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	<title>psvr &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Spin Rhythm XD Announced for PlayStation Consoles, Releases July</title>
		<link>https://gamingbolt.com/spin-rhythm-xd-announced-for-playstation-consoles-releases-july</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Wed, 08 May 2024 19:50:13 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=586635</guid>

					<description><![CDATA[Spin Rhythm XD is available now on PC, and the game currently stands at a very positive aggregate rating on Steam.]]></description>
										<content:encoded><![CDATA[<p>Developer Super Spin Digital&#8217;s <em>Spin Rhythm XD</em> is a rhythm game that tasks players to match the beats with appropriate button prompts, and it will be making its way to PlayStation platforms in the near future. Check out the trailer down below.</p>
<p><em>Spin Rythm XD</em> was originally released on PC, and reception has been pretty glowing, with Steam showing an aggregate rating of Very Positive. The game features a bunch of licensed soundtracks to choose from, and you can also plug in MIDI DJ gear if traditional controllers aren&#8217;t scratching that itch.</p>
<p>Another point worth noting is that <em>Spin Rythm</em> will also be releasing for PSVR (both PSVR 2 and PSVR) platforms in addition to the PS5 and PS4 base releases &#8211; so there&#8217;s that to look forward to as well. The game is currently slated to release on July 9 and we will be checking it out when it drops. Stay tuned in the meantime for more details.</p>
<p><iframe title="Spin Rhythm XD - Announcement Trailer | PS5, PS4 &amp; PS VR2 Games" width="500" height="281" src="https://www.youtube.com/embed/SP4yN2zsh5Y?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>The Walking Dead: Saints and Sinners – Chapter 2: Retribution is Out Now on PS VR2 and Steam</title>
		<link>https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-is-out-now-on-psvr2-and-steam</link>
					<comments>https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-is-out-now-on-psvr2-and-steam#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 22 Mar 2023 11:44:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[meta quest 2]]></category>
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		<category><![CDATA[The Walking Dead: Saints and Sinners – Chapter 2: Retribution]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=547232</guid>

					<description><![CDATA[The follow-up to Skydance Interactive's VR FPS sees players exploring New Orleans again with new weapons, areas, and enemies.]]></description>
										<content:encoded><![CDATA[<p>After launching last year on Meta Quest 2 and PlayStation VR, <a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-launches-for-ps-vr2-on-march-20-2023"><em>The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution</em></a> is now available for PlayStation VR2 and SteamVR. Players explore New Orleans with new and returning locations, this time with night-time exploration. Check out the launch trailer below.</p>
<p>The undead will be as relentless as ever, with larger amounts of Walkers and tougher human opponents. You&#8217;ll have new weapons like the sawed-off shotgun, chainsaw and SMG, but also beware of The Axeman, a powerful enemy who won&#8217;t stop pursuing you.</p>
<p>A brand new faction, the Exiles, is also added and provides significant rewards if you help them. You could also take them by force, continuing the first game&#8217;s premise of helping or hurting your fellow survivors.</p>
<p>Developer Skydance Interactive hasn&#8217;t revealed what&#8217;s next for the series, but it is working on a new VR action RPG called <a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-studio-announces-vr-action-rpg-behemoth"><em>Behemoth</em></a>. It&#8217;s out in Fall 2023 for Meta Quest 2, PlayStation VR2 and PC VR headsets.</p>
<p><iframe title="The Walking Dead: Saints &amp; Sinners Ch2 Retribution LAUNCH Trailer PS VR2 and PCVR" width="500" height="281" src="https://www.youtube.com/embed/7PQIKUSKfCQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">547232</post-id>	</item>
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		<title>Sony&#8217;s Decision To Make PS VR2 Over A PlayStation Handheld Is Baffling</title>
		<link>https://gamingbolt.com/sonys-decision-to-make-ps-vr2-over-a-playstation-handheld-is-baffling</link>
					<comments>https://gamingbolt.com/sonys-decision-to-make-ps-vr2-over-a-playstation-handheld-is-baffling#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Sun, 29 Jan 2023 17:49:25 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=542083</guid>

					<description><![CDATA[The Steam Deck and Switch are good enough examples for Sony to follow.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <a href="https://gamingbolt.com/ps-vr2-13-crucial-things-you-should-know-before-you-purchase">PlayStation VR2 is set to launch</a> in under a month at this point. In a few weeks, a brand new Sony platform will be out. And while there is some enthusiasm for the platform (especially given the great hardware it is packing, as well as renewed hope that Sony might help make VR mainstream), there is a curiously muted sense of hype around the new headset &#8211; almost as if, outside of the already converted VR enthusiasts, the rest of the industry doesn&#8217;t quite care.</p>
<p>On some level, this does make sense – in spite of the general certainty around VR being the next great tech paradigm for not just video games, but computing as a whole (remember, Facebook rebranded itself into a VR oriented company at the height of its powers and prominence, and even companies like Apple were looking into investing in the format), it just never quite caught traction the way you might expect. Meta Quest 2 (née Oculus Quest 2) has certainly done well for itself, selling almost 15 million units globally, and becoming the de facto VR platform for a mainstream audience. But that&#8217;s essentially the level of success we are talking about here – the <em>bestselling</em> VR system has sold 15 million. The others? Much, <em>much</em> less than that (given that Meta Quest 2 is the dominant VR platform after all).</p>
