Virtual reality is at its mind-blowing best when it’s representing physical objects in 3D space. Wield two PlayStation Move controllers in the excellent Job Simulator, for example, and you can practically juggle with digital objects such is the accuracy with which the wands are replicated within the title’s cartoon world. The newly released PlayStation VR Aim Controller, ahem, aims to take this immersion to the next level, placing a plastic firearm in your hands and leveraging it in conjunction with the PlayStation VR headset to transform you into a super soldier.
How Does the PlayStation VR Aim Controller Look and Feel?
In terms of aesthetics, the simple, pipe-like design of the peripheral is unremarkable. The grey plastic matches that of the PlayStation VR headset itself, but the shape doesn’t exactly resemble a real-world firearm. This is intentional, because within virtual reality, developers are able to transform the unexceptional object in your hands into an assault rifle, shotgun, plasma rifle, or whatever suits their game’s needs.
The most important part is that the PlayStation VR Aim Controller feels good, and it does. It’s surprisingly light-weight, which is important when you consider that you’re going to be holding it up for potentially hours at a time. The shell is smooth, while the trigger puts up a little resistance when being pulled, making gunplay much more satisfying when compared to the PlayStation Move’s incredibly spongy T button.
Does the PlayStation VR Aim Controller Work Well?
Much like the PlayStation Move controller, the PlayStation VR Aim Controller uses a combination of motion sensors and a coloured bulb located on the front of the unit to track its position in 3D space. While the technology does have limitations and you will still encounter some drift and jitter, our experience thus far is that it’s marginally more accurate than Sony’s motion wands, perhaps owing to more gyroscopes being included within the chassis.
The effect in games like Farpoint and Dick Wilde is impressive. Because the faux firearm is being tracked 1:1 within your hands, you’re able to examine the virtual weapons you're equipped with via the PlayStation VR headset as though they’re really there. This means that you can look at the weapons models in intricate detail, and it also means that targeting enemies becomes much more intuitive. For example, in Farpoint you’re able to physically look down the barrel of your gun to line up shots; aiming down sights no longer requires a button press with the PlayStation VR Aim Controller.
But it’s more than just a light-gun. Unlike the ill-fated PlayStation 3 Sharpshooter, the platform holder has added the full suite of DualShock 4 controls around the chassis. The PlayStation VR Aim Controller is designed to be held with two hands, and so the left analogue stick is positioned to the front of the unit alongside the L1 and L2 buttons, which can both be comfortably accessed by your index and middle finger. In the same vicinity is the d-pad, and share and options buttons.
Meanwhile, the right analogue stick is located at the rear of the unit behind the trigger, and is surrounded by a wheel of clickable buttons, each representing one of the DualShock’s famous shapes. On the top of the unit is the PlayStation button and the touchpad, while the R1 button is duplicated on both sides of the trigger to account for left and right handed people. The latter three inputs are perhaps the most difficult to reach when the accessory is being held like a weapon, but it’s not the end of the world.
Are There Any Problems with the PlayStation VR Aim Controller?
Perhaps the biggest problem with the PlayStation VR Aim Controller can be attributed to a flaw with PlayStation VR itself: the peripheral can’t be tracked if you turn 180-degrees. Farpoint works around this by bringing up an in-game grid when you pivot on the spot, revealing the areas that the PlayStation Camera can’t see. Of course, having access to a full suite of DualShock 4 controls on the device itself means that a combination of traditional analogue stick control and physical aiming can be used to give you full 360-degree control.
The battery life is very good, though, lasting comfortably beyond 10 hours on a full charge. You simply plug it in using the same Micro USB adapter that the DualShock 4 uses, which makes things pretty hassle-free. It’s worth mentioning that the PlayStation 4 detects the controller as a PlayStation VR Aim Controller, so it’s baked into the firmware itself, and you can of course use the buttons and analogue sticks on the unit to navigate the user interface exactly the same as you would with a DualShock 4, which is very nice.
What Games Support the PlayStation VR Aim Controller?
Currently there are five games confirmed to be compatible with the PlayStation VR Aim Controller: Arizona Sunshine, Dick Wilde, Farpoint, ROM: Extraction, and The Brookhaven Experiment. The device obviously comes bundled with Farpoint, and that’s the standout title to take advantage of the unit thus far. We’ll be maintaining a list of all software that supports the peripheral, so check out our all PlayStation VR Aim Controller compatible games guide for that.
Should You Buy the PlayStation VR Aim Controller?
