Pinball FX2 VR arrives tomorrow on Vive and PlayStation VR along with a popular new The Walking Dead themed machine. Originally a launch title for the Oculus Rift, the game will now be available on all three major VR platforms. We take a look at Pinball FX2 VR on the HTC Vive.


Pinball FX2 VR Details:

Official Site
Developer:
 Zen Studios

Available On: Oculus Home (Rift), SteamVR (Vive, OSVR HDK), PlayStation VR
Reviewed On: HTC Vive
Release Date: March 28th, 2016 (Rift), November 29th (Vive, PlayStation VR)


Having developed pinball games for almost a decade, with Pinball FX and Zen Pinball appearing on multiple previous and current-gen consoles, several mobile platforms and PC, developer Zen Studios was in an ideal position to bring their particular brand of pinball to virtual reality. Pinball FX2 originally launched on Xbox 360 in 2010, saw major improvements on Xbox One, and made the jump to VR in the form of Pinball FX2 VR on the Oculus Rift in March. No longer exclusive to Oculus, the game moves to the Vive on SteamVR and to PSVR, along with the first DLC pack of five extra tables, and introduces a new table based on Telltale’s The Walking Dead series (first seen in 2014).

Gameplay

Believe it or not, it’s pretty much pinball. This involves smacking a steel ball around with a pair of flippers, trying to score as many points as possible, avoiding the drain at the bottom. You get three balls, plus the chance to earn more during the game. Each machine has a unique design, with combinations of ramps, bumpers, additional flippers, and so on. You score points by hitting targets, rolling across ramps, or completing combinations of targets and routes. For any hope of a high score, you’ll need to become proficient at hitting specific targets repeatedly in order to advance the ‘mode’. With just three machines provided with the base game, the expectation is to become intimately familiar with each, through hours of practice. Everyone should find some immediate satisfaction from randomly keeping the ball ‘alive’, but as with the real thing, it’s only through learning a machine’s layout and quirks over time that the game becomes truly rewarding.

pinball-fx2-vr-review-6While Pinball FX2 VR is considered to have very realistic ball physics in terms of impacts and inertia, the design of the tables (for instance the generous angle of the flippers and the positioning of the ‘outlanes’) is such that each round tends to be more forgiving than a real machine and lasts longer; you’re less likely to drain the ball compared to the real thing. In addition, game is not afraid to introduce supernatural or unrealistic elements to the tables to enhance the fun. The result is a pinball simulation that leans towards accessibility, while remaining rewarding in the hands of an expert.

You’ll quickly find a table that suits you best, and it’s easy to become hooked to Pinball FX2 VR. But from a studio renowned for its licensed pinball machine designs, it’s disappointing that The Walking Dead table is the only licensed table available right now. With the three standard tables, five from the first DLC pack and The Walking Dead table, this is still significantly short of the 70+ tables available for the non-VR version of Pinball FX2. Understandable to some extent, as each table isn’t just optimised for VR, it is re-worked and enhanced, but there’s a big discrepancy here.

Immersion

pinball-fx2-vr-review-2As with most conversions, bringing Pinball FX2 VR into VR delivers a truckload of additional immersion over the original game. Developers effectively get this for ‘free’ due to the nature of virtual reality, but it is a measure of a good VR implementation that extra steps were taken to enhance the experience further. For Pinball FX2 VR, that includes creating an attractive living space, reworking some of the table elements and surrounding the player with themed visual effects in a spectacular manner that can only be achieved in VR.

pinball-fx2-vr-review-1You’ll find the game’s tables inside a ‘beachside mansion’, a semi-futuristic, semi-retro interior that is intelligently laid-out, although it’s a shame that a freeform teleportation system isn’t available, and you’re stuck moving between fixed nodes. As you launch a game, the mood of the space adjusts to suit the design of the particular machine you’ve picked, but it remains apparent that you haven’t left the living space entirely, which creates a more cohesive experience as you switch tables. I’d like to see some customisation of the room beyond choosing between three machines, or perhaps even several alternative play areas, for instance a ‘retro arcade’ environment.

walking-dead-vr-pinball-fx2The Walking Dead table (launching on the 29th as DLC for all versions of the game) in particular impresses with a convincingly spooky atmosphere of a zombie adventure, using the same ‘hand-drawn’ art style and original voice actors from Telltale’s popular series, with a chapter-based progression that is surprisingly effective, all contained within a pinball game.

Every table has a few visual tricks that extend beyond reality, which can become jarring at times. In the case of the ‘Paranormal’ table, the passenger plane passing inches from your nose as it crash-lands just becomes irritating after several games. Pinball is a ‘just one more go’ type of game, and the last thing you want is a repeated irritation. In general however, the balance between visual flourishes and clean design is well balanced. The game could, perhaps, offer an option to disable the external animations for those who just want to concentrate on the machine.

pinball-fx2-vr-review-7The original game introduced the each table’s detail with fly-by camera views; you won’t find that here in the Vive version, instead you can do your up close inspection by walking around the table and leaning towards it. As with most high-quality VR experiences, you’ll feel like you really need to walk around the machine as if it’s a physical object, and you’ll want to lean on the machine to take a closer look, when there’s nothing physically preventing you from simply clipping straight through it. And if you do, even though it feels odd, it’s a really neat way of seeing the table detail up close.

