Rez Infinite was a transcendent experience on PSVR. Originally a game from his PS2 era, the title seems so familiar to Virtual His Reality that it could have been created with that in mind. And PSVR2’s glow-up actually makes things even better.
First and foremost, like many PSVR2 updates, the graphical upgrade is immediately noticeable. The core of the game is more than 20 years old for him, but the textures and levels of the game look crisp and colorful. Adding HDR is very This is evident in how well the game takes advantage of high-contrast environments. Plus, the PSVR2 Sense Controller’s really good tracking made shooting much better. Aiming enemies used to be a bit erratic, so the sure and steady hand of the new pursuit is most welcome.
Similarly, tactile sensations are readily apparent. It’s a music-driven title, and like Tetsuya Mizuguchi’s other PSVR2 title, his Tetris Effect, the haptics are aligned to the rhythm. A headset and controllers that pulsate to the beat of the song add to the immersion and draw you further into the digital world. Most new elements of the title offer significant improvements over the previous incarnation.
However, the eye-tracking implementation is underwhelming. It’s a novel idea to be able to target an enemy just by looking at it, but it’s much more effective with the PSVR2 sense controller. When aiming with the eye, the reticle generally works well, but is inconsistent in identifying highlighted enemies as targets. It’s a little overwhelming.
Quite the opposite, Area X is the level that was created for PSVR and was reason enough to buy the Sony headset on its own. is much better. With increased resolution, HDR, an upgrade from Unreal Engine 4 to 5, and improved tracking, the newly revamped Area X is just as good as it was seven years ago and is a must-see in every way. If you don’t mind paying a relatively small upgrade fee, don’t worry. Well worth it.