Before I jump into the iffy, let’s focus on the good. Moss: Book 2 does have subtitles, and I actually found them to be fairly well-done, although, there are various areas in which they are iffy. However, I did feel discomfort after prolonged sessions, and with no way to turn it off -if that’s even possible on VR games- I just had to take frequent breaks. Edges of anything in the game world that aren’t central to my view have strong red and blueish edging making everything feel warped.Īfter some research, the presence of this feature apparently helps players retain their understanding that it isn’t the real world. However, the chromatic abbreviation is heavy. It could be my apparent tolerance to VR at the moment, but I rarely feel queasy when playing. Having everything tucked into this slighter-less-than 180º space does help for seated sessions, and in addition, when moving to new areas, there’s a fade to black transition. What’s presented in front of me is the only playable space with no areas hidden off to the left, right, or behind that can be accessed by Quill. Throughout the game, I feel as if I’m looking down at a tabletop structure. I played Moss: Book 2 cross-legged on my bed, while other players are free to position themselves standing up. There are no options for various positioning setups such as sitting or standing, meaning that there are no complimentary camera features for those who want to limit their physical body movement. After spending a large chunk of time wandering around the level unsuccessfully trying to figure out where to go, I discovered, only through frustrated sword-swinging, that the branches can be slashed. I stumbled across some red thorny branches that caused damage when walked into. In doing so, potential first-time players who may have skipped the title from 2018 are left out and left to figure things out.Īnother example comes down to how studios shouldn’t assume things are clear. This tells me that Ployarc was only thinking about introducing new features to players from the existing title. Later in the game, I unlock the ability to grow climbable foliage and walkable bridges and a pop-up window pauses the game to teach me the feature. That’s not to say that the game has no tutorials at all. Moss: Book 2 could have implemented prompts in the same style as subtitles, having them appear in the visual and actionable space. Instead, players should be guided, even if that’s only for the starting sections, or at all times if desired. With no useful guidance, I just wander around spamming buttons until something works, and only then do I understand a successful mechanic.ĭevelopers shouldn’t leave the basic control schemes down to assumptions from a previous title or genre experience. This is terrible for me particularly as I’m a new VR user right now. The game lacks any form of button prompts from the start, having me go by instinct on how other 3D platformer games are designed. There’s a controls menu that details the control scheme, but if I’d not have attempted to pause the game I’d have not seen this screen. One of my frustrations with Moss: Book 2 is how it begins on the assumption that the player has played the first game. Those wanting to remap buttons can’t, and the game requires a DualShock 4 to even start the game due to the lightbar feature. What I see are subtitles, voiceover languages, and volume sliders. For this reason alone we haven’t done our usual Menu Deep Dive feature. It is possible from here to open a menu to see the Settings, but there’s not a whole lot there. I pull and hold the triggers and open the pages. I see a glowing blue orb, my cursor essentially, and I move the controller around physically with motion control, reaching out toward the book. I’m sitting at a desk with a glowing DualShock 4 controller with orange flashing triggers, showing an animation indicating I need to open the book in front of me. Moss: Book 2 does not contain any form of accessibility or settings from start-up, and I was thrown straight into the intro which is an interactive title screen. Since then, things have changed, and so I was excited to jump into Moss: Book 2 on the PS5 and check out what’s in store for accessibility. That representation, even as a rusty British Sign Language user had me wanting a VR headset, but I never made the plunge. My first introduction to Moss on PS VR was when the videos of Quill, the protagonist of the game, doing American Sign Language were doing the rounds.
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