Ultimate Smash In VR was a mistake



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In the category "Thank you, I hate it", Nintendo gave us Super Smash Bros. Ultimate in virtual reality last night. No one has asked, and yet here we are – we turn our heads left and right and resist the nausea flowing in the belly, just to put some aerial footage on a Peach computer.

Earlier this year, Nintendo introduced a virtual reality kit for the switch. It's a cardboard helmet with two lenses, and instead of a thong, players have to hold the thing in the face with their hands. Nintendo recently added VR support for Super Mario Odyssey and Zelda: Breath of nature, that my boss Stephen Totilo briefly described as "not good". These two games, plus Ultimate Smash, now have special VR modes where players can stun at any time, following a wandering camera to play games that are much more enjoyable in pocket mode or docked.

Just kid '. In a normal way.
Photo: Author

After loading the mode into Ultimate SmashIn the "Games & More" section, the game suggests players watch the processors crumble before joining ("You can move the camera to enjoy the battle from different angles"). If voyeurism is not your speed, you can challenge a processor or three on about half of the available total. smash steps. Ultimate Smash VR is a unique player. These are not the only restrictions. Timed mode is the only game option, and there is no smash balls or objects.

There is a lot of debate about the best way to play Super Smash Bros. – GameCube controller, Pro controller, handheld, connected to the local network – but there will be no debate about the fact that virtual reality is the worst. In a game of Ultimate Smash In virtual reality, the player must either raise their head to see the fighters at the edge of the stage, or press the C-stick, which often triggers an involuntary smash attack. On the scene of the pirate ship, for example, the ship moored on a shore with the front of it in the air. The bot I was fighting refused to leave the bow and beat me on the shoreline for a long time, forcing me to nod up and down for a full range of both fighters or continually l? assault. If your character is struggling at the lowest levels of a scene with depth, looking at them through Gods'il's vision of the helmet's eyes may inspire unwelcome vertigo or nausea.

The screenshots are significantly better than the game's graphics.

Someone more generous than me would compare Ultimate Smash 's VR graphics to Smash 64Yet, as a person on Twitter if you think I will not use that to look at Samus's buttocks, you're wrong. "To this end, Ultimate SmashVR succeeds as a cinematic mode to see two robots face each other in graphic quality. Needless to say, you hold your hands against your face to watch this or to press the button quickly smash The combos begin to tire their arms after a few games. Ultimate Smash encourages you to take breaks.

The supposed appeal of virtual reality is immersion and omniscience, but in my opinion, the technology is still in its gadget phase. I'm not creative enough to imagine a version of Ultimate Smash I would play regularly with VR treatment. Why cynicism? In my opinion, Ultimate Smash is an almost perfect video game that I have played for hundreds of happy days. This is good. He does not need VR.

And so I ask: why did Nintendo create this? Why would we want to hold a cardboard dive mask on our face to fight the robots, or watch the fighters fight, in the 1999 Nintendo graphics?

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