What is it about the late-90s polygonal look that translates to VR so well?
Maybe it’s the fact that by not attempting to photo-real visuals, that part of the VR barrier is broken, instead letting players focus on the action. Whatever the reason, games like Superhot, Rez Infinite and now C-Smash VRS have made such good use of it that they’ve become VR staples.
C-Smash VRS is a reimagined revival of the Sega Japan-only cult classic, this time for PlayStation VR2. It’s essentially squash meets Breakout, as you stand, paddle in hand, and attempt to break objects in the distance. Like the best motion-controlled games, the basics can be explained in a sentence, but it’s only when you really get your hands on C-Smash VRS that the depth is revealed, and the sweat begins to pour from your body.
C-Smash VRS feels like a game that was waiting for the fidelity of modern motion controllers to really sing. The slightest adjustment to the wrist can be felt, the power of your swing massively impacting where your shot is going to go.
When you start the game you’ll be flailing wildly, but as the challenge increases and the targets you’re aiming for get smaller, you learn to become almost like a conductor, deftly flicking the ball with precision, rather than swinging your hand with such force that you’ll take out a vase. The haptics in the PSVR 2 Sense controller make every hit of the ball feel satisfying, and every miss feel painful.
C-Smash naturally requires some room. Even with the two-meters by two-meter space that the PSVR recommended for us, there was still a sense that we were getting a bit too close for comfort to the breakables in the house. You move with the analog stick, so it’s not like you’ll be running back and forth around the
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