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Shooting Guns Isn't Fun: The Game

Foreword: if you're new to VR and are looking for a good entry level game, go for it. The game is very enjoyable (up to a certain point) and the weapon interactivity by itself is sure to provide some fun times. So if this is one of the first games for your brand new headset, definitely go for it.

TL;DR: Shooting weapons, especially two handed ones, just isn't fun. The guns have no weight, everything feels floaty, virtual stock barely works, consistent aiming is impossible, good luck (with some weapons) getting a magazine into the mag well on first try. Look to Boneworks, VTOL-VR and Into the Radius to see how to do physicality properly. Guns are modeled very nicely however. Enemies aren't fun to fight, gamemodes are lacking. TF2 gamemode is probably the best thing this game has to offer.

The game is admittedly loads of fun for a while. There is a ridiculous number of guns to fiddle around with, from the most well-known to some obscure appearances, and just finicking around with each weapon and testing them out to see how they work is really enjoyable. Plus, you even have some combat scenarios to test out your shiny pew pew sticks on some human-sized hot dogs. However, I couldn't help but grow more and more dissatisfied and annoyed with how the game handles physical interactions with objects.

It is only after a longer play time, and after playing other games that handle the problem of the lack of physicality in VR much better than H3VR does, that the cracks in the game started to really show. Because of the nature of VR, objects in games naturally end up feeling weightless. If a game executes this wrongly, it will feel completely unsatisfying to pick up and handle objects. Now, in a game about guns, where aiming a weapon is dependent on body position, hand and shoulder support, weapon weight, etc... making things feel "real", and making the weapon feel like it has weight, is crucial to making shooting said guns fun. H3VR doesn't really do that...

- You don't have physical hands, instead you have these floating blue spheres which do not connect in any way to a physical object, so you can never be quite sure where you're holding a weapon from.
- Try successfully shoving a mag into a mag well, on the first try, when you don't have any clue where exactly your hands are. Bonus points for tiny mag wells like on the Sten gun or MP40.
- The guns don't have any sort of weight or physicality to them. You can grab a two handed weapon and do the windmill with your hands as if there was nothing there. The guns don't collide with your body, which is arguably the most important part that guns should collide with.
- This means that keeping a two handed weapon steady is impossible, since not only can both of your hands still move independently of each other, but there is no shoulder/pectoral support for the stock of the weapon.
- There is a virtual stock, however it does not stick the weapon enough to your shoulder for it to make a difference.

Let me put it this way: grab a two-handed airsoft weapon (or a broom, I guess?), and hold it as if you were aiming down the sights, pushing it back against your shoulder. Now turn around in place, trying to keep the sights aligned through your movements. Not that hard, huh? Okay, now drop everything, and just hold out your hands as if you were holding a two handed weapon. Now raise your thumbs and line them up as if they were your sights (or tie a piece of string to the tip of your thumbs, you get the idea). Okay, now try moving around while keeping your thumbs aligned. See how how hard it is to keep your thumbs aligned, and how you constantly have to re-align the sights? Now realise that all that is essentially how the game handles aiming with two handed weapons. It makes target acquisition and aiming while turning a total pain in the ass to deal with. And don't even get me started on trying to aim a sniper rifle.

All this to say, it just... doesn't feel good to shoot guns. This is on top of the game's other issues, like how unsatisfying it is to shoot the game's human-sized hot dog enemies. They have no limbs and no momentum around their movements, making it impossible to tell what they are doing in the middle of combat. They work well as static targets, but much less so as moving targets. Essentially, you're just fighting against floating gun range targets - with a weapon glued to them. And, there are barely any gamemodes. A large majority of them are simply gun ranges or test scenarios, and the ones that are combat scenarios suffer from long down time periods with nothing to do and uninspired level design.

It's telling when the gamemode I've had fun with consistently is the TF2-inspired gamemode. Because the TF2 weapons are so comically large, and because aiming is usually an afterthought with them, all the issues about hand floaty-ness and lack of weight of interactions are barely ever an issue. And because the weapons (and consequently, the weapon interaction zones) are so much larger, you have a wider margin of error with your movements; loading a shotgun shell that's half the size of your palm isn't really an issue.

VTOL-VR, Boneworks and Into the Radius VR are good examples of how to do VR physicality properly. It is sad to see a game with so much potential, and with so much work put into it, be dragged down by bad game design and a fundamental lack of understanding of what makes VR feel satisfying.
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You made it all the way to the bottom! Congrats, you intrepid explorer. :Hearthian_Smile:
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