The best way to take immersion to the next level is with haptic feedback. Construct yourself a PinSim, and if you’re lined up just right, it will really feel like you’re interacting with a physical table. To reproduce some of the sensation, strapping Vive controllers (the triggers activate the flippers) either side of a table with the correct height and width can also deliver a pretty convincing feeling without much effort.

Comfort

I assumed this was going to be one of the less demanding scenarios for VR rendering, but Pinball FX2 VR turned out to be one of the clearest illustrations of the importance of high performance for VR gaming. The low hardware resolution of today’s VR headsets means that there is a significant difference in clarity even across the short distance from the front to the back of the table; it’s such a challenge to resolve the detail with this limited number of pixels.

pinball-fx2-vr-review-4Stand at a typical viewing distance, and you’ll be missing much of the detail towards the back. As such, the difference between the multiple resolution options (with the very high settings performing super-sampling) is very obvious, and combined with up to 8x MSAA, the image quality that can be achieved with enough performance overhead is remarkable. Pinball seems to be one of the best illustrations of an image quality difference, as the table is full of intricate geometry (the wire ramps show aliasing severely) but it is very demanding. You’ll need a serious GPU in order to hold 90 FPS on high settings, which again is particularly significant in pinball.

Thanks to asynchronous reprojection, the Vive seemed smooth as I scanned around the table on the highest settings, but the ball movement had become a juddering mess, which was affecting the all-important physics and timing. In fact, it was only at very low settings that the motion appeared to hold 90 FPS in all situations, so if you want the very best experience you’ll need a top-end GPU.

The intention is to play standing up, as you would in front of a real table. It’s very convincing, and hard to play it any other way once you’ve tried it, but the problem is that you’re constantly tilting your head down. And in order to get the best image from your VR headset, it’s best to look through the centre of the lenses, so you’re likely to have a slightly more tilted head compared to playing on a real table, which can move the lenses out of their sweet spot. On top of that, you’re wearing a headset, and the case of the Vive, a particularly front-heavy one, which adds a considerable strain on your neck. I began to feel some discomfort after just half an hour, which admittedly is longer than I’ve ever stared at a pinball table in reality.

It’s not all bad news on the comfort front. If you hit the ‘recenter’ button, it assumes you are standing and positions the table at a sensible distance below you. This means that unlike the real thing, players of any height can enjoy the game to its full potential. You can also use the ‘recenter’ button to force a different perspective, hitting the button from one position and then moving to play it in another, so that the table ends up closer to you if you’d prefer.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

REVIEW OVERVIEW
Overall
8
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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • DiGiCT Ltd

    Game reviews on R2VR are missing one key feature : It might be more usefull to add the system specs to it on what kinda hardware it been tested.
    CPU,GPU Mem etc, as that will make it more clear on how it been tested.

  • Bryan Ischo

    I played this game on my DK2 when it was first available. It’s actually a very good pinball game, although I am not an experienced pinball player so there may be aspects that more advanced players would find issue with. There is an attention to detail in this game, including adding special VR touches, that everyone should appreciate. The company that makes this game didn’t slap a VR version of their pinball game together; they really put effort into making it a true VR experience, and that should definitely be applauded.

    For what it’s worth, the game looks a lot better on the DK2 than the Vive, due to the richer colors, higher contrast, and lower glare that the DK2 provides because of its non-fresnel lenses.

  • It’s a good pinball sim however…. the main PC release has loads of awesome tables and this has none of the proper licensed stuff. It’s very off putting with its price for DLC when they aren’t anything but stuff built for the game.

  • I feel like there’s alot of PSVR specific review details missing. The title left me with idea this review would cover the PC and PSVR. I read this hoping to know if I should pick it up for PSVR, but instead it leaves me with as many questions as I started with. For instance, what is the level of detail on the PSVR? how badly do the visuals suffer? Does the framerate hold steady? I’m assuming you play it with the gamepad? How far can you really lean into the game? Are their hiccups? How bad are they? Does the PS4Pro hardware help? I really would have skipped this review entirely if I had known it was just for the VIVE.

    (BTW, if you don’t have a PSVR, please refrain from the generic ignorant statements like, “Of course it doesn’t have the same detail”, or “What would you expect from a PSVR?”. I know the specs, I don’t know the optimizations, which could be considerable. I don’t want to hear your theoretical math, I want to hear some experiences. If you don’t have a PSVR and haven’t tried it, please keep your opinions to yourself.)

  • Nick Zetton

    C’mon. The thing is just brilliant. Jaw dropping. Couple points. Firstly, Zen has been making tables for years. You can’t possibly expect to port their entire catalog over -snap- like that. There are plenty of tables. And these tables you don’t learn overnight. Each has a pretty dense rule-set. You could spend weeks getting to know a single table. And you should! Next — I have ever-waning interest in old Williams tables ports. Loved them as a kid — but know what? They were first and foremost “operator’s tables” designed to part kids and their quarters. The Zen tables have no such requirements. Thus balls stay in play longer allowing for a less frustrating experience. Also, the tables were designed for digital from the ground up. They’re brilliant many of them. In vr they’re simply jaw-dropping.