<p>Sony&#8217;s own original entry into the VR market was the PSVR, and it sold&#8230; actually fairly well, with 5 million units sold globally. Now, in a vacuum and in the immediate context of the discussion, those numbers aren&#8217;t quite so bad, are they? The PSVR sold a third of the dominant VR platform, and selling 5 million of anything is hardly anything to scoff at. But business decisions, especially financial ones, are never made in a vacuum, and in the broader context, the PSVR&#8217;s performance starts to look less impressive, and raises the question of why a follow-up exists at all – and certainly, why in the state it does (we&#8217;ll get to this bit shortly).</p>
<p>Just as a reference, the PlayStation 4 sold roughly 115 million units worldwide, meaning that very literally less than 1 in 20 of PS4 owners were willing to buy the PSVR. This, by the way, was in spite of heavy discounts, great bundling, and some not insignificant software support. At the peak of the PSVR&#8217;s life cycle, you could buy one for $200, and it would come bundled with some <em>amazing</em> games, such as<em> Astro Bot: Rescue Mission, Iron Man, Gran Turismo Sport</em>&#8230; and sometimes even multiple games.</p>
<p>This was also at the <em>peak</em> of VR hype. You know how I alluded to that period where the entire tech world was convinced that VR would be the next step, and there was a lot of optimism and enthusiasm surrounding the format? PSVR came right at the crest of that wave, and rode it to garner a lot of attention, support, and interest. Remember, major third parties were all announcing some fairly big name PSVR projects. Remember when <em>every</em> developer or publisher would have at least <em>some</em> VR project (even if not a full fledged game) planned? And remember how almost all of them hit the PSVR?</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-471169" src="https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image.jpg" alt="psvr" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-1536x863.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>That was the market the PSVR launched in, those were the circumstances going in its favor. And with <em>all</em> of that, it managed to sell 5 million units globally.</p>
<p>5 million! That&#8217;s a pittance. You know what sold more than 5 million? Very literally every other PlayStation platform ever. This isn&#8217;t exaggeration! The original PlayStation sold over 100 million, the PS2 sold over 150 million, the PS3 sold over 80 million, the PS5 is already north of 30 million; the PSP sold over 80 million, even the PS Vita, the one and <em>only</em> real failure the PlayStation brand has had, is estimated to have sold 13-15 million units worldwide (as in, very literally three times as much as PSVR managed).</p>
<p>We&#8217;ll get back to the Vita in a bit, because that, after all, is central to the point that I am making here, but for a second, let&#8217;s compare the success of PSVR to other PlayStation add ons. The PS Move, for example, sold 15 million units in two years. The EyeToy? 10.5 million units in five years. <em>The PocketStation, which was a Japan-only portable add-on for the PlayStation, sold 5 million units, and that was exclusive to one market</em>.</p>
<p>So even with everything going its way, the PSVR didn&#8217;t do too well, and that&#8217;s actually not the platform&#8217;s fault, the issue appears to be that for the broader public, VR simply is not appealing enough to sell in anything remotely resembling mainstream numbers. So why, then, did Sony persist in sticking with this segment at all? Why, after PSVR, and after seeing the state of the broader VR market, did Sony decide to do a PSVR2?</p>
<p>I don&#8217;t ask this question out of spite, but out of consideration for some very basic and straightforward logistics that Sony themselves admitted to back in 2013-14, when the Vita was floundering after being all but abandoned by them. Sony, back then, admitted that supporting two platforms was an increasingly difficult endeavor, that maintaining two distinct development pipelines, with their own distinct set of services and games, was challenging in an era of resource intensive game development. This explanation rang true! It made total sense!</p>
<p>As games become more and more time and resource intensive to develop, supporting multiple systems at a time becomes increasingly difficult, and so Sony wisely made the decision to focus on their core competences, as well as the market where the bulk of their audience lies &#8211; high end home consoles. It&#8217;s the exact same problem Nintendo faced in the early 2010s, which led to the infamous struggles of the Wii U and 3DS, and which led Nintendo to consolidate their own pipeline and platforms into one hybrid system &#8211; once more, we&#8217;ll get back to the Switch later, but right now, the point of bringing it up is, Sony&#8217;s explanation made sense.</p>
<p>What <em>didn&#8217;t</em> make sense is Sony then deciding to&#8230; split their resources across two distinct platforms and pipelines anyway, because what do you imagine PSVR is, exactly? Its its own distinct platform, which requires games to be developed for it specifically, and unlike handheld game development, which is just pared back console development, VR game development is a whole other beast, requiring totally different tech pipelines on the development side, and an entirely different set of skills and considerations to be done properly. In other words, it is <em>much</em> more difficult to spread your resources across a console and a VR platform, than it is to do that across a console and a handheld.</p>
<p><iframe loading="lazy" title="PlayStation VR2 - 13 Things To Know BEFORE YOU BUY" width="500" height="281" src="https://www.youtube.com/embed/lIRDBu6kD4M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>If Sony was always going to split resources, why not just stick with the handheld market? Their decision to abandon it does make sense in context of when it was made &#8211; this was in the early 2010s. The PS Vita had face planted spectacularly, even Nintendo was struggling to get the 3DS to gain traction, and general wisdom at the time was that dedicated game portables were dead, more or less subsumed by the mobile and tablet gaming market. On the other hand, VR was a promising new frontier with the potential for what then appeared to be massive growth, and with its high tech trappings, potentially very appealing to the audience Sony had cultivated for PlayStation. Deciding to drop the handheld market in favour of the VR one at the time made total and absolute sense! No arguments there at all.</p>
