I tried VR’s Shadow of the Colossus and cleaned Doc Brown’s DeLorean – my favorite Meta Quest 3 games and apps for June 2024

Are you ready to stare down skyscraper-size Behemoths, box your way through Shardfall’s terrors, and power wash a time-traveling DeLorean?

This past month that’s what I’ve been up to thanks to the help of my Meta Quest 3 (and the new Quell immersive fitness system), and I’m here to break down my experience playing them all. Slight spoiler, this month’s VR games and apps were all superb – I highly recommend you pick up at least one of these as soon as you can.

So let’s get into what I thought of Behemoth, Power Wash Simulator and its Back to the Future DLC, and the new Quell game Shardfall. But first, something a little different.

Batman: Arkham Shadow

Usually, I reserve this column for games and apps I’ve played at some point in the past few weeks. But after that explosive Summer Games Fest trailer, we need to talk about Arkham Shadow – the VR Batman game coming exclusively to Meta Quest 3. 

Ahead of the trailer reveal I had the pleasure of chatting with Ryan Payton – the Studio Director of Camouflaj (the team behind the game) – to find answers to my most burning questions.

Payton revealed that the main villain isn’t Ratcatcher like we expected – instead, he’s merely a follower of the actual big bad, the Rat King. He described the gameplay to me in great detail, calling Arkham Shadow a VR Translation of everything that made Arkham Asylum the smash hit it was – from the exploration to the story and characters to the dynamic combat. Payton also outlined why this game had to be a Meta Quest 3-exclusive.

You can read my full chat with Ryan Payton on Arkham Shadow for a more in-depth look at these topics, but just know that I’m even more hyped for this game than I was already. Its ‘Holiday 2024’ release date can’t come soon enough.

Behemoth

This past month I was lucky enough to try an early demo of Behemoth. The roughly 15-minute slice of the game introduced me to some of the enemies, weapons, puzzles, and monstrosities the game has in store for players.

My victory over the demo’s Behemoth was slightly lessened when I was told the boss was nerfed a little for the experience. However, the team tried to boost my spirits by explaining that’s because players would usually face it after a few hours rather than 10 minutes – so they’d be prepared for a tougher fight. I guess I’ll just have to try the full game so I can prove myself in a full-power rematch – and I can’t wait.

You can think of it as a virtual reality version of Shadow of the Colossus (to be a little reductive). You’re on a quest to hunt and kill massive behemoths that roam the lands, with the boss fights feeling more like action-based puzzles than a typical brawl.

That’s not to say you won’t get your fill of Dark Ages-style duels. As you adventure you’ll face off against many human-sized enemies looking to finish you off before you even have a chance to spy one of the beasts you’re searching for.

Yes, they’re a lot less imposing, but fighting these smaller foes is still challenging and exhilarating thanks to Behemoth’s sandbox approach to combat. You’re given access to a good variety of weapons to whirl around, as well as techniques to string together, like blocking, parrying, and grapple-hook acrobatics, to find interesting ways of decimating your foes.

Alternatively, you can rage out, dealing massively powerful hits for a limited time, and just blow your enemies away.

A massive Behemoth standing on an icy lake behind some warriors with swords

(Image credit: Skydance Interactive)

Speaking to Shawn Kittelsen, Vice President of Creative at Skydance Interactive for Behemoth, after the demo, he explained that after working on The Walking Dead Saints & Sinners the team wanted to basically make the complete opposite of that game.

“The Walking Dead Saints & Sinners has all these dark intimate spaces, and you never know if a Walker is waiting around the corner to grab you. We thought, what if we take our arc of motion physics that players love, our experience designing different weapons and enemy varieties, and apply that to something completely different – an epic fantasy game with wide open arenas.”

When the team considered what enemies players would find in these large spaces the answer was clear, Behemoths. From here the team crafted these antagonistic puzzles for players to best – giving them a few nasty tricks like player responsiveness. This means that rather than simply cycling through attacks these monsters will react to your actions.

This is something I noticed in my demo as my decision to run under the monster to dodge the giant ball and chain it wielded merely resulted in it choosing to kick me instead.

If you’re interested in trying Behemoth when it launches, it’ll be coming to Meta Quest 3, Oculus Quest 2, PSVR 2 and PCVR. 

When discussing the power difference between these hardware systems, Kittelsen assured me that while the PS5 and PC-powered experiences will offer better visuals (and a few extra immersion features like PSVR2’s headset rumble) the Quest 2 experience will feel the same in terms of gameplay and with smooth framerate. He added, “It was important that we didn’t leave Quest 2 players behind.”

