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PlayStation VR2 review: £530 on PS5 VR might end up being the best money you've ever spent

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The PlayStation virtual reality offering costs about £1k all-in, but the experience is generation defining.
I’m once again in awe of VR gaming. In an age where we’ve kind of seen it all before, where a middling game manages to impress with its visuals and new game ideas are seemingly running out, it’s not as easy to be wowed with video games as it used to be. There was a time when every new release appeared to push the industry forward in some way, and the future looked incredible. You’ll often hear people like may say things like “you’ll never again get that feeling of playing Mario 64 for the first time after growing up with the SNES,” and I think that’s mostly held true.
The leap from generation to generation has lessened – and I know we get unbelievably good-looking games these days, before someone slams me on socials – meaning I appreciate what we’ve got, but I’m not muttering things like “holy mother of Jesus!” all the time. With PlayStation VR2 I muttered that, and more. It’s hard to see Sony’s newest entry into the VR market as more than a niche product that’ll do well if it sells to 5% of the final PS5 userbase, but if you can afford it, you’ll get those wow moments that have been harder and harder to find.
Before more gushing about how I love PSVR2, a few of the things that irked me – some directly related to the hardware itself, some VR in general.
This might sound obvious, but to experience PlayStation VR2 (and VR in general) you need a large amount of open space, free from obstacles. There are multiple play modes available (what’s supported varies game by game), but the most space intensive is “Roomscale.” This play style allows more freedom of movement (actually walking around your room), but it needs a minimum of 2m x 2m.
My living room, where the TV and PS5 sit, is on the face of it big enough. It’s 4.8m x 3.3m. Throw in some sofas, a TV, table pushed to the side, and well… it’s a tight squeeze. I managed to get Roomscale working, but I had to sort of fudge the room setup (where you tell the VR unit what space you are allowed to move around in) to make it think the sofas didn’t exist.
In most games this isn’t a problem, but one of the best available (the absolutely brilliant WHAT THE BAT?), needs Roomscale to work. It’s a bit of a hassle, but I’d seriously suggest getting the tape measure out before handing over the £530. The other play styles, sitting and standing (where you’re meant to stay still but move your head and arms) require a lot less space (1m x 1m) and should be manageable for most people, unless you live in one of those sleep pod hotels, or something.
These things look funky and feel great to hold and use, but charging them is a pain. The VR2 Sense Controllers back in the feedback you get in the DualSense, which is brilliant, but I found I needed to charge them more often than ideal. If you can spare the £40 for the charging dock, I’d recommend it as you can easily make sure the controllers are always charged and ready. Without the dock you need to remember to plug each in, which I forgot to do on multiple occasions.
I can’t think of many things more disappointing than getting your new VR kit setup, only to find that you feel sick minutes after experiencing the wonder of Horizon Call of the Mountain. Years ago I could hardly play VR games because of this, but it’s something I’ve been able to work through to the point that it’s only a problem with really sudden, fast movements.

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