The Gear VR has a similar (if less impressive) environment, but if you own a game console you'll be familiar with the interface immediately: available content shows up in the central menu, with recently played and social tiles off to each side. You can't currently add friends from within VR; for that, you'll need to use the Oculus app on your PC, which can also be used to download and update games—30 of them as of today, with another 11 confirmed for later this year. (And, frankly, the desktop app is probably the better option; do you really want to keep the headset on while downloading all 20GB of racing simulator Project CARS?) Social platforms won't be far behind, and there are a couple of wonderful storytelling experiences from Oculus Story Studio included with the Rift, but if you're not at least somewhat interested in games then this likely won't be a day-one purchase for you.
Most game developers realized that third-person games were going to be the most stable, and many of the most enjoyable games available today—from the fantastic Mario-style platformer Lucky's Tale to VR Tennis—take advantage of that. Those that do tread into first-person view territory are either stationary puzzle games like the snarky Esper 2, or POV games that surround you with a stable environment like a the cockpit of a ship (sci-fi dogfighting game EVE Valkyrie) or race car (Project CARS). And while it's easy to dismiss VR as an alienating technology, the Rift automatically exports a non-stereoscopic render of its output to your monitor (or TV), so that other people can see what you're seeing.
Are You Experienced?
But even with that many games available, there's a rift (no, seriously) between what the Rift can do and what you can do with the Rift. Oculus has never been quiet about the fact that it's depending on software companies to create the compelling experiences that bring people back to VR again and again. But right now? On the eve of release? Many of the best experiences I've had in the Oculus ecosystem either aren't in the Oculus Store yet, or won't be available until the company's Oculus Touch handheld controllers arrive later this year. That's in stark contrast to the Gear VR, which launched with more 100 games, apps, and experiences. Granted, the technical lift to make something run at 90Hz—twice, for stereo 3D—is much tougher for a PC than it is for a phone, but the difference in launch-day content is noticeable.
That's not to say that won't change soon—a company rep says the Store will be receiving monthly updates—but it also puts any reviewer in a strange position. The pipeline of games and experiences coming this year is frankly astonishing, and opens the Rift up to many more people: Eagle Flight lets you soar over Paris and band with friends for bird-on-bird aerial warfare; I Expect You To Die is a diabolical room-escape puzzle game; Fantastic Contraption plunks you into a world that's the offspring of Tinker Toys and Capsella, building just what the title leads you to expect. But they, like Rock Band VR or Dead and Buried or a handful of other truly compelling titles, aren't here yet. The ability to play Xbox One games through a virtual TV isn't here yet. Creation and exploration sandboxes like Oculus' Toybox demo aren't here yet. On one hand, that's a problem. Then again, if you're actually getting your Rift today, it's because you were one of the first people to pony up when preorders opened in early January. If you order one today, you won't get it until July at the earliest—and by then, even if the Touch controllers aren't here, the Oculus Store will be a much fuller place.
For now, the Xbox controller and Oculus remote are ample input options for what's available: the launch games, Twitch/Vimeo streaming, access to 360-degree videos, and a few animated experiences, including the Oculus-produced Henry. While Oculus has in the past pushed the Rift as a seated experience, it actually allows you to do much more than that. A bundled suite of scenes called Oculus Dreamdeck (a hyperpolished version of the demos it started showing in 2014) invites you to stand, the better to be able to crouch and walk and explore the many environments you'll visit throughout it. It may not offer the "room scale" experience that the HTC Vive touts, but it's certainly not constrained. And throughout it all, the headset stays secure, stable, and comfortable.
Comments
Back to top