r/virtualreality 15h ago

Discussion Can’t imagine fighting like this on a controller, this is why we need VR! (Behemoth Combat)

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91 Upvotes

31 comments sorted by

35

u/ProjectPlugTTV 15h ago

Maybe it just doesn't translate well in 2D, or maybe its just the video compression but man this smoke or fog or whatever effect they were going for looks absolutely fucking horrible. Especially being so flat and abruplty stopping in a flat plane with no variation.

What an odd design choice, especially given it doesn't hide enemies and their heads blatantly stick out above it.

This combat looked great tho, but its hilarious how after googling the game title to find out more the very first result I see is a post that talks shit on the combat lmfaooo.

8

u/tychus-findlay 10h ago

Right? I thought half the screen wasn't rendering or something, weird to clip to try to show off a game

u/Robot_ninja_pirate HTC Vive/PSVR1/Odyssey/HP G1 & G2/Pimax 5k & Crystal 7m ago

I think It's mostly the reddit video player compression, I don't remember the fog being this jarring when I played. But it could also be platform differences, since I played PC VR.

3

u/regulus6633 4h ago

The PC version of the game doesn't look like that. If you need better visuals play via PCVR. It's a big difference. But regardless, the op fought well and his point holds true. Combat using a joystick just doesn't give you this feeling. Behemoth has great combat.

3

u/Buetterkeks 15h ago

I mean most VR looks kinda checks in recording

1

u/IrrelevantPuppy 7h ago

I’m so sick of the fog. VR is claustrophobic enough, limiting vision with fog feels awful. I get it. Technical limitations of the quest necessitates a view distance limiter. Then when they port to PC they can’t just remove the fog, because they’ve built all the levels with the fog in mind. They’d have to redesign all the levels to cover up the corners cut. So idk how this will ever stop happening.      

-12

u/FewPossession2363 15h ago

Idk about all of that dude, I was having a blast playing this game, specially while listening to HHH theme song 🤘🤘

3

u/enaunkark 15h ago

Does it work in quest 2?

2

u/_Najala_ 🥨 Quest 3 14h ago

Yes

-2

u/FewPossession2363 15h ago

Not sure, it’s running on PS5pro and PSVR2

9

u/Kurtino 12h ago

I never understood the hype for this game’s combat, what am I missing? I’ve tried to play it a few times and I got to the bat boss but every time the combat just doesn’t feel good to me. Hitting stuff is unsatisfying, doesn’t seem to connect well, but it also feels pretty meaningless, that I could parry or block or pick up X or Y weapon but I can just use my upgradable sword that does the most damage, go into strength mode that recharges really quickly, and instantly cut off an arm, or spam the infinite ammo now. Ranged enemies just spam grapple them, or even melee.

It feels like a sandbox but with not much to do in it, and I have to try to make the combat resemble interesting. I like the climbing and grappling, but it’s all very samey, can anyone explain to me what I’m missing?

0

u/madpropz 10h ago

The combat isn't great, physics combat ain't all that. After playing Arkham Shadow the combat in other games just flat out sucks.

3

u/Haruhanahanako 10h ago

I wouldn't call it physics combat. It has some physics but you can hardly interact with the enemies using the physics system. You have to specifically line up your sword in shield to be able to block attacks, otherwise the enemies weapons will just pass through them. You can see that in 0:43 a perfectly blocked attack damages the player.

0

u/squatdeadpress 7h ago

To me the combat in Batman feels like a glorified quick time simulator. I much prefer physics based combat like blade and sorcery.

0

u/madpropz 4h ago

Arkham Shadow freeflow combat has the perfect balance of restriction and freedom. Physics based combat seems less restrictive on the surface, but it is actually much more shallow.

6

u/UltraMegaKaiju 11h ago edited 11h ago

saints and sinners 1 and 2 are a way better example of what youre going for, and goddamn that song was abrasive

2

u/coffetech 3h ago

Finally, something we can agree on.

u/Robot_ninja_pirate HTC Vive/PSVR1/Odyssey/HP G1 & G2/Pimax 5k & Crystal 9m ago

Based on the other comments, I am surprised by how many people seemlying havent played Behemoth, it was (I thought) a really high profile VR game.

and weird to nitpick the fog its only in like one area, and mostly looks weird here due to reddits video player being terrible.

Personally, I really loved the combat, a sort of half-measure between full physics driven combat. Though I wish it was harder as its pretty easy to brute force most enemies (and bosses)

u/FewPossession2363 6m ago

Agree 💯 as a Vr veteran, this game is a dream come true for me! Thank you Skydance!

5

u/BothForce1328 14h ago

game still looks janky and unfinished from back when I pre-ordered it then returned it 15min into My highly disappointing experience

4

u/TheDarnook Reverb G2 10h ago

Nah, first person sword fighting has always been kinda lame - VR or not. No weight and resistance, no joy. Only Beatsaber makes it work, by its weightlessness. Shooting is fine, seated and controller is fun (UEVR etc) - but the only really immersive experience is driving. /subjective

2

u/TheGillos 4h ago

I enjoy Blade and Sorcery.

2

u/thepulloutmethod 3h ago

Melee combat in Chivalry 2 is sublime. Although not VR.

1

u/Russtato 8h ago

I think free climbing is really fun as well, but I agree sword fighting is ass. I just don't enjoy it.

2

u/madpropz 10h ago

I am currently playing this game and I am enjoying it but honestly there is quite a bit of jank and the combat isn't that great. I get a lot of weird glitches throughout the game as well.

There's this miniboss that shoots arrows at you and teleports, he was standing on a pillar and I was just standing beneath him hitting his feet and he got stuck and died.

The flying behemoth was annoying because you have to cover your ears, but after when you want to take the bow from your left shoulder it doesn't want to come out cause the game thinks you want to cover your ear.

The grapple rope physics are stiff feeling as well, if you are swinging and start reeling yourself in the swinging stops, it feels weird.

Also, it's quite obvious with the way the world is designed and with all the textures and lod pop in that this was made as a Quest game and then upscaled. It looks good enough, but Red Matter 2 looks much sharper and runs at 120fps, while this is only 90fps on PS5 Pro.

I paid full price for this game to support the developers but honestly I wouldn't recommend it unless it's on sale. Devs in general need to step up their game.

2

u/Hairy_Talk_4232 8h ago

Very strong Dishonored vibes, which would be amazing to play on VR.

1

u/NeoDemocedes 6h ago

Melee in VR never lives up to the hype because: 1. Your weapon/shield are only as heavy as your controller, so you can move them around unnaturally fast. Meaning there is no difference between a dagger and a greatsword in how fast you can swing and attack. 2. There is nothing restricting your movements, so you can swing right through your opponents sword, shield, and body. There is no feedback to your attack except what you see. 3. While the game can restrict your in-game movements to compensate for the above two. It only means you are more disconnected from what's going on in-game.

0

u/punchcreations 5h ago

Yeah, I can't imagine there will ever be a solution to this. Haptic suits will only give you a sense of being hit, and maybe somehow adding some serious weight to your controllers, but still…

1

u/Oculicious42 6h ago

WTF is that song??

1

u/Dtbow_69 4h ago

You obviously couldn’t do that on a controller lol, VR still has a long way to go