Borderlands 2 Camera Spinning
- Borderlands 2 Camera Spinning Board
- Borderlands 2 Camera Spinning Guide
- Borderlands 2 Camera Spinning Wheel
Borderlands 2 VR is a PSVR exclusive port of the popular 2012 title. The core tenants of the franchise has always been: 1) shoot stuff, 2) loot stuff, but now the big question is whether or not VR. Head to the Highlands area (e.g. By using fast travel) and go to the Hyperion enemy camp. The entrance is to the north of the 'Highlands - Outwash' map exit. There's also a Catch-a-Ride station in. The pre sequel is borderlands 2 with a few extras tacked on, the difference is far less drastic than the jump from 1 to 2. The main draw are the new characters, everything else feels more like a big expansion than a standalone game.
Borderlands 2 VR is a PSVR exclusive port of the popular 2012 title. The core tenants of the franchise has always been: 1) shoot stuff, 2) loot stuff, but now the big question is whether or not VR adds to the experience.Borderlands 2 VR Details:Publisher: 2K GamesDeveloper: Gearbox GamesAvailable On: PlayStation VRReviewed On: PSVR (PS4 Pro)Release Date: December 14th, 2018Note: Considering the multitude of existing reviews which assess the merits of the non-VR version, and the need to take comfort breaks in the VR version, I did not complete the game’s reported 25 hours of main quest content. Based on several hours of gameplay, this review focuses on the underlying mechanics of the VR implementation upon which the content of the game relies.GameplayBorderlands 2 VR knows what it is. It’s a shooting and looting game.
While that might make it sound bland on paper, the game actually manages to make it feel quite alluring, thanks in a large part to an interesting variety of guns and at least a little bit of loot to be found around every corner. While the original Borderlands 2 was highly focused around co-op, supporting up to four players, Borderlands 2 VR lacks co-op entirely, making it a single player experience through-and-through.Borderlands 2 VR supports both PlayStation Move controllers and the standard gamepad, but sadly lacks support for PS Aim.My initial instinct was to start playing with the Move controllers (this is a VR shooter after all, and tracked Move controllers are the closest option you can get to actually holding a gun). My first hint that this was the wrong choice was the fact that the game relies on floating reticles to indicate where your shorts will land, including artificial recoil which causes the reticle to bounce around. A floating reticle feels entirely archaic in VR, where almost every native VR title is built around actually aiming down the weapon’s sights, or using a laser pointer projected from the gun. The reticle, as implemented, doesn’t feel quite right in VR when played with Move, but it’s essential to representing the unique feel of the game’s many weapons, as the bouncing reticle indicates the amount of kick and its expansion represents various states of accuracy.What’s even more awkward when using Move is the way locomotion is handled. There’s both free walk and teleportation options.
When using the free walk mode, holding down the Move’s big button causes you to move in the direction your controller is pointing. This works well enough in other made-for-VR games, but in Borderlands 2 VR—where the gameplay was originally designed for lots of stick-based strafing and continuous movement—you wind up holding your locomotion hand mostly up in the air as you point it awkwardly around to simulate stick movement to ensure you can effectively dodge incoming fire.
Image courtesy Gearbox SoftwareWhile it seems like the teleport option might be a better bet, teleportation is hampered by a finicky implementation which doesn’t handle height well at all (making it difficult to teleport over small obstacles or up small ledges which would be a breeze to simply jump over). You can actually enable the ability to jump in the game’s control scheme, but it only took a single hop for me to realize that would quickly lead to nausea (more on that in the Comfort section below). Teleporting is also slow, and a little awkward to blindly aim your teleportation (in the case of needing to strafe or fall back while continuing to fire at enemies).The game’s usual interface has been ported to VR in an entirely straightforward way—it’s the original interface but now on a plane floating in front of you. The interface is controlled with a laser pointer with your Move controllers, which at least makes it less cumbersome than Skyrim VR (another port, which very often relied on tilting the Move controllers to simulate stick scrolling in menus).
Still, it’s clear the interface was not built with this scheme in mind, as some actions are not intuitive at first, but it gets the job done in the end. Image courtesy Gearbox SoftwarePlaying Borderlands 2 VR with Move just felt clunky overall.