PowerWash Simulator & Back to the Future DLC

After my experience with Lawn Mowing Simulator, I was a little reluctant to try out another chore sim – my girlfriend even laughed at me when she heard I’d be spending my time doing virtual busywork for a second month in a row. But PowerWash Simulator manages to deliver everything I expected from Lawn Mowing Simulator and more. It’s a cathartic cleaning experience that I’ve been oddly addicted to since downloading it a couple of weeks ago.

Yes, the main game is very simple. With enough patience, and some help from the in-game checklist and dirt viewer, you can wave your cleaning wand over every surface and get the van/house/playground dinosaur looking as good as new with no difficulty. But there’s something meditative about meticulously scrambling over surfaces looking for the last specs of dirt you need to wipe off.

For those of you after more of a challenge, some modes task you with recleaning every level under a time restraint and water restriction, respectively. I’ve given these modes a whirl but feel my cleaning prowess is not yet up to snuff – the water trials are particularly challenging, requiring a level of cleaning precision I currently lack.

To continue my training, PowerWash Simulator offers additional bonus levels. Some are included in the base game, while some licensed locations are available via paid DLC – like the recently released Back to the Future pack.

While it’s not quite the immersive Back To The Future experience fans of the series might have hoped for, if you enjoy what PowerWash Simulator has to offer then these themed levels are a delight. I hope we’ll see more.

Despite my reaction being the reverse of how I felt about Lawn Mowing Simulator, I’ll admit that this monotonous chore sim won’t be for everyone. Trying to compare it to an action-packed hit like Behemoth it seems almost a little boring.

But at the same time, I’ve found PowerWash Simulator to be deceptively moreish. Whenever I try to put it down I want to slip my Meta Quest 3 back on and get straight back to cleaning.

Quell & Shardfall

Okay, so Quell isn’t a Meta Quest 3 game. It’s not even a VR game. But I needed to talk about it here as I feel it’s a great alternative to the VR fitness apps I’ve been talking about since I did my month-long VR workout challenge back in April.

This fitness-first gaming platform offers a lot of what I’ve fallen in love with from VR apps like Supernatural. Rather than working out just for the sake of it (something that can be a struggle for motivation), there’s a gamified element. 

In Quell’s case, that’s the enemies you face off against in its first game Shardfall – a high-fantasy adventure. It’s not just an upper-body workout. You also have to jog, sprint, squat and jump your way past obstacles that occupy the space between fights. Because this adventure isn’t in VR, the team’s been able to incorporate these elements without as much risk of the player injuring themselves, or feeling nauseous.

It’s also added resistance bands – with three difficulty levels – which make punching more challenging. When I first tried Quell I was surprised how much more effort I was putting into my shadow boxing.

For a more in-depth look at this new immersive fitness experience, I’d recommend checking out my full feature about my experience with Quell. But TL;DR I’ve really enjoyed using it, even though I had the occasional frustrating issue with the tracker not syncing perfectly with my movements.

If you’ve struggled to get into VR fitness, or more traditional workouts then Quell could be what you’re after. But do think if Quell is definitely for you before you buy it as it is a little pricey at $ 339 / £299 (it’s, unfortunately, not available in Australia), with a subscription on top that’s $ 9.99 / £9.90 per month or $ 79.90 / £79.90 for a year. When it comes to dedicated fitness equipment this isn’t an unreasonable amount, though. 

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Meta says fewer Quest 3s are gathering dust – is VR’s biggest issue a thing of the past?

During this year’s Game Developers Conference (GDC 2024) Meta has revealed that the Meta Quest 3 has higher retention rates than any of its previous VR headsets – suggesting one of VR’s biggest problems might be a thing of the past.

VR gadgets have become incredibly popular in recent years – just look at the sales success of the Oculus Quest 2, and the massive hype around the Apple Vision Pro – but there’s been a quiet killer for them all: retention. According to an internal report shared by The Verge in March 2023, Meta was concerned about the relatively low engagement of Quest 2 users and it was apparently stressed to staff by  Mark Rabkin, Meta’s vice president of VR, that the company needs to “be better at growth and retention.”

That emphasis seems to have paid off, with it now being said by Chris Pruett, Meta's Director of Content Ecosystem, that the Quest 3 has a higher retention rate than any previous Meta / Oculus headset.

Why are people using their Meta Quest 3 more? 

Meta hasn’t given any direct explanation of why its headsets are proving better at retaining owners’ attention than its predecessors, but we have more than a few theories.

