He passed through Oculus with more noise than results and has not done much better in his arrival at PS4 virtual reality. Vader Immortal has everything a Star Wars fan could ask from a PlayStation VR game, but it doesn’t present it in the best conditions.
Two problems come together and cry out for a solution. On the one hand Vader Immortal itself, closer to the idea of VR experience than to a game itself. On the other hand a port not too successful in which the tracking of the PS Move shows again its lacks.
A Star Wars experience
In the skin of a smuggler who ends up as a prisoner in Mustafar, Vader Immortal invites us to become the new pupil of Darth Vader in the typical interactive film with sympathetic actions from time to time.
You have to give some buttons to turn on a ship, use the lightsaber to open a door, pirate a system based on rotating parts … The classic collection of interactions of a VR game adapted to what you might want to do in a Star Wars game.
The idea would be fun if at some point you dare to mix those situations with the conversations and sequences that advance the story, but far from it cuts each segment leaving us a string of seconds of action and minutes of chatter that becomes quite heavy.
For ambience, settings, story and the fact that we can use the classic skills of the saga, from throwing Stormtroopers with the force to stop lightsaber shots with one hand while shooting with the blister with the other, Vader Immortal works as a curiosity, but we would love to have seen something more ambitious.
The future of PlayStation VR
On the other side of the screen is the experience itself and, for someone who has never been dizzy with virtual reality until now, even though they are snacking on games like Blood & Truth, Superhot or Trover Saves the Universe, I must say that Vader Immortal’s is far from ideal.
Dealing with the already classic teleportation is the least of the problems despite still being something that takes me completely out of the experience. The fairness of the game at the performance level -uncomfortable jerks in some sections- joins a questionable mapping of the controls.
Living the three chapters with crooked hands on screen is far from ideal, but having to make a real effort for things like grabbing something from the belt or actions where both Move require being too close is a problem.
Much of the mess is undoubtedly mounted on the development of the port and adaptation to the drivers of PS4, but it is no less true that PS5 would be great some update, if not the helmet, yes of some controls that we carry dragging from PS3 and are crying out for an evolution not to be left behind.