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Recent reviews by Remiel

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13 people found this review helpful
4 people found this review funny
3.0 hrs on record (1.6 hrs at review time)
This is hands down the worst VR port I have ever played in my life. It is unplayable. Whoever worked on it had no idea what they were doing.
I barely survived the torture of playing it for a bit over an hour. At the end of which I was covered in cold sweat and just about ready to throw up. (It's worth noting that I am not motion sickness prone when playing VR games.)

Here is a list of some of the issues I've experienced trying to play this on Index. It is possible that some of these issues only appear in Steam VR/Vive/Index headsets.

Issues:
* Fish eye view. Scaling of the player itself and the world is totally wrong. Everything feels strange and unreal.
* Due to the problems with view, scaling, and stereo rendering, you will get motion sickness in a matter of minutes and have issues with depth perception.
* All cutscenes are presented to you on a flat screen, as if you are watching a cinema projection of a 2D movie. That's literally what happens. You are transported into a pitch black room with a brightly lit flat screen in front of you. The intro cutscene is especially bad because the drawings are blurry. Oh, and it still isn't skippable.

* Index controllers are recognized as vive wands and all in game instructions assume you have vive wands. Good luck trying to figure out how stuff is mapped to your Index. Oh, and good luck in trying to do controller remapping via steam.
* I might have missed the instructions about how to open the inventory screen but it took me some time to figure out how to open it. Pressing all of the buttons didn't work. Guess what, the genius developers mapped both the esc menu and the inventory to the same button. One is activated by pressing the button and the other if you hold the button for a while.
* Oh, and in case my previous two points weren't clear. Gearbox obviously wasn't testing this with Vive wands because they surely wouldn't have mapped the controls so horridly.
* In fact, I have serious doubts whether they even bothered to play test this game at all. How did this mess get to see the light of day??

* The rotation of the guns in relation to your controllers is way off by default. And when I say way off, I mean unplayably, wrist-wrenching off. Unfortunately, you won't be able to fully fix it in options, because for some baffling reason, you can only change the angle in 15 degree increments and the correct positioning is between 30 and 45 degrees. Guns in a fps, facing the wrong direction! Heh, you can tell that the vr porting team was full of brilliance.

* The beam aiming for teleportation purposes gets blocked by all kinds of misc invisible colliders which makes it hard to get anywhere, and nearly impossible to pass through doors. You'll spend more time swearing while you waste time trying to teleport near chests to open them then you will spend killing enemies.
* By default, when you try to teleport you end up moving instead, because both methods of movement are mapped to the same trackpad at the same time. If you wish to preserve your sanity, you'll have to give up on one of the methods of movement and shut it off in settings.
* Oh, and you'll probably have to give up on teleport movement because teleportation beam is sh*tty and doesn't allow you to teleport to half of the places that you should be able to stand on. Can't stand natural movement in VR games because it causes you motion sickness? Mate, in this bad port you'll get motion sickness anyway so why not just save yourself the frustration of badly implemented teleport.
* Oh, but some of the locations are only accessible with jump thus you need teleport movement? Well...f**k. Do I want to be able to pass through doors or get to hidden chests?

* HUD is positioned in the middle of the screen, like straight up to your face. And as if that wasn't annoying enough it also moves with your head. You'll be aching to turn it off in options before your echo display modules are even done loading. Ironically enough, even though the HUD is right up in your face, it's often impossible to read because it is too close to the edge of the view.
* Now, here is a million dollar question: if you turn off the HUD, how will you know the status of your own health, shield or ammo?
* Oh, btw, interface intersects with game objects, meaning that often times you won't be able to see the bottoms or sides of panels because they are obscured by objects around you
* Even interface panels themselves can end up stacked on top of each other, obscuring one another. Good luck trying to figure out which one is on top and how to close them.

* Anti aliasing, while visibly better then not having it on, is bad, and you see the jaggy edges and a lot of shimmering.

* The guns actually change their own pointing direction as you fire, which, other than looking and feeling really out of touch with reality, also changes where you are aiming even when you are keeping your hands perfectly still. So basically, you are pointing at a guys head, you pull the trigger, you get a clean headshot, but all of your shots after that don't even hit the guy even though you have not moved your hands at all. You'll have to wait for the gun to settle down first before you can aim accurately again. Oh, and this is for a gun with accuracy over 93%. What a novel experience! Can't wait to try lower accuracy fire arms!

* There is a slow motion mode which lasts for a short duration, however, there is no visual or any other indication that helps you determine how long it will last or whether it is about to expire. Good luck trying to keep count of its duration in your head while getting assaulted by hordes of enemies.

* If you were expecting any kind of VR interactions such as touching things, picking them up, etc. You will be sorely disappointed. The only way for you to interact with anything is to point a beam at it.
* Oh, and it isn't enough for you to point a beam at them, you also need to come close enough and press the trigger. There is no indication on whether you are in range, and the beam only appears if you are close enough and have pressed the trigger. Basically, this is how it goes: you teleport as close to the chest as the clunky teleportation will allow you. You proceed to wave your arm around and press the trigger button. If you are close enough, you have a chance at succeeding to pick up things after a few seconds of waving and trigger pressing. If you are not close enough, you'll probably figure that out after doing a full circle of waiving and trigger pressing and still failing to pick things up.

Oh, have I mentioned the price? 50€ for unplayable garbage with no discount for owners of Borderlands 2 and no multiplayer. I thought Bethesda's port of Skyrim was bad, but compared to this, Skyrim VR was a masterpiece...

On the up side, they did include new VR specific dialogue, so someone on the disaster team who worked on this catastrophe did know what they were doing. Unfortunately, that one person who knew what they were doing ended up being the dialogue writer... How nice would it have been if at least one developer knew what the f*** they were doing.

Anyway, after everything I've said, honestly, I'm not mad, I am half-amused and half-impressed; it takes real talent to screw up a VR port this badly. I mean, think about it, not just anyone can take a gem like B2 and maul it.

In short, don't buy this yet. If you are a borderlands fan like me who expectantly waited to buy this for months and then got it as soon as it went live... go get yourself a refund. Wait for a couple of months to see if gearbox bothers to fix anything.

P.S. It is possible that I've failed to list some of the issues. At some point, I was trying so hard not to faint from the motion sickness before reaching a save point, that I ran and shot with my eyes closed.
Posted October 22, 2019. Last edited October 24, 2019.
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