I suppose nobody should be surprised to learn that the game plays notably better with the gamepad, considering it was built for that input device in the first place. (Aside: the lack of PS Aim support feels like a true shame considering it combines the motion-aiming of Move with the sticks of the gamepad.)Once I switched over the using the gamepad I had no interest in going back to Move—shooting feels better (considering the floating reticle), the sticks make it easier to facilitate the kinds of movements that the game expects from the player (strafing, dodging, running backwards while shooting), and the interface is easier to use. Of course, playing with the gamepad and aiming with your head lacks a certain level of ‘VR-ness’ that you’d hope for out of a VR game, but at least it lets you connect with the game’s core fun more directly.And what is that core fun exactly? It’s an engaging loop of blasting baddies and finding new guns, ‘nades, and other loot to upgrade, while being guided through the game’s world and story through a straightforward quest and leveling system (get a quest, do the quest, turn in the quest, collect reward, level up, get stronger, fight stronger baddies).
Anyone who has played an MMORPG will innately understand this gameplay approach, right down to the loot tiers which use color to represent rarity.The franchise has always prided itself on having heaps and heaps of interesting guns, and that’s in full force with Borderlands 2 VR. Void elf heritage weapons. There’s the usual weapon classes (shotguns, sniper rifles, pistols, etc), but the game inventively mixes things up in fun ways, like a shotgun which shoots exploding rounds, a rifle which lights enemies on fire for bonus damage, an automatic pistol which gets more accurate as you fire it, or even a weapon which you toss away to explode like a grenade when you go to reload it.You’ll find a gun that you really like, but as you level up you’ll eventually need to say your goodbyes and find a new weapon with better stats to take on harder foes.
Looking forward to that next gun is always fun because it usually introduces an opportunity to change up your play style.Unfortunately sniper rifles and other scoped weapons feel tremendously hampered because of the clunky implementation of scopes in Borderlands 2 VR. Instead of actually looking through any of the scopes with your eye, using a weapon’s zoom causes a tiny screen to appear in front of the player which shows the weapon’s zoomed view and reticle (as it would have originally been repsented in the non-VR version of the game). Screenshot by Road to VRThis might not be so bad except that the view through the window appears very low resolution, appears to run at something like 15 FPS, and lacks 3D entirely.
On top of that, stylistic choices from the non-VR representation of the reticles are retained in the scoped view, which means even further reduced view quality thanks to things like dirt on the scope and fake scanlines. For a weapon class which focuses on precision, looking through a tiny, dirty, laggy window is far from ideal.One major new gameplay feature has been added that’s unique to Borderlands 2 VR, and that’s the ‘BAMF Time’ BadAss Mega Fun Time ability which is a simple slow motion mechanic that’s available to all four characters. As it was tacked on, it’s lacking some of the effects that turn other some slow motion implementations into a visual spectacle, but it’s at least useful (to save yourself when you’re outgunned) and occasionally adds extra fun (like when you blow a jumping enemy out of mid-air). Unfortunately there’s nothing VR specific about BAMF, and it would work just as easily in the non-VR version of the game.Immersion Screenshot by Road to VRAs a port, Borderlands 2 VR is inherently stuck with lots of non-VR baggage, much of which can’t be tossed out without tossing our core elements of the game (or rewriting them from scratch). From the outset, the non-VR version of the game is designed expecting continuous movement from the player (to maneuver in battle), often in directions they aren’t looking (strafing, moving backwards while shooting). This abstract movement doesn’t feel great in VR, and can lead to nausea.
Teleportation, if you want to ensure comfort, is always less immersive than free walking (because you lose your sense of place), and that’s doubly so in a game that wants you to be moving around constantly.Given the awkwardness of trying to play with teleportation, I stuck with navigating using the gamepad’s sticks and needed the peripheral blinder settings at medium; that shrinks down the field of view considerably so that all that movement doesn’t make you instantly dizzy. But this too comes at a cost to immersion—the smaller your field of view, the less you feel like you’re ‘there’.There’s also nothing in the game that makes the player feel particularly connected to the world. Looting is done by pressing a button and having all the items magically zoom into your inventory, grenades are thrown with a button press, and quest objects are activated with a button press too. You won’t find a moment where the world immediately around you feels ‘there’ because so much of the player interaction is done through fundamentally non-VR means. Screenshot by Road to VRAll of the above is underscored by the game’s pretty awful graphics, even on PS4 Pro (which Gearbox says is slightly enhanced with ambient occlusion). You might think that the signature cel-shaded style would translate very well to VR, but in this instance it clearly hasn’t. Texture quality drops off rapidly as it gets further from the player, turning the world into a muddy mess that’s framed by aliasing and plenty of flicker.