The question of support is an important one, because there are no shortage of neat peripherals that Sony’s released only to forget their existence. The platform holder promises that more PlayStation VR Aim Controller content is in the pipeline, and if that turns out to be true, then we reckon that the peripheral could eventually become essential for PlayStation VR owners.
In the case of Farpoint, the device transforms a somewhat shallow first-person shooter into a novel and unique experience. Until you’ve experienced it for yourself, it’s difficult to truly communicate the difference that holding a physical weapon in your hands has during gameplay, but the ability to aim with ease is a true difference maker here, and being able to hold and inspect virtual weapons within your hands adds to the immersion.
The tracking is still not perfect, and limitations like not being able to aim behind you carry over from the PlayStation Move – but the motion detection is slightly more accurate than the wands, and having access to a full suite of DualShock 4 controls makes a difference for the complexity of games that developers can make.
All in all, this is an ergonomic peripheral that feels sturdy in the hands and works well. The only question mark that can be levelled at the device is whether it will truly get the support that it deserves. We enjoy using the unit so much that we hope Sony will continue to develop games that take advantage of it, but it doesn’t have the best track-record in this department, so we’ll need to wait and see.
Have you bought a PlayStation VR Aim Controller, and what do you think of it? Are you tempted to pick up the peripheral but worried about future support? Take aim in the comments section below.
Comments 30
Any questions, feel free to copy me in any time.
My biggest gripes with these are the two in this article, actually.
1 - Sony's quite frankly, abysmal track record. Can you imagine a cellar full of the stuff they dropped faster than a hot rock? It's would be the grimmest thing you've ever seen! That's why I'm immediately a wait and see person to anything Sony does that ISNT their main console.
2 - The limitations of PlayStation Move. I like they brought this back from the dead. But it's the same 6 year old technology. That means the limitations remain. And that means the limitations affect PSVR, and those limitations then extend to everything that works remotely like a PS Move until its updated.
I get why they did it the way they did, but I think that refusal to update the tech is starting to show. I guess they did it to save on R&D in the event the VR thing didn't take off? That's an acceptable idea actually, but now the limits are starting to worm their way in.
Basically this is something that a PSVR2 will fix. Because right now the PSVR limitations are those of the PS Move.
Still, nice to see a new peripheral from Sony not be left with one game. It's got at least 5 instead!
Would some of those buttons be a little uncomfortable for someone like me who can barely reach the right stick on DS4 and not even get close to the right stick on Xbox One? @get2sammyb
I just realised it looks like an armrest...
@BLP_Software To answer your question regarding reaching the sticks, you should be absolutely fine. Basically (assuming you're right handed) you put your right hand in a "thumbs up" position, with your index finger going around the trigger, your thumb on the stick (and thus being in reach of all the face buttons), and the rest of your fingers taking a grip on the stock of the gun. Hopefully that makes sense?
As for the Move technology, it definitely does have limitations and will be better with iteration, but I think it's "good enough" for now and brings the cost down a lot compared to what the competition is offering.
@get2sammyb Hmm...that should be okay. I'm ambidextrous so I don't know which hand it will feel better in. I cant move my right thumb too far out without pain so...its fun.
I hope they iterate the Move technology as it's at the stage where really it should. But who knows, as you at, this is Sony.
I've had so much fun with this gun and Farpoint, this controller makes me wish all shooters could be played this way and fingers crossed for some Battlefront 2 mode. We just need more support because this is really so much fun. Whilst the game clearly isn't on par with a Doom or whatever your preference may be, it's so much more engaging then these games could ever be as it's happening around you.
My only real complaint with the move controllers was the lack of analogue sticks which rooted you to the spot and now we have the freedom to move and shoot. As @get2sammyb says I feel these are more accurate then the move controllers with it only occasionally changing the angle of the gun, which usually happens when not moving it for a while so may be some kind of reset motion controllers tend to have and is fixed with a quick shake. Other than that I like the clever grid thing to show when you've turned too much and you will.
I've said other many times but VR is theasy first new step in gaming since the jump to the N64/PS1 and for me is so much more enjoyable than traditional gaming and it's only going to get better
@carlos82 Virtual reality is definitely the biggest step forward in the gaming industry since Super Mario 64.
The thing about it is is that, for amazing as it is, you can EASILY imagine all the ways it can be improved.
Not going anywhere I don't think.
Frankly, given the cost of Farpoint standalone and the Aim standalone, this is a must buy as a bundle. Well worth it if you own a PSVR.
