you mentioned but even them aren't universal.

I don't think anybody here will be touched by your complaints in order to try and develop a piece of software that can do that. And certainly some game developers don't think it's worth the effort, be it VR developers that want real VR on their games or pancake developers that don't bother about VR or headtracking at all.

It's difficult to understand to whom you are complaining.
Last edited by Patola [Linux]; Dec 18, 2024 @ 1:11am
Mr Eos Dec 18, 2024 @ 1:10am 
Originally posted by kordelas:
Originally posted by Mr Eos:
Seriously, you're just completely ignorant to the point that has just been made.


I'll repeat it again for you.

I'd buy this game, if you just let me use Face/Eye Tracked aiming and a gamepad. Until this industry learns to make a motion controller that can hold parity with the existing gamepad standard, I HAVE to use a gamepad to get the accessiblity that I want out of my VR.


So in the future when people like you are wondering how to make VR more popular and mainstream.... you can refer back to how you argued to gatekeep VR from me with bad faith arguments .... as just a singular example.

This would make sense for a gunship/helicopter sim game where you control a direction of mounted gun this way. In ARI, it would be nonsense.
And yet.... there are Flat Aliens games available to play right now.... that probably do a better job of it still. They just don't have HMD support natively built in to get the visual immersion upgrade.

Whereas you hype this game up on behalf of..

"I fumbled my reload.... best game ever!"
Last edited by Mr Eos; Dec 18, 2024 @ 1:11am
kordelas (Banned) Dec 18, 2024 @ 1:13am 
Originally posted by Mr Eos:
Really, you can't seem to grasp why someone wants 3D and HEadtracking for all Flat games.

Your imagination is trash.

I'd almost equate it to the same cult like mentality surrounding this DEI movement that's been taking over the industry.

The population percenatges and overrepresentation of what's normal certainly coincides.



Mainstream is lazy and wants to sit back and press buttons to play video games. They don't want to stand up slap themselves to perform inventory management to play video games.

There's only like .02% of you actually interested in that crap.

Really, because you communicate it wrong.
So let me fix it for me.
"I would like flat screen games to have a vr mode."

Also ad hominem logical fallacy. It is used by people who do not have valid arguments.

Then again. What do your issues have anything to do with ARI?
Mr Eos Dec 18, 2024 @ 1:14am 
Since you missed it. How does that flat game provide MORE intensity without the fumbled reload? Because it does.

Watching previews looks like they slowed this game down.

Why?

So you have time to fumble your reload. That's where all the focus of the game was put.

From outside looking in. It looks like a 6 hour game of fumbling inventory mangement.
Last edited by Mr Eos; Dec 18, 2024 @ 1:19am
kordelas (Banned) Dec 18, 2024 @ 1:16am 
Originally posted by Mr Eos:
And yet.... there are Flat Aliens games available to play right now.... that probably do a better job of it still. They just don't have HMD support natively built in to get the visual immersion upgrade.

Whereas you hype this game up on behalf of..

"I fumbled my reload.... best game ever!"


What games are better than ARI in VR?

I am not responsible for someone's health state. So it is obvious if one can't play VR games then they should not.
kordelas (Banned) Dec 18, 2024 @ 1:19am 
Originally posted by Mr Eos:
Since you missed it. How does that flat game provide MORE intensity without the fumbled reload? Because it does.

Watching previews looks like they slowed this game down.

Why?

So you have time to fumble your reload. That's where all the focus of the game was put.

If you look for intensity, then you should play bullet hell shooters. ARI is not one.

What did they slow down? I do not see it and I watched all previews.

Again. It is not my issue that someone did not reload their gun in timely manner.
kordelas (Banned) Dec 18, 2024 @ 1:21am 
Originally posted by Mr Eos:
From outside looking in. It looks like a 6 hour game of fumbling inventory mangement.

I did not see any fumbling management. Every item has its own space on the body.
Mr Eos Dec 18, 2024 @ 1:26am 
Originally posted by Patola Linux:
Originally posted by Mr Eos:
What if all I need is an HMD to get that feeling. And a motion controller destroys that feeling.

