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More so than FPS games, Elite Dangerous achieves incredible immersion by positioning the player where the pilot is. When using a HOTAS (flight stick and throttle), player's arms are positioned exactly as they are in game, and move in game when the player moves them. This puts the player's entire body in the same position as the character, which adds to the feeling of actually being there. See More
Looking up FAQs and trade routes from first hand users will be the norm for figuring out many aspects of Elite: Dangerous. On top of this notes will have to be taken, which is made more difficult by the fact the game does not support in-game note taking. So a pad and paper is recommended to remember all of the minutia of the game. See More
Elite Dangerous uses publicly available real world star maps that are available of the Milky Way consisting of 150,000 star systems. Although in the current beta, full access to the entire galaxy is limited, in the final game, it will be possible to visit any of the 400 billion stars in our galaxy on a 1:1 scale. Stars that are known of are properly mapped in place and are of the correct type given the information known about them. Stars that don't have collected data on are procedurally generated which allows exploring any of the 400 billion of them. Star systems are intelligently simulated using the "Star Forge", a generator that simulates the creation of a star system forming from its nebular cloud to determine what celestial bodies appear and what orbits they have. This feature leads to many varied and unique star systems possibly with planets that can co-orbit around each other, or with binary star systems, and infinitely more possibilities. See More
Shadows are something that can really help immersion and realism, however the current implementation of shadows in the game makes judder unbearable in a lot of areas, such as inside stations or in some high-density asteroid belts. Turning off shadows is currently recommended for a smooth VR experience, but fixing shadows would be better. There's also some temporary judder issues when entering or exiting hyperspace (though it's better than it was in beta) and occasionally when you get close to a planet. Still not bad enough to stop me playing it for hours, but definitely has room for improvement. See More
In games that have you moving around, it is very easy to get motion sickness from the disjointed experience between the character walking while the player's sitting still. By being a cockpit game, Elite Dangerous provides a frame of reference for the player's mind to attach himself to, preventing motion sickness. See More
Full exploration of the galaxy is planned, allowing the player to be able to jump from star system to star system, and fly around within a solar system from planet to planet, eventually going all the way down to a planet's surface at a 1:1 scale in a later update. Planetary landings will require a lot of details to be developed and designed, but the player can still see the level of detail shift in action when flying into a planet's rings, where getting close enough show the individual asteroids within, which the player can then interact with through mining, or by having a battle among them. See More
When Elite Dangerous comes out, development won't stop. To build a game with the huge scope of Elite Dangerous, not all of it can be done at once, so the developers have adopted an approach of incremental improvement. Various gameplay elements are being designed as a foundation for later features. For example, although planetary landings were only added with the Horizons Season Pass, the engine has been designed to be able to support going from lightyears away to meters away. See More
One person has the bomb on screen, 1-5 "experts" need to consult the PDF manual. Thing is, the bomb defuser doesn't see the manual, the experts don't see the bomb with its various modules. As many people as you want can participate in the game when describing what is in the manual, which makes it great for parties in unison with its communication-based asymmetrical puzzle gameplay. See More
The point of the game is that those with the manual are not able to actually see the bomb, this can be difficult to achieve when using a regular monitor to play the game, as someone could sneak a peak. Using a VR headset guarantees that no one with the manual will be able to see the bomb as it is only visible to the one wearing the VR headset. See More
There is a morse code module section of the game that relays morse code through visual cues, in order to understand the code the player will need to not blink for 3 seconds straight. While for most players this is not an issue, those that have chronic dry eyes or any other condition that requires blinking a lot, the code will be difficult if not impossible to understand. An optimal solution would be a setting to change this to audio cues, but sadly that is not an option. See More
The manual can be viewed as a PDF download as well as a static webpage, which gives easy access to any mobile device as well as PC. On top of this the manual can be printed out for those that would rather navigate tactically, which is often the easier way to go due to touch and ease of flipping pages (over a tablet or phone). Basically you are able to pull up the manual in any way you prefer, which requires little preparation, even on short notice. See More
Both sides in the game can not see what the other does, this creates a situation of confusion that needs a good bit of team work. Of course there being a bomb that needs defused adds to the tension of this difficult communication situation. See More
Being this is a game only playable on an 800 dollar piece of hardware that only really runs well on an expensive gaming computer, as well as the fact that this is a fairly new game, there are not all that many players online to play with. Being that right now this a multiplayer only game, having few players is a bit of a problem (but that's not the game's fault). See More
The loot earned in the game can be found out in the wasteland inside of shipping containers. The player needs to use their welding gun to shoot them open to then gather the loot. Strategy comes into to play as it takes time to haul the loot in, which leaves the player vulnerable to enemies, so it is bet to wait to do this in until an opportune moment arrives. Once the loot is obtained, some can be used for cover on ones ship, making their ships stronger, the rest can be used to earn a higher score in the game. See More
This isn't the type of game where you just press a button to reload or crouch. If you want to duck behind cover you have to actually do it. To reload you have to pop open the barrel, press the touch pad in a pattern and swing the controller to pop it back in. This makes the game feel more real. See More
The game while presented as a finished title (it is not in early access but is a full release) often feels unfinished. The guns in the game are limited to only three, the menus have frame drops giving an unpolished feel. The shooting mechanics often feel a bit too loose making them not very precise, which leads to more luck based gameplay over skill. The maps do not really feel all that different, giving a "same" vibe. Overall it feels like an early access game, but is being sold as a finished title. See More
While not an issue in the shooting range, when in the meat the gameplay, enemies tend to be the same color as their ships making them difficult to see. This means that most shots need to be made in close quarters in order to visibly see who you are shooting at, which limits the gameplay a bit. See More
Hover Junkers was one of the first multiplayer games on the Vive, and remains to be one of the few multiplayer games available. Being multiplayer based it is fun to mess around with friends or to play seriously with them. Up to 8 players can play at the same time and in game voice chat is built in. See More
Being a free to play game, it is focused on grinding in order to push people towards purchasing new items or vehicles. That means for those that want to play without spending any money will be spending a lot of time grinding in order to gain the items or vehicle they would like to use. See More
In one of the modes, the two teams have to paint the ground ahead of them to advance. Teams can teleport (this is the game's movement system) only onto paint of their team color in this mode. You can equip a short-range paint gun at the cost of having another weapon, so it's a matter of prioritising the objective. Controlling more paint on the field lets your team go closer to the front lines, where better cover and the objective is for that map, but you're vulnerable standing out in the open painting. See More
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