Best Games For Virtual Reality (VR) in 2022

Virtual reality (VR) isn’t a new concept, but when it first became popular, the price of entrance was high, and the entertainment options were confined to glorified tech demos.

Developers are already generating first-party games and upgraded ports that take full advantage of the unique medium, thanks to the introduction of affordable and powerful VR devices.

Fans of practically every game genre now have good VR titles to choose from, and our list should find at least a few titles that will pique their curiosity.

Other virtual reality (VR) and augmented reality (AR) platforms, such as Microsoft’s HoloLens and Samsung’s Gear VR, aren’t included in this list because they’re intended for a different demographic. For example, HoloLens has more professional and commercial uses.

The Labo VR Kit for the Nintendo Switch has also made a push for virtual reality, but that platform is outside the purview of this article. Unfortunately, Google Daydream is no longer available.

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1. Beat Saber

Facebook Acquires 'Beat Saber' Studio Beat Games – Road to VR

Beat Saber is the game I start with whenever I want to introduce VR to folks who haven’t tried it yet (which is one of the many joys of owning a headset).

Few games do a better job of conveying the appeal of this technology than this one, throwing a flood of color-coded boxes in your face and transforming your controllers into a pair of mismatched, off-brand lightsabers with which to slice and dice them to the beat of pulsing electronic beats.

It’s as satisfying as it is sweaty to hone your abilities at turning wild flailing into precision swings.

Beat Saber, as far as VR games go, doesn’t push the technology too far. You play it standing still and staring straight ahead with nothing occurring on behind you, so no room-scale setup is required; even the PlayStation VR’s basic single-camera tracking will suffice.

The gleaming neon-rave graphics are basic but clear and easy to read, so it looks almost as good on the Oculus Quest as it does on the Vive Pro (with just a few effects turned down).

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I can’t help but be sad that these unauthorized lightsabers don’t make the trademark whizzing sounds of Star Wars, but the sound they do make blends perfectly with the music they’re timed to, giving the impression of being a participant in the song.

Even though I am not a big lover of electronic dance music in general, I have to say that Jaroslav Beck’s original soundtrack for Beat Saber shocked me with how catchy some of the songs are. Legend, $100 Bills, and Escape are all stuck in my head, and none of the 19 songs on the album have gone old no matter how many times I’ve listened to them.

However, compared to most rhythm games, it’s a somewhat restricted collection to work with, and only the PC version (through Steam or the Oculus Store) allows for the import of custom songs and levels via mods or the level editor that was added with the 1.0 launch version.

Beat Games has promised additional original music and tracks from big-name musicians, some of which will be free and some of which will be paid DLC, but it’s currently the largest limitation for PlayStation VR and Oculus Quest players. The lone expansion option is the $13 Monstercat Music Pack Vol 1, which adds 10 new tracks to the game.

While playing through a track is mechanically simple, it has a great amount of intricacy that makes revisiting tracks for higher scores enjoyable and challenging. It’s all about hitting the right block with the right saber in the right direction, at the most basic level.

Because the incoming blocks are color-coded to your sabers, you’ll be hitting red blocks on the left and blue blocks on the right most of the time – sometimes in symmetrical patterns, sometimes in asymmetrical patterns that feel like patting your head with one hand while rubbing your belly with the other.

Some songs prefer to throw you off by placing a single blue block on the left side of the screen during a flurry of reds (or vice versa). That sounds simple enough, but it’s shockingly easy to miss as the tempo ramps up — and after you miss once, it’s hard not to miss again before you regain your composure.

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It’s easy to sail through a course in Normal or Easy level, but things heat up in Hard and above to challenge you. To keep up and prepare for where your swords will need to be to hit them with the correct directional swing, you’ll need to look two blocks down the line from the ones you’re swinging at.

The majority of time sequences are meant to aid you in this by following an up with a down or a left with a right so that you may swing one way and then the other naturally, but the meaner ones will force you to swing and then swiftly swing back to reset for the next block.

You’ll also notice up-down Alternatively, they’ll pair one cross-swing with another, making it difficult to swing back the other way if you overcommit in one direction.