I spent a couple of hours on the aim with Farpoint. Firstly, the aim does elevate Farpoint from meh to ace. As a longer proof of concept for the future of VR, it is a winner. The sensation of firing the gun just works. I felt like I was in Starship Troopers at one point, the immersion was great.
I also found that the controls on the aim gave a great sense of mobility without real sensations of sickness.
Is it worth it? Well, I would say yes in that it is only £25 more than a brand new AAA game but it is expensive. I think the initial bundle could have been a little cheaper personally. Peripheral support is a risk but then owning a psvr is a risk. This is the first adoption of a brand new technology. I think to get the most out of the V, in the end I wanted to give this a try. I was on the fence at first but glad I did. I will probably buy more VR games that do support the aim because of the fun I had.
Sound's pretty good, I agree that VR is definately here to stay it's just a case of when people decide it's worth getting on board. For me it will more likely be when more MP game's are VR compatable.
@get2sammyb Does this work with non-VR games? I can't really think of any at the moment, maybe Killzone? Has PS4 had a Resistance trilogy bundle yet, I think all 3 of those used the Move.
I still think people worry about Sony dropping PSVR support b/c PS4 lacks Move, 3D, and Wonderbook games. Why should they think Psvr will be any different?
@rjejr Everyone be clamouring for those Wonderbook games on PS4, innit.
As for your question, I think you answered it for yourself. There's no reason it couldn't work with non-VR games, but obviously there are none that exist, and this has been built with PSVR in mind primarily.
The most promising thing about the new vr stuff is that it works. It's not a flawed concept like kinect. Using the gun feels right and intuitive,and we'll.. , pretty cool.
Lets face it, if programmers like Jeff minter get excited enough to make exceptional games on it, it should have a future.
@rjejr ps4 has 3d support, developers simply don't support it, Trine 2 has 3d.
@rjejr Zen Pinball 2 has excellent 3D.
Bringing mine home tomorrow, guys... Have said that before but my wallet is not thanking you !
In the meantime, I bought this bloody helmet (aka the PSVR) to get real new experiences. So how can someone have the psvr and not be interested by all this ?
It's aiming time, baby !
@Vorlon @Freakdahouse Thank you both for showing that the tech is supported, but Sony isn't making games for it. Sounds like the Vita.
@get2sammyb "Everyone be clamouring for those Wonderbook games on PS4, innit."
But that's kind of my point. Sony took up about 15 minutes too long for that Wonderbook reveal at E3. Anybody who bought it has no use for it now. PSVR is $400, that's a lot of money, more than a Vita, and look how well Sony supported Vita. And that $500 24" 3D display. Can't really blame people for being cautious.
"There's no reason it couldn't work with non-VR games,"
As you pointed out in the article, PS4 reads it as PSVR Aim controller. Did you try using it on a PS4 w/o a PSVR hooked up? You know how Sony gets sometimes.
@rjejr When did that Wonderbook reveal happen? 2012? At some point you've just got to get over it and move on. There were about five or six games that took advantage of it, and it barely cost anything in comparison to some of these other accessories. Time to move on.
Besides, I mention all of these "concerns" in the review itself, so I'm not sure where we're going here? (That 3D display still works perfectly fine as an HDTV and is compatible with all 3D content that's coming out by the way. Are you going to have a go at LG, Samsung, and every other television manufacturer who made a 3D panel a few years back?)
As for the other thing, I just meant it recognises the PSVR Aim Controller as a unique device, and not just a DualShock 4 or a Move. Yes, it works on PS4 without the headset attached. But no one is going to use this without VR because, as you yourself noted, there are no FPS games on the PS4 that use motion controls and aren't already PSVR games.
Phew. You do like your nuance, don't you?
@get2sammyb hey sammy do you know if arizona sunshine is gonna be a ps store title or is it getting a retail release as well?
@Eternallover21 agreed because the sniping element in Farpoint is a lot of fun.
I'm all for a decent sniper game, and as we wait for a good one, somebody do a quick remaster of silent scope for a budget price.
@RoyalGuard I don't actually know. My guess is just PlayStation Store for now.
I'm really glad they gave the gun a neutral design, no matter what weapon I change to it feels like I'm holding that particular weapon. It really takes it to a new level when you're peaking out behind rocks trying to squeeze off a few rounds while rockets are raining down on you. I swear while playing Farpoint, there's a level with giant fires, I could feel warmth coming from the fires. Now if I can get a sling for my aim controller and a holster for my move controller for easy access to my side arm then it's on.
