Virtual reality isn't a hardware problem

The tech is better than it's ever been, but VR game design hasn't progressed
A floating customisation menu around a handgun held in the right hand, while the left hand pokes at the buttons.

When was the last time you heard about a new VR game? If you've seen anyone mention virtual reality in the past few years, aside from the occasional headset review, it's likely been a eulogy for the medium. Strapping screens to your face was always destined to attain the relative popularity of a force feedback steering wheel or HOTAC flight stick, as far as I'm concerned. And so it has.

The challenge is that so many of the obstacles to wider adoption have nothing to do with the quality of the tech. Gunman Contracts might be the perfect illustration of that. 

Released into Early Access earlier this month, Gunman promises to turn its players into a John Wick equivalent; a balletic assassin who shoots bad guys with a gun in one hand and catches their dropped weapon mid-air with the other. The reality is more Mr. Bean.

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Feature / VR / Gunman Contracts
Graham Smith

Graham Smith

Graham is a former editorial director of Rock Paper Shotgun and editor-in-chief of PC Gamer. He has now been a games journalist for over twenty years, and retains a bottomless appetite for playing new games and tinkering with old ones.