Aside from that, there are a few sparsely placed obstacles like walls and low ceilings that force you to sidestep or duck out of the way, usually while still swinging your swords. You’ll also see spikey mines going down the pipe that, when hit, reset the score multiplier and combo string, but I haven’t seen them deployed in a way that made me feel like I was ever at any real risk of actually hitting one on Hard mode.

Getting high on the leaderboards requires more than just hitting every block before it passes you by — your swing must be completed with precision. Your score is determined by whether you complete the swing rather than simply tapping a block, as well as how close your blade passes through the center of the block.

That creates a lot of room for improvement even after you’ve slashed your way through a song without missing a beat, and it encourages wildly exaggerated swings that make it feel like I’m trying to cut the blocks with force and momentum.

The biggest irritation for me is that it’s often hard to understand exactly what I did wrong when I miss a block during a fast-paced period of a song – you just receive a fail sound effect and your score multiplier and streak counter are reset to zero.

There’s no way to know if you swung in the wrong direction or with the wrong saber, or if you just outright missed due to misjudging the timing or a tracking issue that robbed you unless you’re recording your gameplay. I’m literally out of breath after a good session with Beat Saber.

Swinging red and blue sabers to precisely split an avalanche of approaching boxes as fast as I can when I’m in the zone could be the closest I’ll ever get to feeling like a Jedi at a rave.

The tracks in this hard rhythm game are a little light out of the box, but what’s there are catchy and extremely replayable thanks to the scoring system’s emphasis on precise precision and followthrough, as well as a few other modes to play them on.

(And, of course, thanks to the level editor and mods, it’s endlessly extendable with custom tracks if you’re on PC.) It should be the first stop for everyone interested in learning about virtual reality.

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2. Astro Bot Rescue Mission

ASTRO BOT Rescue Mission - PS4 Games | PlayStation (India)

When Sony created the DualShock for the original PlayStation, it enlisted the help of Japan Studio to make a game that showcased the controller’s capabilities.

Ape Escape, a dual-stick controlled platformer that became an instant classic, was what we received. Now, Japan Studio has turned its attention to PlayStation VR, and Astro Bot Rescue Mission is the best example of the hardware’s potential that I’ve seen so far.

The plot of Astro Bot is thin, but it’s sufficient to explain its intergalactic journey. When a Big Bad Alien strikes its intelligent ship and snatches its VR visor, spreading them across the universe, the cute robots from the Playroom series are hanging out on their spaceship, rehearsing the floss dance.

The benefit of virtual reality is instantly apparent in the introductory cut-scene. The figures begin in the distance before shooting down and directly in your face, causing me to instinctively shift backward in my seat multiple times.

You can inhabit the body of another robot that looks like a limbless version of Nintendo’s R.O.B., which adds to the basic gameplay of guiding an onscreen avatar across dangerous platforms and around deadly enemies.

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You’re truly in the scenario, moving your head to get the best view of the pathways ahead and around you as you control Captain Astro and automatically move through each level.

The new camera angle takes some getting used to; at first, I’d move away from a straight path to look at different portions of the level, only to find I’d been guiding Captain Astro off a precipice when I turned around.

Enemies can be blasted or killed with Captain Astro’s handy foot lasers, which also serve as a way to extend jumps. These enemies aren’t varied, but the combat flow is good. Some enemies ignore your robot companion and go for you, spraying vision-obscuring goo onto the visor screen that must be shaken off.

This shaking action is employed frequently and is fantastic in theory, however, I found that a violent shake of my head would dislodge the PSVR headset, requiring a pause to fix. It’s much more gentle to duck and weave around slow-moving projectiles, and getting hit merely results in a brief shattered glass effect.

Moving your body to evade a robotic bee’s onslaught while attempting precise jumps across tiny spaces with a separate character feels like the video game equivalent of patting my head and rubbing my tummy. Not every level necessitates such agility; Astro Bot’s five worlds are filled with more typical platforming.

The controls are precise and responsive, and the platforming gradually increases in difficulty while remaining manageable.

The way camera control is employed to create problems is what makes each level original and always enjoyable. The path of a level may take you above and behind you, forcing you to entirely swivel around in your seat.

Other times, there will appear to be no way ahead until you physically bend to the side to view a platform hidden behind a pole. You can break down some walls by slamming your face into them, and you can expose routes by utilizing one of the level-specific devices.