<p>But <em>now</em>, when the state of the VR market, and the performance of the PSVR itself, is on hand and readily referenceable, the decision to <em>double down</em> on VR makes no sense at all. And they&#8217;re not just doubling down on the VR market, they are doubling down on it while <em>also</em> stripping away a lot of the advantages the PSVR had that helped it find the traction that it <em>did</em> find in the market. <a href="https://gamingbolt.com/could-playstation-vr2-be-headed-towards-market-failure">The cost of PSVR2, for example, is eye wateringly high</a>, with its sticker price being at least as much as the PS5 itself in most countries, and higher in several. That sticker shock, which comes right as we are reportedly entering economic recession in years, is already an issue in and of itself, but the PSVR2 also launches in an era where the VR optimism is dead, and the bulk of the development community has decided to jump off the train.</p>
<p>You won&#8217;t get an EA <em>Star Wars</em> game with VR compatibility on PSVR2, you&#8217;re not getting a <em>Batman Arkham</em> VR game, you&#8217;re certainly not getting Bethesda VR games, given that Bethesda is now, you know, owned by Xbox.</p>
<p>Except <em>Horizon, </em>nothing major has been announced from PlayStation Studios! The original PSVR had either full or partial VR support for several Sony games &#8211; <em>Until Dawn: Rush of Blood, Concrete Genie, Dreams, Gran Turismo Sport, Astro Bot: Rescue Mission, RIGS, Farpoint, Wipeout Omega Collection</em>&#8230; remember all those? Games fully playable in VR, games with VR specific modes, games that were VR exclusive, you got everything.</p>
<p>Most of Sony&#8217;s bigger IP and developers sat PSVR out (a whole other issue that this really isn&#8217;t the place to get into), but there was still a lot. Do you want to know what the PSVR2 has announced from Sony so far? <em>Horizon: Call of the Mountain</em>, and <em>Gran Turismo 7</em> being fully playable in VR on it. That&#8217;s it. That&#8217;s all that has been confirmed. This $550 headset is three weeks away from release, and I don&#8217;t even know what games I can expect on it <em>from the platform holder</em>. And while I would love to have the faith that Sony will surely support it with their best games and teams, a) they likely won&#8217;t, Sony <em>never</em> supports secondary platforms and hardware well (just look at how badly the Vita or even the original PSVR were treated on this front) and b) if you are asking people to buy this extremely expensive peripheral for an arguably expensive console, then you should probably give them some reassurance upfront, rather than holding your cards close to the chest.</p>
<p>Even games aside, the PSVR2 is doing a lot of things that seem to be going against the common recipe for &#8220;success&#8221; (such as it is) in the VR market – the current trend for VR success mandates wireless headsets. The PSVR2 is wired (though the jumble of wires and breakout boxes that the original PSVR involved have been streamlined to just one). The current trend for VR success is for standalone headsets. The PSVR2 is tethered. The current trend in the VR market is cheap headsets; the PSVR2 is $550 (on top of a $500 console, to be clear), and while, yes, the tech that it packs is amazing, and the price is actually very fair given that, and the PSVR2 is actually cheaper than the original PSVR with inflation considered, that&#8217;s not how the market approaches these things.</p>
<p>The average person who might have some interest in PSVR2 but be put off by the price won&#8217;t be thinking &#8220;okay, the economy is tough and my finances are tight, but it&#8217;s okay to spend $550 plus tax on the PSVR2, which has very few games announced for it right now, because the tech is great, and because with inflation considered, I am actually paying less than I would have for the PSVR back in the day.&#8221; Arguably, no real person thinks like that, that entire line of counterargument is bunk. The PSVR2 isn&#8217;t even building on the success of its own predecessor, with it not being backward compatible, and games having to be updated on an individual basis by developers before they are playable on the PSVR2.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-509321" src="https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2.jpg" alt="psvr2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Which now returns me to what is ultimately the point of this whole article – if Sony were going to continue splitting their resources, <em>why did they decide to stick with VR</em>? Again, this isn&#8217;t about the original PSVR, as I mentioned, the decision made sense at the time. But in the present day context, the VR market has been shown to be making minimal inroads, and even Sony&#8217;s own first VR product was, at <em>most</em>, a heavily caveated success.</p>
<p>You know what market <em>isn&#8217;t</em> dying, but thriving? Portables. The market that Sony confidently gave up for dead back in the day made a stunning resurgence off the back of the Switch, which, at 115 million consoles sold, and sales <em>accelerating</em> six years into its life cycle, is currently en route to becoming the highest selling system of all time. The Switch is managing this, by the way, without any price drops. It has demonstrably proven that there is a market for portables, which is something we are seeing in the smattering of imitators that have come up in its wake, the most prominent of which, the Steam Deck, is another huge success in its own right!</p>