Meta Quest 3 missing its faceplate showing its insides

The Quest 3’s better specs and software is a big win (Image credit: iFixit)

The first, and perhaps most important, is the Quest 3's simplicity. If it’s charged up you can just slip it on and start playing a VR game instantly – unlike older PCVR models. This reason is likely also why the original Oculus Quest had the highest retention of any Oculus headset ever according to John Carmack in 2019 (Via UploadVR)

Another likely reason the Quest 3 has been able to take things up a notch in terms of retention is software. The Quest store has been up and running for roughly five years, and in that time developers have created a superb VR catalog of cross-platform and exclusive software.

The Quest 3 has also raised the bar with good specs, and solid mixed reality passthrough, adding even more opportunities for app creators to develop meaningful software that owners want to use regularly. 

This, and the headset’s less bulky and comfier-to-wear design, are, as we see it, the two biggest reasons why we’ve started using the device more regularly than the Quest 2.

Lastly, there’s a belief that the Quest 3’s higher cost could be helping its retention levels. At $ 299 / £299 / AU$ 479 the Quest 2 was almost a tech impulse buy – especially considering it also came out not long before the pandemic, a period when people typically had more disposable income. 

Whereas at $ 499.99 / £479.99 / AU$ 799.99 – and launching at a time when disposable income is typically a lot lower – the Quest 3 is much more of a considered purchase. So if you aren’t planning to use the new Meta device fairly often, you’re more likely to talk yourself out of buying it.

A Meta Quest 3 owner playing tennis in VR while in their dorm room with their desk behind them.

(Image credit: Meta)

Why does higher retention matter? 

Beyond making it easier to get a VR squad together to play a multiplayer game, why does a higher retention rate matter to you or us?

From a hardware perspective, it suggests that the Quest 3 is doing something right – whether it's the mixed reality focus, its newfound balance of specs and cost, or a mixture of factors. This could clue us into what future devices might look like; specifically that they could try to follow the Quest 3’s lead by leaning further into mixed reality, or the mainline Quest headset maintaining a similar price point (in exchange for better specs) – which could pave the way for the rumored cheaper Meta Quest 3 Lite.

It may also encourage more VR software development, as it shows developers that there is a reliable market for meaningful VR software. So if you have a Quest headset already, you might see more and better apps launch in the future.

Given Meta made the announcement at GDC 2024, it's likely hoping that this latter point proves true. However, given the speed of hardware and software development, we'll likely have a little while to wait and see what the Quest 3’s newfound popularity means in practical terms.

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This bonkers Apple patent could solve one of VR’s biggest problems

Apple might have found a wild solution to VR’s prescription lens problem; liquid lenses.

VR headsets and glasses don’t usually mix well. Often they sit too close to your face for glasses to fit in front of your eyes, and the solutions deployed by headset designers are a mixed bag – some package in optional spacers that make room for specs like the Oculus Quest 2, while others include a prescription lens attachment (but you need to buy lenses for it at an added cost) like the Apple Vision Pro, and a few do nothing at all.

This has resulted in some glasses wearers feeling like VR isn’t accessible to them, but that might change if Apple’s latest patent comes to one of its headsets.

According to the patent granted in the US (via Apple Insider) Apple has created a design for an “electronic device with liquid lenses.”  The document describes a “head-mounted device” (sounds like a VR headset) with “tunable liquid lenses.” You can read the patent for the full details, but the TL;DR is that electronic signals sent to the lenses will deform the liquid in them and alter the refractive index of the lenses. 

This should allow the liquid lenses to correct a wide range of eyesight issues without the need for any accessories. What’s more, the correction is calibrated by the headset’s eye-tracking system.

Apple’s patent also states that it could apply to a “pair of glasses.” We can’t read too much into patent wordings, but this could hint at the Apple AR glasses that Apple apparently also has in development.

When will we get liquid lenses? 

Apple logo seen through a pair of glasses

Apple’s liquid lenses could bring VR and AR into focus (Image credit: Shutterstock / Girts Ragelis)

As with all patents we need to note that there’s no guarantee that we’ll ever see these liquid lenses appear in a real headset – one that’s made by Apple or otherwise. While the design exists in theory, it might be less than practical to add liquid lenses to a commercially available headset – either from a design or cost perspective. Alternatively, Apple might develop a different solution to VR’s prescription problem.

What’s more, even if liquid lenses do appear in an Apple headset you or I could pick up off the shelf there’s no telling when that will happen.

It’s probably an impossibility for the first-generation Vision Pro to launch in early 2024, and we’d be surprised if it appeared in the second-generation headset that rumors predict will appear sometime in the next few years. Instead, it seems far more likely we’d see liquid lenses in the third-generation model (assuming we see them at all) in half a decade or so – as this would give Apple plenty of time to hone the design.

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