@get2sammyb " there are no FPS games on the PS4 that use motion controls"
Again, that's kind of my point. Nobody needs more Wonderbook games. Nobody ever needed any Wonderbook games to begin with, and we certainly didn't need it taking up all that time at E3. And sure, the 3D display works, but how many games make use of the 3D. (Not that Nitneod didn't go down that same road following up 3DS w/ 2DS.)
It's not about Wonderbook, 3D displays, or Vita individually, it's about Sony's constantly making hardware that it supports only sparingly and then it's done. PSVR costs $400, plus $60 for the camera, plus $50 for the Move or one of these guns. That's a lot of money for something we don't know how well it will be supported.
I'll stop being so nuanced if you stop being so all-in on a $400+ accessory.
And if you don't want to answer people's questions, stop asking for questions in the first post.
@rjejr "I'll stop being so nuanced if you stop being so all-in on a $400+ accessory."
If I stop being "all-in" on all the cool things come out for said $400+ accessory not only will I be doing readers a disservice but I'll also be playing a direct part in the failure of said $400+ accessory by not helping to make people aware of them and thus this will become a self-fulfilling prophecy.
What exactly do you want?
I'm happy to answer questions, but to be blunt, you ask some dumb ones.
$80 seems a bit steep at first, but I know it's going to be pretty fun. I don't think I'm going to be able to resist the urge to buy one on the first!
@get2sammyb "but to be blunt, you ask some dumb ones."
Now now, just b/c you dont' agree w/ me doesn't make them dumb.
Asking if the accessory the PS4 labels "Playstation VR Aim controller" works w/o PSVR, well I'm sorry, I don't think thats a dumb question. I also don't think it's a dumb question to ask if there are any FPS Move enabled games on PS4 either after all of them that were on the PS3.
And I also don't think it's dumb to ask if maybe people are waiting on the $400 accessory to see how well Sony supports it before purchasing one.
I don't think any of them are dumb questions at all.
And I do think you should promote PSVR, I think it's a cool little gadget, way better than I thought it was when I tried it, I'm convinced VR in general is here to stay. But I'm not sold on PSVR as a worthwhile gaming accessory - I like it more as an experience - and Sony's continued support of it. And not sold on the price, I only paid $218 for my PS4 Slim new, and that came bundled w/ Uncharted 4 included, so $400 is out of my range for what you get. Rather spend $300 on Switch instead for it's games, the line-up of PSVR games hasn't won me over yet, not at that price.
So I'm all for promoting it, but you don't need to go negative on those who don't buy in. (Admittedly you do that more on Twitter than on here.)
Have you done a PSVR poll recently? After E3 might be a good time. Are people interested yet? At what price are people looking to buy in? ($199 is probably my buy in, still need the camera too.) Why aren't people interested? I won't buy it for games b/c I don't play FPS and this just doesnt' seem necessary for 2D platformers. ABZU might have been very cool though if they could get the controls to work in first person. But I don't consider the 3 hours I spent playing that a typical game either.
Let's see what E3 brings. Destiny 2 and CoD seem like games that could really sell it. Games on this page, not so much.
https://www.playstation.com/en-us/explore/playstation-vr/games/
@rjejr At best Destiny and CoD will get 5 minute experiences because the tech isn't there to do games at that level. Honestly people can't expect so called AAA VR games because those companies are risk averse too. Sony are doing their bit with releasing several VR exclusive titles, it's up to the consumers to do theirs now.
I used the Sharpshooter with Killzone 3, even dabbled online with it. T'was a fun endeavor. This has me just as intrigued. I need a PSVR first though...
@adf86 "Honestly people can't expect so called AAA VR games because those companies are risk averse too."
I tend to find most people expect things that rational people shouldn't.
"Sony are doing their bit with releasing several VR exclusive titles"
But are any of those worth $400 to play? PS4 has so many good games coming out - God of War, Spiderman, Last of Us 2, Uncharted, Red Dead - it's nto like people need to spend $400 to find something worthwhile to play. PSVR may have dozens of "fun" games, but "fun" isn't the same as "must have". I haven't seen a"must have" yet.
I could ride my bike to work instead of driving my car. I could eat an apple instead of an orange. I could play resident evil vii in vr or not in vr. I didn't buy vr to play one must have game, I bought it because I love video games, I love the rush they give me, I love the emotions they give me. All the games I have whether for ps4 or for psvr are must have games for me, maybe not must have for someone else, but I don't buy them for someone else, I buy them for me. PSVR bundle - $500, Farpoint bundle- $70, watching my 6 year old son bouncing around my living room with a giant cheese on his face shooting giant spiders - priceless. It's all about perception.
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