When it comes to rhythm games, precise inputs and low latency are crucial, especially when playing on the Quest with its hand-tracking technology. I recently dove into BEATABLE during its early access phase, and XR Games’ newest venture indeed offers a laid-back experience where you’re snapping, tapping, and clapping to the beat. However, I’m on the fence about whether it truly nails the precision and responsiveness one might desire at this stage.
BEATABLE is the brainchild of XR Games and is accessible via the Horizon Store for Quest 2 and 3. With its release set for April 10th, 2025, and priced at $10, it’s intriguing to see how this game, still evolving through early access, stacks up. Since it’s under development, this isn’t about scoring the game formally but more about exploring what it brings to the table right now.
Now, let’s delve into the gameplay. Whether you’re seated or standing, you just need a small clear space on your desk or table to enjoy Beatable. It presents four ‘lanes’ where beats approach, daring you to stay in sync. The space it requires is barely more than a keyboard, featuring two types of beats to tackle—’note’ and ‘hold note’—alongside aerial gestures like clapping and finger snapping. It’s a refreshing shift from Beat Saber’s intense workouts, bringing its own unique flavor and also supports a mixed reality mode for an added twist.
Learning the ropes with Beatable is as straightforward as tapping the table with an open hand. It’s a breeze compared to the button-mapping complexities of Guitar Hero. However, mastering the game is another story entirely. The fun of snapping with one hand and hitting a rapid series of notes with the other is palpable, but I can’t shake the feeling that the Quest’s hand-tracking isn’t quite as tight and reliable as needed for building those consistent muscle memories, especially at higher levels.
In a shared clip by XR Games, there’s a glimpse of how BEATABLE aims to push MetaQuest VR’s capabilities. Yet, without a concrete way to measure the precision of each hit, I’m left wondering if my ‘Perfect’ scores truly are. For casual play, the detection seems adequate, but refining one’s skill may demand experimenting with hand positions for optimal results. Often, I found myself strategizing to lightly tap notes on time, only to achieve mixed success.
Given its reliance on hand-tracking, Beatable compensates with input and audio adjustments to sync up, employing a technique common in console development. Before diving in, calibrating your area to your table is crucial; otherwise, you might find yourself hitting notes off-timing. Also, ensure your lighting is optimal for the best experience.
While precision remains vital for advanced play, it’s not my main concern. The game’s current soundtrack is catchy but not exactly memorable. For me, it’s the overall engagement—something I’ll dive deeper into in the Immersion section.
Reflecting on immersion, I find myself somewhat torn. Rhythm games in VR usually make me feel like a rockstar or a virtuoso, even if I might appear goofy while playing. But BEATABLE, while it involves engaging motions, doesn’t quite deliver that same ‘cool’ feeling.
Sure, tapping along with the beat offers reasonable engagement with intricate patterns in more challenging tracks. Yet, the core experience feels akin to slapping a desk and clapping along, lacking in imaginative context. Games like Beat Saber and Dance Dance Revolution manage to create a sense of being involved in something larger, even if the skills don’t translate outside the game. Beatable doesn’t offer the same transcendence, though that’s not necessarily a drawback.
A narrative hook, like playing intense drum beats or defusing virtual bombs through precise timing, could add a level of depth. Nonetheless, XR Games wasn’t aiming for the ‘cool’ factor but cleverly addressed the challenge of haptic feedback in hand-tracking games. Here, your table acts as a tactile interface, although a tad more reliability wouldn’t hurt.
As for comfort, Beatable excels. You require little space and can play seated or standing, with no artificial movement involved. Just one tip—if you’re giving the table a bit too much enthusiasm, consider using a thick desktop mat to soften the impact and sound.
In summary, Beatable’s quest for precision hits the mark for a casual experience. Yet, whether it nurtures expertise remains to be seen. Utilizing the table for feedback is ingenious, and I hope they fine-tune hand-tracking capabilities further. If they succeed, alongside regular music updates, BEATABLE could well pioneer a new subgenre in XR gaming. Remember, this review’s focused on its current early access state, without assigning a score, as the final product will likely evolve.