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These add-ons may pull your DualShock 4 into a grappling hook, which can be used to break down walls or create tightropes for Captain Astro to walk across, or a ninja star launcher, which can slice through enemies and lodge shuriken into walls to create new platforms.

Ninja stars, for example, are hurled by swiping up on the touchpad and aimed by moving the controller around in space. Captain Astro bounces high into the air when he flicks the controller while balancing on a tightrope stretched between it and an anchor point.

The devices operate as intended for the most part, though the grappling hook had trouble discerning between me trying to pull down a wall and bouncing the line to move Captain Astro.

Each level features eight crew members to save, cash to gather, and chameleons to find scattered around the landscape. The small robots can be skillfully disguised at times, but their calls for help, conveyed through PSVR’s 3D audio, aid in locating them.

It’s a blast rescuing the small automatons; following a sharp kick in the bum, they rocket into the air before crashing into your controller. Any other rescued robots will then appear to applaud. It’s a good example of Astro Bot’s endearing liveliness.

There’s also a disguised chameleon to find in each level. I liked having an excuse to appreciate the level theming while looking for a bulging chameleon eye, and finding each level’s hidden lizard unlocks a challenge level.

These are substantially more difficult than the regular missions and are a fantastic addition. It’s all about finding a good rhythm when trying to speed through a platforming challenge, for example, and getting it right is quite enjoyable. After that, you’ll be given a gold or silver Astro Bot to join your crew.

Bosses round out each planet, ranging from a wig-wearing corseted spider whose webs are no match for some well-aimed ninja stars to a big robot gorilla who will have you pulling teeth.

The boss challenges are rather standard in concept, but their spectacle and virtual reality presentation are among Astro Bot’s most stunning features. However, the late-game bosses become substantially more challenging and repeating the same beginning waves of a battle caused some of my few moments of frustration in Astro Bot.

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3. Batman: Arkham VR

Batman™: Arkham VR on Steam

When I put on the mask and played Batman: Arkham VR, did I feel like Batman? Partially, at least. I felt more like a detective seeking clues thanks to the PlayStation Move controllers, but having my hands pass through other characters without them knowing made the physical part of being the Dark Knight notably absent.

I’ll keep this brief because this game is first and foremost a story, and I don’t want to spoil any of the surprises – you only get one chance to experience it and be astonished by the way it allows you to immerse yourself in developer Rocksteady’s Arkham universe.

It makes a significant step to be able to stand face to face with characters who appear so small on a screen — it’s a VR cliche now, but you won’t believe the difference until you’re gazing at Oswald Cobblepot in the eyes.

Similarly, even though the detective work in this roughly 90-minute story is essentially identical to that seen in Arkham City and Arkham Knight, it feels more intimate in VR. It felt great – like I was getting my hands dirty – when I was using the move controller to investigate bodies in the morgue, running the device in my hand over them to scan for clues.

At the same time, the gameplay is all extremely great, and much of the way you move around and interact with the world doesn’t feel right for a Batman character. The way Batman moves when I handle him in combat and stealth is my favorite part of the Arkham games.

That makes me feel like a ninja expert. However, in this place, Batman teleports from one place to another (which is more or less normal in VR games), but when he does move, he’s just as clumsy as I am. And, even though my hands are Batman’s, I didn’t get to punch anyone.

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The only hand-to-hand combat occurs without your involvement, which is a disappointing lack of interactivity.

For a few minutes, using the three gadgets is entertaining. You get to take off your utility belt and grab the Batarangs, scanner, and grapnel gun, aim them and shoot or throw them just like Batman.

That’s nice until you find they only interact with specific things in specific ways, and the Batarangs have some amazing auto-aim that makes it nearly impossible to miss as long as you toss it in the general direction of your target.

Alfred’s face is also immune to being shot with a grapnel gun repeatedly. The novelty of the gadgets quickly wears off.

Arkham VR’s story (which I will only explain in the most general terms) is a fun murder-mystery offshoot to experience from a first-person perspective, even if it is a touch predictable.

Be warned that the events occur in a way that is utterly incompatible with Rocksteady’s existing Arkham mythos, so don’t expect to fill in any gaps or learn what happened to Batman at the conclusion. This is a unique thing.

