Is the hand-tracking feature on Quest good enough for a rhythm game that demands quick reactions and spot-on input? After experiencing BEATABLE in its early access phase, where you find yourself tapping, clapping, and snapping to the beat, I’ve concluded that XR Game’s latest creation works well for casual play. However, I’m unsure if its precision is at the level rhythm game enthusiasts might want.
Let’s dive into the details. BEATABLE is being developed by XR Games and is available on the Horizon Store for Quest 2 and newer models. I tried it on a Quest 3 and it is priced at $10, with the release date set for April 10th, 2025. A quick note: BEATABLE is in Early Access, meaning there’s room for growth and updates. This review is based on its current state, so there’s no numerical score attached.
Now, onto the gameplay. BEATABLE can be enjoyed while sitting or standing, requiring just a modest space—the size of a keyboard, really—on your desk or table. You work with four lanes for beats that appear from a distance, and the aim is to hit down notes and hold notes or perform claps and snaps in the air. This approach is a laid-back alternative compared to the energetic swings of Beat Saber. Plus, it features a mixed reality mode that’s quite interesting.
BEATABLE is easy to pick up, much like Beat Saber. The main mechanic involves tapping a surface with your hand, which is simpler than mapping buttons to colors like in Guitar Hero. Despite its accessibility, I have doubts about mastering it. The thrill of finger-snapping with one hand and tapping notes with the other is undeniable, but Quest’s hand-tracking might lag just enough to hinder building consistent muscle memory—vital for advanced play.
I can’t precisely measure how well I hit notes or whether my perfect strikes are truly perfect. So results might vary. I find the game adequate for casual sessions, but achieving mastery might require tweaking your hand position. I often hover just above notes, trying to strike softly on beat with varying success.
BEATABLE depends entirely on hand-tracking, which leads to adjustments when hitting notes. The developers counter input delay by syncing audio detection, much like console game developers do.
For best results, calibrate your play area accurately before you start playing. Proper lighting also makes a big difference. Complete precision is crucial for those aiming for high-level play, but it wasn’t my biggest issue. The music offered is catchy, yet not very memorable. For me, the question lies with the game’s sticky factor, which I’ll explain more below.
Let’s talk about immersion. I’ve played VR rhythm games that made me feel like a rockstar, regardless of how silly I might look. That’s what makes them fun—embracing the absurd while feeling awesome. Sadly, BEATABLE doesn’t quite deliver this feeling for me.
The game involves interesting rhythmic patterns, especially in higher difficulty levels. But beyond desk-tapping and clapping, it doesn’t mimic anything more thrilling. While Beat Saber doesn’t make you a saber master and Dance Dance Revolution won’t turn you into a dance pro, their magic lies in how they make you feel in the moment. In BEATABLE, I find myself just going through the motions without that sense of cool.
Maybe if I had virtual bongos, or was disarming a bomb by hitting buttons at the right time, I’d be more enamored. XR Games seemed to focus on tackling hand-tracking’s lack of tactile feedback by cleverly using the table as a ‘button.’ It’s an inventive solution, but I’d like it to be more consistent.
In terms of comfort, BEATABLE scores high. You can play seated with no awkward movements, though heavy tapping might benefit from a soft desktop pad to cushion the impact and noise.
In summary, BEATABLE shows promise as a casual game with room to grow into a staple in the XR gaming world. The use of a table for feedback is ingenious, and further refinements in hand-tracking would enhance it. If they continue to bolster the music library and refine mechanics, it could eventually open doors to a new subgenre in XR gaming.
Again, considering the game is still incomplete in its early access phase, it’s all subject to change as the developers refine and expand.