Oculus Touch Review: The Best Virtual Reality Controllers So Far
December 05 2016 - 10:29AM
Dow Jones News
By Nathan Olivarez-Giles
When Facebook Inc.'s Oculus Rift headset launched in March, it
allowed you to virtually step into brilliant, 360-degree worlds.
But you couldn't reach out and touch anything.
On Tuesday, Oculus will finally launch its Touch motion-sensing
controllers. While they're arriving later than rivals, they're the
best VR grips yet. Rift finally feels complete.
Up to this point, Rift apps and games could only be controlled
with a small click remote or an Xbox gamepad, both of which come
packaged with the $600 headset. Being confined to these traditional
controllers was limiting and it broke the sense of immersion that
Rift was striving for.
With Touch controllers, the Rift tracks the movement and
location of your hands. With triggers, joysticks and easy-to-reach
buttons placed on a plastic grip, Touch catches up to the
interactivity its rivals, HTC Corp.'s Vive and Sony Corp.'s
PlayStation VR, have had for months. But Touch edges ahead, too,
with sensors in plastic rings that wrap around your fingers.
These sensors know when you're pointing your index finger,
making a fist or even giving a thumbs-up. Vive and PlayStation's
motion-tracking wands can't do that -- and aren't as comfortable
either. With its ring design, the Touch handsets allow you to move
your fingers without feeling like you'll drop a controller.
Oculus has also fortunately ensured there will be things to do
with the Touch controllers -- more than 50 games and apps are
available now, Oculus says, with dozens more due next year.
" SuperHot" is my favorite game so far. In a dreamlike world,
you fight off faceless villains with fist, knife and gun. The trick
is that in the game, time is frozen until you move. Your hands may
control the action itself, but it's your body that makes the whole
game move forward. It's a surreal feeling, ideally suited to
VR.
" Dead and Buried" is a Wild West shooter with Pixar-esque
graphics. In this free game, you face ghosts and zombies, and can
go online to battle other gunslingers too. To survive, you have to
stand, crouch and occasionally dodge bullets. You'll definitely
break a sweat.
Other actions simply felt natural, like grabbing a scalpel in "
Surgeon Simulator," casting a line in " Pro Fishing Challenge," and
smashing glowing racquetballs in " HoloBall."
Despite the Touch's benefits, there are still downsides. In the
game "VR Sports Challenge," hitting a home run felt awkward since
two controllers can't stand in for one, solid baseball bat. And
many of Oculus' best games, such as "Edge of Nowhere," "Eve
Valkyrie" and "Dirt Rally," still require the Xbox controller.
And while there's plenty to play, you'll pay for the privilege.
A Rift-ready Windows PCs and the Rift headset will total at least
$1,800. The Touch controllers, without which Rift feels incomplete,
are an extra $200. Then you still have to buy games, which can cost
up to $60. (Many are free, for now.)
Thanks to the exceptional Touch controllers and dozens of great
games, I now prefer Oculus Rift to the similarly priced HTC
Vive.
However, Sony's PlayStation VR still offers the best overall VR
experience for your living room. It's got its own fantastic
selection of games and a more comfortable headset. It's also about
half the price -- and that's if you don't already have a
PlayStation 4 console.
If you want to explore the more creative, nongaming aspects of
VR, however, the Rift is proving to be a cutting-edge tool.
" Kingspray Graffiti" lets you use Touch to virtually paint
murals on train cars and brick walls. " Medium" lets you create
floating sculptures. " Quill" is an incredible art app that lets
you stand inside of your drawings, in between strokes of color.
It's being used by Oculus's animation studio to make VR movies.
With these three apps, all requiring the Touch controllers, Rift
is a legitimate creative tool. If VR is ever going to go
mainstream, it needs be about more than videogames. With Touch,
Rift can now serve as a testament to the technology's massive
potential.
Write to Nathan Olivarez-Giles at
Nathan.Olivarez-giles@wsj.com
(END) Dow Jones Newswires
December 05, 2016 10:14 ET (15:14 GMT)
Copyright (c) 2016 Dow Jones & Company, Inc.
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