Sure thing, here’s an alternative, more chaotic rendition:
Hey, so, inside the world of XR Design or whatever, we’re diving into Beat Saber today. You know, that game where you get to flail wildly with virtual neon sticks like you’re at some rave party for one. First off, did you realize Beat Saber dropped into Early Access like, uh, seven years ago? Yeah, neither did I. It’s bizarre how it’s still one of VR’s best-sellers, like a classic that won’t quit. So, let’s unravel why this game rocks and how its vibe can totally carry over into other VR stuff that — surprise! — isn’t even music-related.
By the way, if you’re a video sort of person, there’s a clip at the bottom. If you skip reading, I won’t judge. Just saying.
More Than Music, Or is it?
Alright, back at it with Inside XR Design. Here’s a wild claim: Beat Saber ain’t a rhythm game. Shocker, right? Just hang tight before you start calling me loony. So yeah, tunes and beats, right? But in most rhythm games, it’s really about the whole timing gig. Nail the beat, snag a high score. Easy, peasy. Beat Saber? Not quite. Timing? Meh. Not the big deal. You can slice that cube anytime it’s near — no need for perfect rhythm. Whaaaat?
It’s motion, folks. You gotta move. Swing wide, slice sharply through the center — that’s where the game judges you. Sure, the music helps — like a trusted guide. But honestly, it’s a motion game at heart. We got something here I call ‘Instructed Motion.’ Move your body this way, that way, every which way but loose.
Instructed Motion: What, Why, How?
Let’s shift gears and talk about Until You Fall by Schell Games. Doesn’t have a beat, but uses the same move-it-your-body concept as Beat Saber. VR combat often lets you just, I dunno, flail any which way. But Until You Fall? Nah. It wants you to fight with style. Right swing, right time — or you might eat it.
And before you say, “But physics-based combat is superior,” think about this: what if in Beat Saber you could just swipe willy-nilly? Chaos! Patterns make it fun — gotcha?
Instructed Motion is sweet for VR combat, too. Watch as enemies charge at you, and you gotta block just so, or get swatted like an annoying fly. You stand vulnerable, taking hits — only three till you’re done. The game plays with you, staying intense. Fast or slow attacks — your call on how it makes you feel. Control, baby. It’s all in your hands.
And dodging? Move-your-body instead of some lame thumbstick slide. Feel the rush, the realness of it all. Attack like you’re wielding Excalibur — swing with an arc and angle. Boom! Feels powerful, doesn’t it? Nailed every hit? Oh yeah!
Not gonna lie, whether you’re dodging or attacking, it’s all about making you feel something. Every move, every hit, it’s a dance of sorts, isn’t it? Sure, sometimes the brain says one thing, and the arms? They do their own thing. But hey, that’s life inside VR.
Whoops, got ahead of myself. Lost where I was. Anyway — wait — yeah, okay. Moving on!