You ever played a rhythm game on a VR headset and wondered if it could actually keep up with your wicked drum roll? Like, not just dabble in rhythm but demand precision and agility at Jedi level speeds? So yeah, here I am trying out BEATABLE on my Quest — clapping, snapping, maybe even sneezing in tune (who’s judging?). It’s all about whether Quest’s hand-tracking nonsense can really cut it. And, well, to be honest, I’m stuck between “this could work” and “nah, maybe not yet.” It’s a see-saw of emotion, honestly.
First things first, the vital stats. BEATABLE is crafted by some folks at XR Games — the same wizards behind it all. It’s up on Horizon Store, compatible with Quest 2 and up, but I gave it a whirl on my flashy new Quest 3. Price tag? A chill $10. Oh, and worth noting, it’s in Early Access. Yeah, that means developers are still in mad scientist mode, tweaking and perfecting their digital Frankenstein. So, what’s here now might not be what we see after its makeover.
Jumping into gameplay. Pick a spot, any spot — your desk, kitchen counter, the ground you worship — as long it’s flat! You’ve got four ‘lanes’ of beats streaming toward you like water off a duck’s back. Your real battlefield is no wider than a bread loaf, just enough to bust some moves: tap, hold, clap, snap! Imagine Beat Saber’s lunatic swinging compressed into a tabletop duel. It even has this mixed reality jazz that made my head tilt in a good way.
Honestly, grasping it was as easy as pie or, um, Beat Saber. Slapping your palm down to the melody simplifies things a tad. Unlike Guitar Hero’s finger gymnastics, making you wonder if you accidentally sprouted extra fingers. Still, getting the hang of BEATABLE is just the first hurdle. Mastery? That’s the Everest I’m staring down and, well, it might be a long haul.
Finger-snapping solos while doing the drum roll on the other hand? Love it. But the hand-tracking feels a bit sluggish, like your Wi-Fi when everyone’s streaming Netflix. You get it, right? My muscle memory is having a hard time building itself into the impenetrable fortress needed for higher levels. Quest, I’m looking at you.
That said, I don’t have a microscope here to measure how precisely I hit that ‘Perfect’ mark — an issue I hear others have too. But hey, casual can’t always mean perfect precision. Sometimes I’m milliseconds early; sometimes a smidgen late. XR folks say they’ve added some kind of delay, like putting an extra beat in the music to make it all sync. But perfect set-up — table aligned, mood lighting, maybe a ceremonial dance for luck — will boost your chances. Just sayin’.
The immersion bit is a mixed bag. Let’s be honest – when it comes to VR, the cool factor is paramount. BEATABLE has bits and pieces of that, but it’s no lightsaber-crazed dance-off. Tapping my desk isn’t transforming me into a maestro quite yet. Dance Dance Revolution might not make professional dancers out of us either, but it makes you feel like a bopping sensation. BEATABLE, in the grand scheme, is just a bit… desk tapping with starry swirls.
A part of me craves something more dramatic. Maybe congas that follow the beat, or hit a button before the whole thing blows – something a wee bit more than just a note-soaked rectangular lane show. But having the physical table fill in for haptic feedback? BRILLIANT. The little thunk you feel when hitting it — pure gold. Just wish that feeling was a constant, not a “come and go” situation.
In case you were worried, comfort doesn’t take a hit. You can play this sitting, standing, lying down… basically anywhere, really (okay, maybe not upside down unless you’re a bat or something). No tripping hazards, as you’re glued to your spot. My only advice? Desk protection. Seriously, unless you want your table to die an early death, get some padding – both for noise and longevity.
WRAPPING IT UP – BEATABLE shines bright for the laid-back crowd who aren’t chasing pro-level prestige. But, perfecting those tricky note combos to become a wizard of rhythm still feels beyond my reach. It’s cool, though. The genius part – using the table for tactile response. Totally innovative. Fingers crossed XR Games keep pushing boundaries, smoothing out rough edges, and dishing out killer tunes. If they fine-tune all that, this game might just blaze a trail in XR gaming history. No doubt about that.