Borderlands 2 VR technically works in VR but hasn't managed to escape the feeling of being an outright port. There's not much to the game which really feels like it's making good use of VR, and more than a handful of players are likely to find the game uncomfortable without cranking up the comfort settings. By the time you add up all the cons of playing the game in VR—no co-op, no DLC, no VR-specific interactions, poor graphics, gamepad-first design, and necessary immersion-reducing comfort settings—you might start to wonder why you aren't just playing the original Borderlands 2 in PSVR's 'game theater' mode—if not on your TV without the bother of the headset.Gameplay: 6.5 Immersion: 5 Comfort: 4. Ammunition for anti-VR folks. A shame.Well, at least all the other PSVR games are said to be solid that they’re helping PSVR sell more than any other VR device out there. Tweet below showing PSVR is killing it in PSVR sales that my coworker at work even boasted about purchasing a PSVR for $315 cheap with even his girl enjoying it:Is there going to be another Borderlands?
Maybe that will have actual VR support this time around now that they know what they’re doing that you can’t learn unless you make mistakes, something Bethesda is learning the hardway for Skyrim & Fallout 4. Even going to release Elder Scroll: Blades hopefully early 2019. it just seems like PC has alot of unfinished ideas instead fully fleshed out AAA games.Rome wasn’t built in a day that good games take a long time. That’s what we’re seeing with Beat Saber, Furious Seas, Tales of Glory, and all those. Even Falcon Age with all the behind the scenes work.
Everything takes time that the better the game the longer it takes. That’s how it goes with everything.
Even at this stage though we can enjoy VR at a nice amount that there shouldn’t be any complaints. VRchat as the hub, Beat Saber as a follow up, and everything else just supporting VR Yeah, there’s lots to choose from More than what I’ve seen back in December 2017.If you can’t find VR games then you’re not looking.
You conveniently left out Samsung odyssey+, the vive pro, pimax and more just to compare psvr to the oldest headset that existsThe fact that you put FACT after an opinion just disproves the majority of what you say, because it shows your blatant bias towards your opinion to the point where you think its fact.As well the psvr being the most comfortable is just your opinion, and no everyone did not copy them, FACT. It comes down to the person and everyone has a different shaped head.
The vive DAS is the most comfortable thing for me so saying psvr has the comfiest strap is instantly disproved because its not a one size fits all situation.the fact that the psvr is only slightly better than the old oculus is not helping your case.“it just isn’t” is way to close to Todd howard’s “It just works”good lengthy write up though!. Why would I compare it to Odyssey+? My first post to which you replayed reads “PSVR OLED screens much better then Vive and Oculus rainbow trash”.There is a reason why most post PSVR HMDs copied PSVR head strap: Samsung odyssey, Samsung odyssey+, ALL Windows HMDs no reason to list them one by one, Lenovo Mirage Solo, Vive Focus hey look, even VIVE copied PSVR, the new DEUS and so onAnyway, iHead strap is irrelevant, I said that PSVR OLEDs are better then Oculus and Vive and I proved it.Next time just google, the information is out there. @kraufthauser:disqus yeah, well the problem is you console guys all got suckered into paying for exclusives, instead of releasing to many platforms being the default model, developers get paid by the platforms enough to make releasing only a single platform viable – and how do those platforms afford that? They milk you for cash.
Borderlands 2 Camera Spinning Board
But you’re paying for your “exclusives” so you’re happy that you’re getting something out of it, despite the fact that if you had not just gone along with it, voted with your wallets to prioritise cross platform games, then we’d have a much more open gaming landscape with everyone being able to play everything. I still can’t understand why this doesn’t use the aim.
It seems like it would eliminate all the problems he named. And why even add move support if there no interaction with the environment. The crazy thing is a one man team has the perfect control scheme for borderlands that uses all the controllers if you want. You can the aim for shooting, ds4 for driving and pull out a move for your pistol or grenades or dual wilding guns. If one guy can do this a decent size team should have that in their game. A joke review from a VR reviewer without VR legs for fast-paced games like this and that focus on the lack of analogs on the PSVR Move controller – wtf does this have to do with the game and why exactly is a guy without VR legs asking for analogs if he won’t use them anyway?BTW, played 2 hours straight this morning on Moves.
One of the best Moves implementation out there, right next to Rec Room or Killing Floor Incursion. A total blast, fast and furious battles, full of strife and rotation without no issues.