<p>Let&#8217;s talk about the Steam Deck for a second. It&#8217;s a portable system with <em>no</em> exclusives, just the ability to play a portion of your existing library portably. It has already sold over a million units in a year. Before Valve did their fan favorite portable, though, they also did a high end VR headset, a high end VR headset that they pushed with the long awaited next <em>Half-Life</em> game in <em>Half-Life: </em><em>Alyx</em>. Backed with such a high end, high caliber title from Valve, do you know how much the Valve Index sold? 149,000 units in its first year on the market. You can actually take the lifetime sales of the Index and the HTC Vive (the first VR hardware Valve worked on, albeit in collaboration with HTC) and combine them, and the Steam Deck has still outsold them in a year. With no exclusive games.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-485954" src="https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled.jpg" alt="nintendo switch oled" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/nintendo-switch-oled-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>All of which is to say, there is a <em>thriving</em> market for portables (given that portables actually represent a real world use case for most people). You don&#8217;t <em>have</em> to invest in the portable market, and I can see the logic in not wanting to split your resources&#8230; but if you are already doing that, <em>which Sony is</em>, then why are you investing in VR over portables? What sense does that even make? What was the decision making process, not just financially, but also economically, which considers factors such as opportunity cost, which <em>somehow led Sony to this decision</em>?</p>
<p>A Sony portable could have continued subsisting on the kind of low- and mid-tier first party support Sony provided the first PSVR, and it absolutely would have had no shortage of games to play, because the Switch exists – and if you are making games for the Switch (which, see above, pretty much everyone is at this point), then why not <em>also</em> put them on the PS handheld? We no longer live in the era of specialized boutique hardware like the 3DS and Vita, which made multiplatform development across those two difficult.</p>
<p>The Switch uses standardized hardware, development tools, and development pipelines, and any Sony portable would too (in fact, the Vita was actually the first handheld to do that). Any game hitting the Switch or the Steam Deck (which, between the two of them, they cover very literally almost every new game that comes out at this point) would also hit the PS handheld, because why not? Third parties alone could carry it. It would probably not sell Switch levels, it might not even sell PSP levels. But even if it sold 30-40 million units, that would be <em>six to eight times more than the PSVR</em>. And, perhaps most importantly, Sony would still have maintained a meaningful presence in the consumer and development community of Japan, rather than more or less ceding that entire market to Nintendo wholesale and allowing them to encroach upon PlayStation&#8217;s territory in terms of success and software support even more.</p>
<p>I just cannot wrap my head around this. What was this decision making? I mean, I know what it was, it was wrong is what it was, but to watch it play out in real time is flabbergasting. Sony has decided to split their resources, and they are going with the VR market over the portable one. I appreciate VR, and I really do hope the kinks that prevent it from catching on are worked out sooner than later, so that the format can hit its full potential, but at this point it is abundantly clear that for the broader market, VR holds less  appeal.</p>
<p>It is an answer to a question no one is asking. To split your resources for <em>that</em>, versus portables, where the financial and strategic advantages would be immense in comparison, and taken on their own as well, is just mind boggling. I wish the PSVR2 well, but in the here and now, if you were to ask me about this entire sequence of decisions and events, I would say this represents some of the poorest decision making ever by Sony in their entire history in the gaming market.</p>
<p>May they prove me wrong.</p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em></p>
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		<title>The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution Launches on December 1</title>
		<link>https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-launches-on-december-1</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 12 Oct 2022 13:13:48 +0000</pubDate>
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		<category><![CDATA[The Walking Dead: Saints and Sinners – Chapter 2: Retribution]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=532690</guid>

					<description><![CDATA[Skydance Interactive's VR horror first person shooter will launch for the Meta Quest 2 in December, with PSVR and PSVR2 versions also in the works. ]]></description>
										<content:encoded><![CDATA[<p>VR horror first person shooter <em>The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution </em>has been on many people&#8217;s radars since it was <a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-announced">announced earlier this year</a>, and now we know exactly when it&#8217;ll be coming out. Given a late 2022 launch window <a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-receives-first-trailer-out-in-late-2022">back in April</a>, it&#8217;s now been confirmed that the game will launch for Meta Quest 2 on December 1.</p>
<p>The game&#8217;s new trailer is a brief one, but shows plenty of interesting glimpses of gameplay, showing several locations, enemy types, and weapons, including dual SMGs, a chainsaw, claws, a grenade launcher, and more.</p>
<p>From the unstoppable Axeman coming in as a terrifying stalker enemy to improvements made to the game&#8217;s survival horror, stealth, and combat gameplay mechanics, <em>Chapter 2: Retribution </em>is looking like a worthy follow-up to its solid predecessor. Check out its trailer below.</p>
<p><em>The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution </em>is <a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-announced-for-psvr-and-psvr2">also in the works for PlayStation VR and PlayStation VR2</a>. A release date for those versions hasn&#8217;t yet ben announced.</p>
<p><iframe loading="lazy" title="The Walking Dead: Saints &amp; Sinners - Chapter 2: Retribution | Meta Quest 2" width="500" height="281" src="https://www.youtube.com/embed/XU-6fiQNBoI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">532690</post-id>	</item>
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		<title>Several Developers Are Working on PSVR2 Ports of Their PSVR Games &#8211; Rumour</title>
		<link>https://gamingbolt.com/several-developers-are-working-on-psvr2-ports-of-their-psvr-games-rumour</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 18 Sep 2022 19:40:41 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=530583</guid>