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There are a few other things to do in the Batcave, like a Batarang target range, Riddler puzzles in which you must reassemble fractured statues, and perusing character profiles with holograms that appear in front of you as if they were real. There are a few scattered references in the Batcave that you can spot from its few vantage points. Apart from that, Arkham VR is a one-and-done experience.

When I’d finished the story the first time, I had a lot of fun making Batman appear like a dancing imbecile in front of the mirror when I went through it again.

Being Batman in Arkham VR is a great way to have a closer look at Rocksteady’s universe and experience clues in this short adventure.

The world and characters around you, on the other hand, are mainly inflexible and unresponsive to your movements, which leaves a lot of room for exploration in a game about a character known as much for his brawn as for his wits.

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4. Goat Simulator

Goat Simulator - Apps on Google Play

The game Goat Simulator is a farce. It’s small, intentionally rough, and buggy, with a minimal design. So it’s a good thing it’s a pretty amusing joke with lots of great physics-powered slapstick humor and surprising surprises around every corner of its deceptively tranquil small-town map.

Shooting for a high score is perhaps the least entertaining thing of Goat Simulator, as there isn’t much actual gameplay here other than breaking things for points. It’s largely about exploring at your leisure through the funhouse and discovering humorous surprises.

There is no story to explain why we’re goats or what has filled his heart with such vicious anger, but the one that has emerged for me is an absurdist fable of an invincible creature destroying a rural village.

It’s a chain of strange and random events, like the time I snatched a helpless bystander with my impossibly stretched goat tongue, climbed a massive crane with my terrible ladder-climbing animation, and then plunged from the top with my dangling hostage in tow.

I tapped Q to enable ragdoll physics and F to activate slow motion so I could fully appreciate my goat’s funny flailing and his hesitant rider. It’s always amusing to watch the goat drop in a heap upon collision, then suddenly shake it off as if nothing had happened. Or, even better, watching him get hit by a car right away.

Optional achievements are given as mission goals, and they range from silly little things like long-pressing the 1 key to hear all the different goat noises to high-score challenges that offer you an extra cause to run around like a goat in a china shop (as if we needed one).

There are plenty of trinkets strewn over the area, and acquiring them unlocks a couple of great alternate models. Unannounced goals, such as tipping a “Giant Death Boulder” positioned on a hill above a barbeque party, stumbling into the secret goat kingdom and earning magical powers, or discovering the fantastic and entirely uncontrollable jetpack, are much more intriguing.

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Most of them make use of exaggerated physics to great effect — it’s funny to kick over a dining room table and send everything flying (including the dinner guests), then have a random plate or piece of fruit fly out the window with enough force to blow up a nearby automobile.

I enjoy how much of the world can be destroyed, but it’s a shame that huge things like buildings can’t be destroyed and that certain scripted automobiles aren’t affected by your activities. Aside from the unexpectedly good lighting and shadows, everything appears to be quite bland and undetailed, as if the art was created for a different game entirely (which is entirely possible).

That makes the goat’s bizarre conduct even hilarious — as if he’s ruining someone else’s game. Goat Simulator is quite buggy. Expect to see a lot of clipping issues as players get stuck in walls, and occasionally need to use the respawn menu command if you get stuck in things or fall through the world.

Coffee Stain, the game’s developer, has pledged to never fix these (save for crash issues, which I haven’t seen) because they think they’re humorous, and for the most part, they’re correct. Because you can’t die or fail in any way, there’s nothing to lose from those bugs, and everything to gain if something incredibly unlikely happens as a result of them.

The Steam Workshop support allows us to simply incorporate the mods that are already coming out of the community, so it’ll only become crazier over time. (I enjoy the way the goat legs wiggle.)

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5. Elite: Dangerous

Elite Dangerous | Download and Buy Today - Epic Games Store

Elite: Dangerous is one of the most captivating and evocative space combat and trade simulation games I’ve ever experienced. It’s also one of the dullest. It’s both at the same time. I’ve been waiting weeks for something to click and I’d realize how to play Elite in a way that was constantly entertaining and intriguing, but it hasn’t happened yet.