Did that concept ever cross anyones mind?
Yes. The second generation of VR was like that. Never really took off because of that. It was too few, and since most people used it when seated, it had 3DOF instead of 6DOF like today. 6DOF is not needed when you don't change your position.

Then progress was made and the third generation came with the motion controls and 6DOF, and suddenly VR was finally viable as a product. Profits are still not great, but much better than before. And it is a new media in all its glory.
What actually happened is that the VRAF crowd created an echo chamber and kicked out a silenced anyone that ran counter to their narrative.

And now Meta/Sony, etc. Are listening to an echo chamber assuming they represent mainstream gamers.

The only thing wrong with Meta releasing with a Gamepad instead of a motion controller was the gamepad offered 0 motion options.

0 Motion options doesn't mean Delete buttons to force 100% motion on everything as a solution.

The absolute dumbest part of VR is that it takes 8 years to get a hint of a Motion controller that might actually retain a familiar button layout that flat gamers have been gaming with since about 1997.

I bet you're one of those people who thinks having a familiar button layout on the controller somehow stops motion support from happening.



And unfortuneately 6dof is mostly necessary. It's what seperates true VR from "Virtual Theater"
Vorpx = 3dof
UEVR/Lukeross= 6dof.
Go look around on the internet to see how each is received by the community.

Just cause I can handle 3dof rotation only, doesn't discount that 6dof tracking of the HMD should be the primary focus even for seated gamepad input. Not some damn hand waving gimmick.


Do you really think 8 years of trying to force manual reloads can contend with a button layout I've been using 27 years and will continue to use for the foreseeable future? By the time your on year 27 of trying to force that reload.. I'm on 46 years of pressing ABXY and a D-Pad. for the other 99% of games.

So if you all ever question why quite alot of mainstream is ignoring VR altogether or rather buying but not using it. Look at the motion controller button options. And pray to the Gods that Valve releases that "Roy" controller and the industry transitions over to it. The sooner the better.

Because it sucks watching VR get gatekept by a WiiMote clone. Rather than an Xbox controller cut in half.

Had these damn controllers retained the d-pad. This developer might actually have provided an accessible alternative to slapping your chest and thighs.

Literally holding VR back on behalf of dragging out inventory mangement, is peak clown world approach to VR.

"All the most important survival inventory interactions are on your body".

And that body interaction is inconsistent as hell.

Some VR.... MY ultimate vision of what VR becomes revolves around thoughts being translated into actions. No physical input of any kind required. Just think it.
WTF wants VR to be a caveman?

You know how cheap it is to experience being a Caveman? You don't need VR to do it.

But to put things in persepctive. People like just like you came in and adamantly defended Vive Wand touchpads as being superior to a regular old Dual Thumbstick gamepad.

Time has proven me correct in that argument, just as time will prove me correct in this 8 year long crusade I've been on about how dumb it is to make Tedium the focus of VR gaming.


Like, I want to come home after work and ..... do that.

Where the hell did all the common sense in the world go?

I think perhaps the real problem is that you all don't get enough activity in the real world and you're using VR as some kind of solution to that. The concept in itself is great, more power to you. But to attempt to gatekeep VR as an entire concept behind you needing it to fill physical activity gap in your lifestyle, is pathetic.

8 years this industry has been nothing but a glorified excercise gimmick instead of visual upgrade for games. VR Only literally translates into Beatsaber.
Last edited by Mr Eos; Dec 18, 2024 @ 2:23am
kordelas (Banned) Dec 18, 2024 @ 2:35am 
Originally posted by Mr Eos:
What actually happened is that the VRAF crowd created an echo chamber and kicked out a silenced anyone that ran counter to their narrative.

And now Meta/Sony, etc. Are listening to an echo chamber assuming they represent mainstream gamers.

The only thing wrong with Meta releasing with a Gamepad instead of a motion controller was the gamepad offered 0 motion options.