					<description><![CDATA[Shortly after the confirmation that PSVR2 will not be backward compatible, a new report claims that ports of multiple PSVR titles are in the works. ]]></description>
										<content:encoded><![CDATA[<p>Sony recently confirmed that the upcoming <a href="https://gamingbolt.com/psvr2-wont-be-backward-compatible-with-the-original-psvr">PlayStation VR2 is not going to be backward compatible</a> with games that released for the original PSVR. While the significant difference in the hardware of both virtual reality headsets meant that there were many who saw that coming, the reaction to the news has, nonetheless, been one of widespread disappointment. That said, it seems multiple developers are working on bringing their PSVR titles to the upcoming next-gen headset nonetheless.</p>
<p>PSVR Without Parole – a YouTube channel that has accurately leaked several PSVR2 details, including its hardware specifications – recently said in response to a Twitter comment that &#8220;tons&#8221; of developers are working on native PSVR2 ports of their original PSVR titles. Interestingly, <a href="https://www.pushsquare.com/news/2022/09/rumour-tons-of-psvr2-devs-porting-psvr-games-to-new-headset" target="_blank" rel="noopener">Push Square</a> also corroborates these claims, saying that it has &#8220;been hearing for a while that developers are working on ports of their best-selling virtual reality titles.&#8221;</p>
<p>Given the PSVR&#8217;s relatively smaller library, one would imagine that there isn&#8217;t a cavalcade of games that are going to be in heavy demand where ports for the upcoming headset are concerned, but there will be many who will surely be hoping for next-gen upgrades for the likes of <em>Astro Bot Rescue Mission, Blood and Truth, </em>and more. Of course, how publishers choose to monetize those upgrades remains to be seen- if this does end up being accurate, that is.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">We will though! Tons of devs are working on PSVR2 versions of their PSVR1 games as we speak!  😀</p>
<p>&mdash; Without Parole (@parolePSVR) <a href="https://twitter.com/parolePSVR/status/1570851568999878656?ref_src=twsrc%5Etfw">September 16, 2022</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<title>PSVR2 Won&#8217;t be Backward Compatible with the Original PSVR</title>
		<link>https://gamingbolt.com/psvr2-wont-be-backward-compatible-with-the-original-psvr</link>
					<comments>https://gamingbolt.com/psvr2-wont-be-backward-compatible-with-the-original-psvr#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 16 Sep 2022 20:54:49 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=530533</guid>

					<description><![CDATA[Sony confirms that the upcoming PlayStation VR2 will not be able to play the original PSVR's games. ]]></description>
										<content:encoded><![CDATA[<p>The PSVR2 continues to look very promising every time Sony reveals more new details about it, but whether or not it will be backward compatible with the original PSVR headset is a question that&#8217;s been asked more than a few times at this point. Earlier this year, Sony was <a href="https://gamingbolt.com/sony-has-nothing-to-announce-regarding-psvr2-backward-compatibility-yet">reluctant to comment</a> on the matter, but the company has now confirmed that the upcoming virtual reality headset is not going to be backward compatible.</p>
<p>In a recent podcast published on the official <a href="https://blog.playstation.com/2022/09/16/official-playstation-podcast-episode-439-virtual-impressions/" target="_blank" rel="noopener">PlayStation Blog</a>, when asked about the topic, SVP of platform experience Hideaki Nishino confirmed that the PlayStation VR2 will not be able to run games that were released for the original PSVR.</p>
<p>&#8220;PSVR games are not compatible with PSVR2, because PSVR 2 is designed to deliver a truly next generation VR experience,&#8221; Nishino said. &#8220;PSVR2 has much more advanced features, like all-new controllers with haptic feedback and adaptive triggers, inside-out tracking, eye tracking in the headset, 3D audio, all coming together. This means developing [for] PSVR2 requires a whole different approach from the original PSVR.&#8221;</p>
<p>Given the significant differences between the hardware of the two headset, from major features being introduced with PSVR2 that weren&#8217;t present in the original to how radically different even the input methods of both headsets are, the lack of backward compatibility doesn&#8217;t come as a massive shock- though it is surely going to be a disappointment for many.</p>
<p>Of course, fans will be hoping that the original PSVR&#8217;s best titles – including the likes of <em>Astro Bot Rescue Mission, Moss, </em>and more – will eventually get native launches on the PSVR2 as well- but as things stand right now, those games will not be playable on the upcoming headset.</p>
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		<title>The Walking Dead: Saints and Sinners – Chapter 2: Retribution Announced for PSVR and PSVR2</title>
		<link>https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-announced-for-psvr-and-psvr2</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 03 Jun 2022 01:33:42 +0000</pubDate>
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		<category><![CDATA[The Walking Dead: Saints and Sinners – Chapter 2: Retribution]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=519813</guid>

					<description><![CDATA[A new and extensive gameplay trailer for the upcoming VR survival horror shooter has also been released, showcasing brutal combat, plenty of zombies, and more. ]]></description>
										<content:encoded><![CDATA[<p><em><a href="https://gamingbolt.com/the-walking-dead-saints-and-sinners-chapter-2-retribution-receives-first-trailer-out-in-late-2022">The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution</a> </em>has been looking like a solid sequel to the surprisingly impressive original VR-exclusive title since its very first showing, and happily enough, it&#8217;s going to be accessible to a much larger audience at launch than originally though. At the recent State of Play presentation, it was confirmed that the game will also be launching for PSVR and PSVR2.</p>
