Resident Evil VR
Analysis of a VR horror game.
- Integrates menus into the world, providing a more immersive experience and reducing the number
of virtual “popups”
- The removal of over 4 hours of cutscenes where the screen would fade to black and the user would
either have to view the scene directly or via a theater. Doing this keeps the player in the
environment without causing vertigo or story gaps. (source)
- The lack of the avatars shadow prevents the player from looking down and potentially seeing a
shadow that does not match up with the position they are in. Since PSVR does not support full
body tracking, it would be difficult to tell, for example, if a player was crouching/hiding from
something or just shorter than the playtesters.
- When the player is moving, the edges of their vision are blurred. This prevents the user from
getting dizzy and/or disoriented.
- There is no teleporting in the game. As this isn’t something humans can do in real life, it
makes sense that the developers left this out, as their goal was to create an experience through
a virtual human avatar.
- The spaces in the game are “tight”. There’s not a lot of open areas and if there are, the path
that the player needs to travel is small. This helps keep the framerate high and reduce the
nausea from moving without teleporting.
- The use of audio makes the experience more compelling and terrifying. Hearing bones breaking or
general squishy gore sounds mixed with VR is an extremely effect way to create a horror
- Providing a basic VR tutorial that is not present in the original game helps those new to VR
find their limits and decide what level of comfort they require to play the game.
- The lack of physical body beyond the elbow somewhat breaks the immersion. While I understand it
would have been difficult to program into the game for both technical skills and mapping correct
lengths, I think it would have been an undertaking worth investing in. Every other aspect of the
game focuses on not breaking immersion, but the player can just look at their arm to be reminded
that they are in a virtual space.
- Camera controls are mapped to a joystick. Ie. Players can use a joystick to turn their head in
the virtual world. I understand that this is so that players can play sitting down, having
experienced this form of control myself, it has a habit of making me dizzy.
- Having seem some playthroughs of this game, the graphics are drastically scaled down from the
regular version. This breaks immersion and could cause some users to become dizzy. Other
environmental items could have been removed to keep the framerate high rather than removing
- Popup menus clip into in-game objects. This reminds the player that they are in a virtual world.
Having collision detection and automatically moving the menus, or by placing common menu items
on physical locations in the game could have fixed this.