0 Motion options doesn't mean Delete buttons to force 100% motion on everything as a solution.

The absolute dumbest part of VR is that it takes 8 years to get a hint of a Motion controller that might actually retain a familiar button layout that flat gamers have been gaming with since about 1997.

I bet you're one of those people who thinks having a familiar button layout on the controller somehow stops motion support from happening.



And unfortuneately 6dof is mostly necessary. It's what seperates true VR from "Virtual Theater"
Vorpx = 3dof
UEVR/Lukeross= 6dof.
Go look around on the internet to see how each is received by the community.

Just cause I can handle 3dof rotation only, doesn't discount that 6dof tracking of the HMD should be the primary focus even for seated gamepad input. Not some damn hand waving gimmick.


Do you really think 8 years of trying to force manual reloads can contend with a button layout I've been using 27 years and will continue to use for the foreseeable future? By the time your on year 27 of trying to force that reload.. I'm on 46 years of pressing ABXY and a D-Pad. for the other 99% of games.

So if you all ever question why quite alot of mainstream is ignoring VR altogether or rather buying but not using it. Look at the motion controller button options. And pray to the Gods that Valve releases that "Roy" controller and the industry transitions over to it. The sooner the better.

Because it sucks watching VR get gatekept by a WiiMote clone. Rather than an Xbox controller cut in half.

Had these damn controllers retained the d-pad. This developer might actually have provided an accessible alternative to slapping your chest and thighs.

Literally holding VR back on behalf of dragging out inventory mangement, is peak clown world approach to VR.

"All the most important survival inventory interactions are on your body".

And that body interaction is inconsistent as hell.

Some VR.... MY ultimate vision of what VR becomes revolves around thoughts being translated into actions. No physical input of any kind required. Just think it.
WTF wants VR to be a caveman?

You know how cheap it is to experience being a Caveman? You don't need VR to do it.

But to put things in persepctive. People like just like you came in and adamantly defended Vive Wand touchpads as being superior to a regular old Dual Thumbstick gamepad.

Time has proven me correct in that argument, just as time will prove me correct in this 8 year long crusade I've been on about how dumb it is to make Tedium the focus of VR gaming.


Like, I want to come home after work and ..... do that.

Where the hell did all the common sense in the world go?

I think perhaps the real problem is that you all don't get enough activity in the real world and you're using VR as some kind of solution to that. The concept in itself is great, more power to you. But to attempt to gatekeep VR as an entire concept behind you needing it to fill physical activity gap in your lifestyle, is pathetic.

8 years this industry has been nothing but a glorified excercise gimmick instead of visual upgrade for games. VR Only literally translates into Beatsaber.

It is still unknown what is your issue with this game.
Are you saying that you would make its control system better?

Manual reloads are fun in VR.

So your issue is that you do not have a legacy controller.

I prefer physically controlling items than with dpad.

Do you even understand that dpad is not necessary even in flat screen games as selection can be done through an UI wheel on screen?

It seems that you want water downed VR physical control system.

Do you understand that VR is its own thing?

If something is inconsistent, maybe it is not developed properly. And games do not have to use the same scheme as long as they are intuitive.

I do not like your vision. It really sounds like no fun at all.

I never liked touchpads.

And I am happy that games like ARI being made, not something which is stuck between flat screen and vr worlds.
ArcticSin Dec 18, 2024 @ 6:06am 
Originally posted by Mr Eos:
Since you missed it. How does that flat game provide MORE intensity without the fumbled reload? Because it does.

Watching previews looks like they slowed this game down.

Why?

So you have time to fumble your reload. That's where all the focus of the game was put.

From outside looking in. It looks like a 6 hour game of fumbling inventory mangement.

It's only fumbling if you suck at it.
Mr Eos Dec 18, 2024 @ 7:08am 
Even if I suck at it.

Why is inventory management a competition?

I don't belive for 1 second that slapping thighs can't coexist with just pressing a button.