<p>A meaty new gameplay trailer for it was also released, showcasing new locations, enemies, weapons, and more, which you can check out below. Meanwhile, a <a href="https://blog.playstation.com/2022/06/02/the-walking-dead-saints-sinners-chapter-2-retribution-announced-for-ps-vr-and-ps-vr2/" target="_blank" rel="noopener">PlayStation Blog</a> post sheds light on other new details, such as new weapons like a chainsaw, sawed-off shotgun, SMG, and silencers for weapons, as well as new enemies to take on in combat, improved encounters against human foes, larger hordes of Walkers, and more.</p>
<p>All the new and returning maps of New Orleans will also be explorable at night, which, of course, will make them much more dangerous, which, in turn, will make stealth a much more crucial part of the gameplay. Certain items and loot will only be available during nighttime, so there&#8217;s a risk-reward element attached.</p>
<p><em>The Walking Dead: Saints and Sinners &#8211; Chapter 2: Retribution </em>will launch for Meta Quest 2 and PSVR later in 2022, and will also launch for PSVR2 at an undetermined date.</p>
<p><iframe loading="lazy" title="The Walking Dead: Saints and Sinners Ch2 - State of Play June 2022 Announce Trailer | PS VR2 Games" width="500" height="281" src="https://www.youtube.com/embed/JcZrWhXdvM4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">519813</post-id>	</item>
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		<title>Killzone VR is in the Works, Could be a PSVR2 Launch Title &#8211; Rumour</title>
		<link>https://gamingbolt.com/killzone-vr-is-in-the-works-could-be-a-psvr2-launch-title-rumour</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 29 May 2022 11:13:27 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=519154</guid>

					<description><![CDATA[Killzone VR was allegedly in the works at Supermassive Games for "years", before the project was brought in-house in 2019. ]]></description>
										<content:encoded><![CDATA[<p><em>Killzone&nbsp;</em>died a sudden death at the onset of the PS4 generation. Having spent the PS3 era as one of Sony&#8217;s premier first party franchises, the sci-fi shooter series seemed to suddenly run out of fuel when the eighth console generation rolled around, with the 2013 duo of&nbsp;<em>Killzone Shadow Fall&nbsp;</em>and&nbsp;<em>Killzone: Mercenary&nbsp;</em>having been the last time we got new&nbsp;<em>Killzone&nbsp;</em>games.</p>
<p>Recent developments, such as a complete disinterest in the property from developer Guerrilla Games and Sony alike, and <a href="https://gamingbolt.com/killzones-official-website-has-retired">the &#8220;retirement&#8221; of the series&#8217; official website</a>, have only seemed like very clear indications that&nbsp;<em>Killzone&nbsp;</em>might not have much of a future.</p>
<p>It seems, however, that it might have an interesting future after all. PSVR Without Parole – an outlet that has accurately leaked PSVR details in the past, <a href="https://gamingbolt.com/psvr-2-will-feature-oled-screens-with-2000x2040-resolution-per-eye-haptics-in-headset-and-more-rumour">such as its full spec list</a> – claimed in a recent video that&nbsp;a virtual reality&nbsp;<em>Killzone&nbsp;</em>game is in development.</p>
<p>Allegedly,&nbsp;<em>Killzone VR&nbsp;</em>was in development at Supermassive Games at one point, with the <em>Until Dawn&nbsp;</em>studio having been contracted by Sony for the project. Supermassive was working on the game for &#8220;years&#8221;, apparently building it for the original PSVR, but in 2019, Sony, being unhappy with how the project was shaping up, decided to take it off Supermassive&#8217;s hands and move it in-house.</p>
<p>What&#8217;s said in the video beyond this point is speculation, but it does make sense. At that point, it&#8217;s unlikely that Sony would have made the decision to spend more time and resources on developing a major new game for the original PSVR, indicating that it&#8217;s very likely that&nbsp;<em>Killzone 2&nbsp;</em>morphed into a PSVR2 title.</p>
<p>Sony recently said that the PSVR2 will launch with <a href="https://gamingbolt.com/playstation-vr2-will-launch-with-over-20-major-1st-party-and-3rd-party-titles-sony">over 20 major first and third party launch titles</a>&#8211; putting two and two together, it doesn&#8217;t seem like much of a leap to assume that&nbsp;<em>Killzone VR&nbsp;</em>might be one of those. Series fans will certainly be hoping so, at any rate, though if it does happen, it&#8217;ll be interesting to see which studio is handling the game.</p>
<p><a href="https://gamingbolt.com/state-of-play-set-for-june-2-will-feature-updates-and-reveals-for-ps5-and-psvr2">A State of Play broadcast is set for June 2</a>, where PSVR2 titles will also be shown off. Here&#8217;s hoping&nbsp;<em>Killzone&nbsp;</em>rises from the grave and makes an appearance there.</p>
<p>There&#8217;s no word on when the PSVR2 itself will launch, but reports have claimed that it could be targeting <a href="https://gamingbolt.com/psvr2-will-launch-in-q1-2023-rumour">an early 2023 release</a>.</p>
<p><iframe loading="lazy" title="20+ PSVR2 Games Slated for Launch | State of Play Next Week | PSVR GAMESCAST LIVE" width="500" height="281" src="https://www.youtube.com/embed/a_3YEbacZFQ?start=3749&#038;feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">519154</post-id>	</item>
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		<title>F1 22 PC VR Support Will Bring &#8220;a New Level of Immersion for the Series&#8221;, &#8220;No Immediate Plans&#8221; for PSVR Support</title>
		<link>https://gamingbolt.com/f1-22-pc-vr-support-will-bring-a-new-level-of-immersion-for-the-series-no-immediate-plans-for-psvr-support</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 17 May 2022 15:25:51 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=517905</guid>

					<description><![CDATA["Paired with our incredible binaural audio, the player will experience a new level of immersion for the series," says director Lee Mather about F1 22's VR support on PC. ]]></description>
										<content:encoded><![CDATA[<p>VR support has long been in heavy demand in the <em>F1 </em>fanbase, and along with supercars, F1 Life, and more, it&#8217;s going to be one of the headlining new features in Codemasters and EA Sports&#8217; <em><a href="https://gamingbolt.com/f1-22-launches-on-july-1st-f1-life-vr-support-and-champions-edition-detailed">F1 22</a> </em>when it launches later this year. And with PC players finally getting the opportunity to pair the series&#8217; trademark authenticity with virtual reality support, there&#8217;s plenty of reasons to be excited, according to the game&#8217;s developers.</p>