Though my comprehension and enjoyment grew as I gained more experience, the cycle of brief, strong emotional peaks and long, shallow valleys of boredom remained constant. Elite’s identity is built around it. During one of my most recent sorties, Elite enclosed itself.

Before bed, I was doing “one final trip” when I came upon a lucrative cargo run to Jordan Stop, a semi-legal mining enclave in the middle of nowhere. The space station is around 250,000 light seconds from its solar system’s main star, and even at faster-than-light speeds, getting there is a long, dull journey.

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There are no stars, planets, or asteroid belts in the immediate vicinity. Jordan Stop is one of the reasons I’ve started having a book nearby when I play Elite, and I’ve had to start building new music playlists just to keep things interesting.

Why do I find myself returning to Jordan Stop? Elite’s vast galaxy, has some of the very lowest prices for metals and minerals. It also does a brisk business in gray-market and black-market products, and there are never any cops there to scan your cargo and raise a fuss.

Other players tend to concentrate around more popular trade paths and attack unwary travelers, thus it’s mainly disregarded by them.

I can take some scavenged illicit products to Jordan Stop and sell them for a profit, then pick up a load of precious metals and transport it back to a wealthier, more central system, where I can turn my tiny pile of cash into a large one. All without having to be concerned about being chained by enraged pirates.

This is my life in Elite as a tiny business owner and part-time smuggler. I occasionally wonder why I’m playing a game that feels eerily similar to shift work in a particularly dull store or factory.

Even if the only things to spend money on are bigger ships and weapons that allow me to do even more of the same kind of work, I still come back and take pride in striking a good deal.

However, about 50 light seconds from Jordan Stop, my increasingly gloomy reverie was interrupted. As someone hit me with a Frameshift Interdictor — the favored tool of pirates, bounty hunters, assassins, and all-around jerks – my ship began to rock violently and the hull began to groan and slam.

Another pilot had snuck up behind me and caught me like a fish, and I had no idea how long I’d been stalked over this desolate stretch of extra-nothingness. I was battling with my spaceship, trying to break free from the Interdictor’s hold by directing my nose in the direction of the escape vector.

But after a minute of battling my stricken Adder, I realized I was about to slam into Jordan Stop’s nameless planet, which suddenly loomed outside my cockpit window.

Before he could slam me into frameshift and scavenge my cargo from the wreckage, I gave up the fight and let the interdictor snap me out of it. I didn’t have time to rest, so I hit the red stud on my flight stick and deployed my armament hardpoints.

My ship, an Adder, performs admirably. It’s like owning a very cool van in high school; it’s not the flashiest vehicle around, but it’s still a thing of fun to drive recklessly and get into all kinds of mischief with it.

It isn’t a dogfighter, and it performs particularly poorly in the turning-duels that Elite combat boils down to. However, unlike some of the long-range carriers, it is not a beached whale of a spaceship (though those are tough enough, thanks to their sheer size and turreted weapons).

But, more importantly, mine has a trio of weapons that cost far more than the ship itself. It has two beam lasers that discharge kinetic slugs and a single cannon that launches slow-moving but incredibly damaging kinetic slugs as long as you hold down the trigger.

The sheer diversity of things Elite will throw in my path when I’m prepared to stop and smell the hydrogen has rewarded me as I’ve gotten more flexible with my approach to Elite. Some speculative cargo transportation brings me to an uncharted star system, which leads to some freelance charting.

But, as I’m taking navigation readings to sell later — and admiring the gorgeous space environment that Elite captures better than any other game I’ve played — I’ll notice a highly-rated pilot with a large bounty on her head. Then I’ll spend a few minutes chasing her throughout the solar system, hoping to catch up to her and force her into a fight so I can collect the bounty.

Alternatively, I can do the same thing to another trader and commit piracy (though the moment you attack another pilot, even with a stray shot in the middle of a battle, you get a bounty on your head). Later, I might come upon dubious contraband floating in space near the wreckage of a cargo ship, and I’ll have to decide if I want to risk smuggling or stick to my legal obligations.

The simulation genre has always run the risk of boredom, or nothing fascinating happening. But, given that Elite is science fiction rather than a historical simulation or an attempt to transfer the daily life of a farm laborer to your PC, there’s no reason it should feel so much like punching in and out of the daily grind.