You're just afraid of letting your vr only game compete with the flat gaming market.

Because if this game was hybrid, it would be compared to Alien Isolation...and i have a feeling Alien Isolation is the better game.

Why don't I just go back and play that you ask?

Because this is the first Aliens game that got NATIVE HMD support, and it chose the smallest, most cult like, portion of the gamers to cater it too. The entire VR industry needs to stop forcing their BS and realize mainstream is LAZY. This game like every other VR only game keeps trying to claim that VR has to be physical to justify any of it.

And you're all wrong.

One day, when they stop forcing it, and VR explodes and starts to surpass the daily usage of people still gaming on an Xbox. You're gonna be like... damn, he was right.


Right now I'm 2-0.
In regards to the crusade I choose to take up.
Steam Controller Touchpads...... I was right.
Vive Wand Touchpads.... Again

Although maybe Steam Controller and vive wands should be classified as 1 crusade I suppose. It just took to long for the concept to sink in during the Steam Controller novelty... Vive Wands were probably well under way with engineers blinded by the "Shiney"




And pressing Shift buttons to bring up UI wheels. When all I need is 4 d-pad directions that could just give immediate access to and fire off the interaction need. Is just your attempt to constantly ignore the problem that alot of games either go VR Only, or Ignore VR altogether because of the motion controller forcing VR Only.

That had they not removed buttons, they could make a game for EVERYONE. And they wouldn't have some lame excuse to hide behind that "VR Only" is too small of a market to put actual content beyond slapping thighs into it.


Now excuse me while I go enable Auto-Apply Oils in Witcher 3, just to streamline inventory management out of it. Because like all things inventory management, it eventually becomes tedious and just breaks the flow of the real reason to play it.


The real reason to play an Aliens game, is not to slap your thighs and chest for inventory management but it's the only reason this game got made.

You'd have thought that UEVR making people disable locomotion so that it can be shifted into the D-Pad would have woke the majority of you up to the problem by now.
Last edited by Mr Eos; Dec 18, 2024 @ 7:43am
Patola [Linux] Dec 18, 2024 @ 7:57am 
Originally posted by Mr Eos:
Even if I suck at it.

Why is inventory management a competition?

For the same reason that flight and space simulators with all their knobs, levers, complex keyboard and mouse mappings, and all the complicated maneuvers taken for something to get right, work.

For the same reason that survival crafting shooters also work, even if all the repetition and extra work needed to progress, survive and have shelter add to the difficulty of killing other people/creatures.

Because these things are a fun challenge to take.

For example, reloading weapons in a VR game is a lot of fun. You might take a lot of time in the beginning, and it will happen in the worse times when the zombies or whatever crowd around you getting you super pumped, but you start getting used to it and plan for it. You become more cautious, think more tactically, become much more agile when doing the reload. There is an enormous satisfaction in coordinating and improving on all that cumbersome routine.

I don't really expect you to take my point, maybe you do another wall of text explaining why you will never like that. That's ok, but I do, I was was really frustrated that time when I first played Half-Life: Alyx and would just give up on reloading when an enemy was just over me and die to try again, until I started getting much better and faster with it to the point that I would reload in a fraction of a second, barely enough to give any leeway to the enemies. It was exhilarating. Same thing with locating myself spatially, learning to duck, lean and cover physically when needed, and doing other physical maneuvers that different games required me to do. I imagine that other people that like the physicality of VR feel the same way.

Originally posted by Mr Eos:
And you're all wrong.
Here's a book[www.amazon.com] for you.
Gonzaxpain Dec 18, 2024 @ 8:25am 
In this particular case I wouldn't rule out a flat version since the game was initially being developed for both VR and pancake or at least that's how it was announced.
ArcticSin Dec 18, 2024 @ 8:53am 
Originally posted by Gonzaxpain:
In this particular case I wouldn't rule out a flat version since the game was initially being developed for both VR and pancake or at least that's how it was announced.

Source? As far as I've seen it's always been marketed as a VR-only game.
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