Sorry, but git gud. I came from reddit to read this so called “Review”. I agree with everything you say, including the fact this reviewer should not be reviewing VR Games. The article is really so far from the truth. Played it for 3 hours straight last night, with the Moves only and all comfort options off.
I don’t suffer motion sickness and never have. This reviewer clearly didn’t play for long and suffered from “accumulated motion sickness”.
Whatever the fuck that feels like.The game runs smooth in VR and Moves(pun intended/double entendre) smoothly! There are a small few bugs in the Walk + Teleportation. Where the teleport reticle/marker would appear, but delayed upon pressing the triangle button.
Sometimes it wouldn’t appear at all, This will be amended in a patch.Also I played on a PS4 Pro with a V2 Headset and the graphics were clean. Regarding the Aim Controller the Devs from GearBox stated that they are looking in to adding the Aim and future DLC, on their Boarderlands VR Reveal/Breakdown stream on Twitch last night. See from nine minutes into the videoI wouldn’t normally comment on reviews, but this review is way off the actual mark. This is unfair to the Developers and to the people that actually can play in VR.
While a fraction of VR users suffer motion sickness, the majority have no issues at all. This review should be taken down and given to somebody that relishes their time in VR. This kind of false reporting harms the industry.
What are you on about? Opinions.can. be fair on unfair.And when we are talking about reviews, opinions can definitely be fair or unfair depending on the writer’s bias.Get your facts straight. Don’t be a sheep and follow the current trend with everyone sprouting some lame ass shit like ” Love yourself” or “everyone’s entitled to their own opinion, don’t criticise it”.
Borderlands 2 Camera Spinning Guide
If someone say’s something ridiculous, unjust or unfair, one should have the right to point it out!The only option is.NOT. to ‘take it or leave it’. I Good review.UGH!
There’s nothing like getting up for work on a rainy Monday, only to have your bathroom mirror quickly run down everything that’s wrong with your face. Okay, so that’s an uncharitable version of what the does, but it’s not a million miles off, either. An Amazon Alexa-integrated smart mirror that uses artificial intelligence (A.I.) to pick out every flaw, wrinkle, pimple and blemish on your face, and track your “skin care goals” over time, the Mini offers a glimpse at what the bathroom of the future may look like.In terms of image-recognition technology, it’s kind of awesome. Although we do have our doubts about its impact on the self-esteem of people who may already be too concerned about their appearance. There’s a classic Saturday Night Live joke about a multipurpose product that’s both a floor wax and a dessert topping. At CES 2018, the equivalent to that may well be, an RC boat (or, if you will, a water-based drone) that packs so many features you get the feeling its creators wrote down and used every single suggestion in all their product development meetings.The PowerDolphin packs a camera for both above- and below-water photography, sonar detector for making topographical maps, and the ability to autonomously release bait and catch fish. What more could you want from a self-described “lifestyle robot?”.
Robots may one day be on track to rule the Earth, but for now it seems that they’re quite happy to be our pets. Shown off at CES, (the first-gen version launched way back in the 1990s) shows that you can indeed teach an old dog new tricks.The robotic puppy now includes OLED eyes for more realistic expressions, A.I. Capabilities that allow it to develop its own personality, and even image recognition for distinguishing between objects or telling members of the family apart. And, yes, if one member of the family interacts with Aibo the most, they will become its favorite.An unnecessary gadget? An adorably cute unnecessary gadget? How did you make it through your life this far without having a flying smartphone case?
That’s what the want you to ask yourself. Basically a flying selfie stick, the Selfly promises to fulfill the dream of a person grabbing their smartphone, popping out the miniature drone that lives in its case, and then launching it upwards into the sky to take 13-megapixel images from above.The Selfly can also record 1080p video at 60fps, and claims a battery life of up to four minutes, which should be more than enough for most instances. The fact that its priced starting at just $130 means it’s also affordable enough (kind of!) that many folks may be willing to take a gamble on it. Folding laundry sucks. Robots don’t.
A robot folding laundry may be the best of all. That’s what the makers of, a robotic clothes-folding machine, hope to make a mainstream part of every home.Boasting the ability to fold an average laundry load of up to 40 items in just four minutes (although you have to manually attach each separate item for it to do this), Foldimate uses its multitude of clothes-folding robot arms to inject a much-needed dose of fun into one of the most monotonous tasks around.Never have we wanted a worse idea to prove us wrong and take the world by storm.
Borderlands 2 Camera Spinning Wheel
Even if the $980 price tag does make that a bit unlikely.
Comments are closed.