I’m almost prepared to forgive Elite for all the hours where it just has me flying in a long, straight route from Point A and Point B when it breaks up the routine and throws me into someplace entirely unexpected.

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6. Fallout 4 VR

Fallout 4 VR on Steam

Walking around the wreckage of Boston in Fallout 4 VR is a frightening experience that emphasizes how real the post-nuclear world is. Fallout 4 was not designed for this, as the vexing Pip-Boy menu system reveals, but you can navigate around and defend yourself well enough that if you love Fallout and own a high-end PC and an HTC Vive, it’s difficult to pass up.

Given the hardware requirements of a GeForce GTX 1070 or AMD FX 8350, it’s no surprise that Fallout 4 looks good in VR. While Fallout 4 was never a cutting-edge game in terms of graphics, character models, or textures, far fewer knobs had to be cranked to their lowest setting here than in Skyrim VR on the PlayStation 4.

The menu settings give you a lot of control over your VR experience. It’s set to teleportation by default, with the signal turning green when it’s far enough away from you to burn your stamina. If you can stand it, switching from teleportation to leisurely mobility makes for a wonderful trip over the wasteland.

I couldn’t get smooth turning to work, even though there appears to be a menu setting for it, so I had to rely on incremental turning when I reached the end of my Vive’s chord. Picking up a gun and firing mole rats and raiders feels good in Fallout because the combat is focused on shooting.

It’s not as slick as a VR shooter like Robo Recall or Superhot VR, but it’s still good. You can also pistol-whip your opponents. Activating VATS to stop a swarm of feral ghouls in their tracks for a few auto-aimed headshots is a lifesaver when they come in your face. And if you thought Fallout was gory before, wait till the blood and eyes start spraying directly at you.

When interacting with the world, though, the sense of presence isn’t great. That’s largely due to the piece that your hands aren’t rendered in the world unless you’re using them as bludgeoning weapons, so when you reach out and grab anything to look at it, you don’t see a hand grabbing it – it just hovers above your fist, gun, or Vive controller model.

It’s also disappointing because, unlike Skyrim VR on PlayStation VR, you can’t pick up and move corpses (or chunks of corpses) like you can in the regular Fallout 4. That’s probably due to a fear of frame rate issues if the physics go crazy, which is understandable but disappointing.

There are several nice VR-friendly UI improvements, such as keeping the compass below your line of sight, allowing you to take in the scenery without having to look down or at your gun hand.

Pip-Boy expands substantially when you raise your left wrist, so you don’t have to keep your arm in front of your face to read it. This adaptation has taken some thinking.

But how about actually putting the Pip-Boy to work? That’s a bit of a slog. You’d assume it’d employ a virtual touch interface like a wrist-mounted iPad, but you have to swipe and click the left touchpad to navigate the categories and subcategories and scroll through the lists, which isn’t ideal.

To be honest, the menus in Fallout 4 aren’t great with any controller, but the Vive’s trackpads make scrolling through lists without accidentally switching categories so difficult that I got tired of holding my arm up while attempting to shuffle my gear around. And you’ll have to use it a lot, which slows down Fallout 4 in a terrible way.

Given how inconvenient inventory management is, it’s an odd design choice that the action doesn’t pause when you glance at your Pip-Boy as it does in the regular game.

Because you can’t call time out whenever you want and must rely on the quick-access favorites menu to heal yourself while under fire, you’re far more vulnerable in a fight. So, until you figure things out, keep the difficulty low.

Before you dive in, keep in mind that while Fallout 4 VR works on the Rift, the controls are still terrible, so you might want to hold off. It also leaves out all of the DLC, which is a shame given that the content is almost a year old. And, for the time being, there is no support for mods – for some reason, your saved games from Fallout 4 won’t carry over to Fallout 4 VR.

Fallout 4 VR allows you to get a much closer look at the post-nuclear future. Its adaptation to the Vive’s hand-tracked Touch controllers works poorly well for moving and shooting, but it fails miserably when it comes to using the Pip Boy’s clumsy interface, which you’ll need to do frequently.

But it’s worth it to see Fallout 4’s characters, monsters, and locations up close and personal.

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