<p>Speaking in a recent interview with GamingBolt, <em>F1 22&#8217;s </em>senior creative director Lee Mather said that from admiring details in the cockpit of a car and the tracks you&#8217;ll be driving in to getting an even better sense of the speeds you&#8217;ll be zipping through them at, <em>F1 22&#8217;s </em>VR support is going to bring &#8220;a new level of immersion for the series.&#8221;</p>
<p>&#8220;We’re also excited about the addition of VR on PC this year,&#8221; Mather said. &#8220;It’s something the fans have been asking me about for a number of years. With the stars aligned, we were finally able to bring it to the <em>F1</em> series, and players will be able to experience and understand what it’s like to drive an F1 car. We’ve spoken with drivers on so many occasions about how it all feels relatively calm to them, and it’s not as hectic as you’d think. 200mph becomes the norm and time almost slows down.</p>
<p>&#8220;The player will feel what that’s like. They’ll be able to admire the amazing detail within the cockpit, and really feel the scale of the circuits surroundings and elevation changes. There’s nothing quite like looking straight at the track in front of you when heading through Eau Rouge at Spa. Paired with our incredible binaural audio, the player will experience a new level of immersion for the series.&#8221;</p>
<p>Of course, VR support has only been confirmed for <em>F1 22&#8217;s </em>PC version so far- so can fans expect the game to add PSVR support down the line as well, especially with <a href="https://gamingbolt.com/psvr-2-unitys-gdc-2022-panel-details-heightened-immersion-and-improved-tech">PSVR2</a> currently in the works? Mather says that while there are no plans for the same, it might not be completely out of the question.</p>
<p>&#8220;Unfortunately there are no immediate plans, but we never say never,&#8221; Mather told us.</p>
<p>In the same interview, Mather also revealed that <a href="https://gamingbolt.com/f1-22-targets-4k-60fps-on-ps5-and-xbox-series-x-crossplay-coming-post-launch"><em>F1 22 </em>will add cross-play support after launch</a>, and that though the game won&#8217;t feature the Breaking Point story mode, <a href="https://gamingbolt.com/f1-22-director-on-lack-of-story-mode-it-will-return-in-the-future">the feature &#8220;will return in the future&#8221;</a>. Our full interview with Mather will be live soon, so stay tuned for that.</p>
<p><em>F1 22 </em>launches for PS5, Xbox Series X/S, PS4, Xbox One, and PC on July 1. You can check out the game&#8217;s PC requirements <a href="https://gamingbolt.com/f1-22-reveals-hefty-pc-requirements-for-ray-tracing-modes">through here</a>.</p>
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		<title>Could PlayStation VR2 Be Headed Towards Market Failure?</title>
		<link>https://gamingbolt.com/could-playstation-vr2-be-headed-towards-market-failure</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Mon, 25 Apr 2022 13:22:20 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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					<description><![CDATA[irtual reality may not be the all encompassing future that becomes the primary and dominant form of engaging with media that so many evangelists for the technology may have originally wanted us to believe it would be, but it’s also clearly not going anywhere. While VR hasn’t seen explosive growth, it’s absolutely become a mainstay [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">V</span>irtual reality may not be the all encompassing future that becomes the primary and dominant form of engaging with media that so many evangelists for the technology may have originally wanted us to believe it would be, but it’s also clearly not going anywhere. While VR hasn’t seen explosive growth, it’s absolutely become a mainstay of the tech and entertainment worlds. It might not be <i>the </i>future like so many may have wanted it to be, but it absolutely is <i>a </i>future.<span class="Apple-converted-space"> </span></p>
<p>That is important to remember, because the point of this piece isn’t to decry VR’s existence, or to claim there’s no future for it. It’s very obvious VR is here to stay, as one of a multitude of ways people engage with entertainment. However, this growth and entrenchment of VR that we’ve been talking about has come from very specific kinds of VR products and paradigms &#8211; ones that are, in fact, entirely different from the kinds of high end VR tech that was originally peddled by so many eager entrants into the arena, back when VR was going to be THE future.<span class="Apple-converted-space"> </span></p>
<p>You know what I’m talking about here &#8211; the growth of VR has happened off the back of standalone VR headsets such as the Oculus Quest (Meta Quest now, technically speaking). These headsets &#8211; the ones that are extremely cheap to buy and require nothing else to run or be used. You don’t need an expensive thousand dollar PC or a separate home console (another few hundred bucks on top) to run these things. You don’t need to wrangle a few dozen wires and connections and then be tethered to be able to use these. You just put the headset on and you jump into your virtual reality.<span class="Apple-converted-space"> </span></p>
<p>Meta Quest is where the growth of VR has come from. It is overwhelmingly dominant in the market right now. In contrast, tethered VR has withered on the vine and died a slow, undignified death.<span class="Apple-converted-space"> </span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-471169" src="https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image.jpg" alt="psvr" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/02/psvr-image-1536x863.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>You could argue some part of this is because no company has released a new tethered VR headset in a while, whereas standalone VR sets are a much more vibrant market. But ask yourself, WHY has no company released a tethered headset in years at this point, exactly? Oculus used to do many tethered sets. In fact for the longest time that’s all they did. Why did they stop? Why did Valve never follow up on the Index? Why have companies like HTC not released follow ups to their tethered VR products? With Sony you could at least make the argument they were waiting for the PS5 to be out and be a mature platform before pushing out the PSVR2 &#8211; but what about the others?<span class="Apple-converted-space"> </span></p>
