![]() Thanks to a damn near perfect optimization on Oculus Quest 2, physics and interactivity. The game feels like it was originally built for VR. I can’t emphasize how Oculus’ involvement in Resident Evil 4 benefitted players. Thanks to VR’s requirement for higher frame rates, players see and react to this world fluidly. An invitation to tour the Village, Castle and Island sections. In a way where Resident Evil 4 feels like a dreamscape. Armature and Oculus have done an immense job of scaling everything inside the Oculus Quest 2. ![]() Even getting vertigo from looking up at large castle halls. Peering down the corner of a hallway for surprises. Naturally turning your head as Leon would. Appropriately, Resident Evil 4 VR relies on you for everything. ![]() Or pushing an analog stick to look around. Players aren’t just passively starting at a screen. Here, the world of Resident Evil 4 feels truly immersive. It’s the biggest game-changer after plenty of carbon copy remasters. The VR version for Resident Evil 4 reinvents everything from a first-person perspective. ![]()
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