Can Quest’s hand-tracking keep up with the demands of a rhythm game that requires quick reflexes and pinpoint accuracy? After diving into the early access of BEATABLE, XR Games’ latest offering, the experience proved suitable for casual play. Yet, I find myself uncertain about its precision and consistency at the moment.
BEATABLE Overview:
- Developer: XR Games
- Available On: Horizon Store (Quest 2 and above)
- Reviewed On: Quest 3
- Release Date: April 10th, 2025
- Price: $10
Keep in mind, this game is still in the Early Access phase, meaning it’s not fully developed and will undergo enhancements. My thoughts here focus on this initial version and won’t assign a rating.
Gameplay
BEATABLE lets you play either seated or standing, requiring only a small space on a table or flat surface. You interact with four tapping zones where beats emerge from the distance. Imagine the playing area as roughly the size of a keyboard, featuring various beat types to hit and air gestures for clapping and snapping. It’s a refreshing break from the energetic moves of games like Beat Saber, providing a mellow but still physical challenge. Plus, it offers a mixed reality mode, which adds an extra layer of fun.
Getting into BEATABLE is as simple as it is in Beat Saber. You primarily tap with an open palm, unlike having to memorize button combinations like in Guitar Hero. Despite its simplicity, reaching an advanced skill level in BEATABLE seems elusive for a few reasons.
The thrill of executing quick snaps with one hand while nailing notes with the other is undeniable. However, Quest’s hand-tracking might still lag a smidgen, possibly impeding consistent muscle memory development needed for mastering higher levels.
A voice in my head wonders about the exactness of note-hitting, but right now, casual gameplay feels sufficiently smooth. Crafting expertise, though, seems like it will require experimenting with hand positions. I noticed myself delicately hovering over notes, trying to exert minimal force for maximum effect, which sometimes led to erratic outcomes.
Since BEATABLE fully relies on hand-tracking, it compensates for note-activation accuracy. According to the developers, by introducing a slight delay in input and audio, the game syncs better—a method familiar to console game creators.
To ensure the best experience, calibrate your playing area accurately to your table and be mindful of lighting conditions to prevent striking out of sync with the beat. Despite precision being crucial for honing skills, my bigger concern lies in the game’s appeal, which I’ll elaborate on in the Immersion section.
Immersion
This is where my thoughts are mixed. Typically, VR rhythm games make me feel like a cool rockstar, even if reality says otherwise. BEATABLE, however, misses that sensation for me.
The mechanics of desk-tapping to beats are intriguing, providing interesting patterns to follow in more challenging songs. But beyond this, BEATABLE parallels a rhythm exercise—tapping and clapping without a deeper theme to dive into.
In comparison, Beat Saber might not teach you swordplay, and Dance Dance Revolution won’t turn you into a dancer, but both make you feel like you’re embodying those roles. In BEATABLE, I’m not quite sure what I’m channeling—I’m just keeping the rhythm. Perhaps that’s acceptable, but I crave a bit more narrative or thematic engagement.
The game would benefit from richer interactions—imagine hitting bongos, or frantically pressing buttons to prevent a virtual explosion. These elements could elevate BEATABLE’s engagement level beyond visual eye candy.
That said, XR Games cleverly tackled one major hurdle for hand-tracking games: the absence of haptic feedback. The game cleverly uses your table as a feedback mechanism, though I’d prefer it to be more dependable.
Comfort
BEATABLE is quite comfortable, allowing you to play sitting or standing at any flat surface without needing to navigate through virtual space. A tip: if your enthusiasm or strength gets the best of you when tapping, consider using a foam pad to soften the impact on both your hands and ears.
Conclusion
The game hits the mark for casual players in terms of precision, but its potential for growing into a skill-requiring game still has unanswered questions. The smart use of the table as a feedback surrogate is brilliant, and further improvements from XR Games could refine the hand-tracking. With continuous updates and music additions, BEATABLE could indeed become a centerpiece of a new trend in XR gaming.
Remember, BEATABLE is in its Early Access stage and subject to change, so this assessment is purely reflective of its current form.