<p>PSVR2 is the elephant in the room. Sony’s next generation VR headset looks et to be a very high end effort &#8211; but it’s going to be tethered to your PS5. Which means, it’s not standalone, it’s not even wireless (though the amount of wires has been reduced to just one, mercifully enough), and it needs an expensive (and still all but impossible to find) console to even function. Sony has made the market for this headset extremely limited &#8211; and this is without considering how much the market for VR has changed to disproportionately heavily favor standalone sets. We talked about Valve earlier &#8211; apparently, based on teases and leaks, their own next VR set is a standalone model using the Steam Deck<span class="Apple-converted-space"> </span>chipset as its base. Even Valve, purveyors of the largest platform for PC gaming, seem to be untethering their VR set and making it standalone and self contained.</p>
<p><iframe loading="lazy" title="PSVR2 vs PSVR Specs Comparison – A Massive Generational Bump?" width="500" height="281" src="https://www.youtube.com/embed/5q4DSZTD1KQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Because ultimately you must consider it from the perspective of the customer &#8211; how many people exist who will want to spend $500 on a PS5, and then $400 on a PSVR2 (assuming it costs as much as the original set did at launch, even though it’s packing far more expensive tech) to be able to play… Horizon: Call of the Mountain? How big do you think that addressable market really is? The original PSVR, with some incredible killer apps and games, including exclusives such as Astro Bot Rescue Mission, Tetris Effect, and Resident Evil 7, AND after a price drop to $200 WITH multiple games and controllers bundled, AND while needing a far cheaper and more readily available console, sold 5 million units. Does anyone really think the market for a set like that, except more expensive, tied to an even more expensive console and one that is harder to find, AND with Meta Quest preemptively poaching some of the best development talent there is, AND with the market for tethered VR demonstrably having died out, is larger than that 5 million? Why? Based on what, exactly? Why does anyone think people will buy PSVR2 in any significant numbers? Why would they, when they can get a Quest for half the price (if not less), and get some of the best and most talked about VR software there is at the moment? And in a far more convenient package to boot?<span class="Apple-converted-space"> </span></p>
<p>An easy way to counter these problems would be to have many must have exclusives that induce purchases. Fair enough, that’s a proven technique. But what developer making VR games would want to make their game exclusive to a platform with such poor commercial prospects? They’re a business, not a charity, after all. What reason do they have to not put their game on Meta as well? And if that game is available on Meta, what reason do you have to get a PSVR2 for it?</p>
<p>Sony could of course develop its own first party software for it. But only Sony’s flagship tentpole games have system selling ability &#8211; in other words, a God of War or Naughty Dog game being exclusive to a platform could sell that platform to the masses. Do you think there is even a snowball’s chance in hell that the next mainline God of War or Uncharted game will be a PSVR2 exclusive? Not just ALSO be on PSVR2 (since the rumors currently say Sony is <a href="https://gamingbolt.com/psvr-2-will-feature-oled-screens-with-2000x2040-resolution-per-eye-haptics-in-headset-and-more-rumour">looking at developing hybrid games</a>, as in games that are for PS5 and VR2 alike). They need to be exclusive, otherwise you are once more counting on dozens of millions of people caring enough about some extra immersion to want to spend literally hundreds of dollars on it. Do you think enough people like that exist? They don’t. Which means the games need to be exclusive. Do you think Sony will make their biggest games exclusive to PSVR2? Right now they won’t even make them exclusive to PS5, their flagship console, because those games are so expensive to make, cross gen is the only way to recoup costs.<span class="Apple-converted-space"> </span></p>
<p>And even if that hadn’t been the case (which it is, but in a hypothetical timeline where it wasn’t), what part of Sony’s history as a platform holder shows us that they have any interest in diverting their top games and talent to anything but their flagship console? You remember the support Sony gave the PS Vita or even the original PSVR as well as I do, I’m sure. And don’t get me wrong, there were many incredible games from Sony on both platforms. This isn’t about quality. This is about the fact that anything less than Sony’s biggest games being made exclusive to PSVR2 won’t sell the PSVR2, given all the challenges it faces. And Sony will never make its biggest tentpoles exclusive to VR.<span class="Apple-converted-space"> </span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-509321" src="https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2.jpg" alt="psvr2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/02/PSVR2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Which brings us back to the original point &#8211; PSVR2, launching in a difficult market with conditions stacked against it. It’s hard to see it having much of a future relative to standalone sets such as Quest 2, or the rumored Valve Deckard.<span class="Apple-converted-space"> </span></p>
<p>And that’s the thing &#8211; VR absolutely has a future, and it is going to be a very bright future at that. But it’s not a future where it has to be tethered to additional expensive tech, with all the costs and hassles that entails, to even function. It’s a future where VR is going to be standalone. Its own thing. The market has spoken. The device manufacturers have spoken. Sony’s PSVR2 may end up being an admirable and premium effort &#8211; but there’s a possibility it’ll end up being a product out of time, and with not enough of a market to truly sell to.<span class="Apple-converted-space"> </span></p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em></p>
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