Farpoint analysis. A real weapon in your hands

Written by Kamran Haider

A space wreck that takes us to a hostile planet is the perfect scenario for a virtual reality shooter. In this Farpoint analysis, we wonder if Impulse Gear’s work for PS VR has accomplished the arduous task of moving our movements one hundred percent with a weapon.

Despite its virtual reality game character, I have to stop for a while to talk about what motion controls entail because the way to control the rifle in Farpoint could even work without the need for PlayStation VR. It is not the first time that they put a piece of plastic in our hands emulating a weapon. From great experiences like Time Crisis more focused on bringing the pointer to the TV, to the Wii controls and PlayStation Move with their respective accessories, we wanted to transfer that sense of shooting to what appears on the screen. But I have to admit that after generations of targeting TV, Farpoint is one of the few games that has really maintained the suspension of credulity.

First, because of the great fidelity of movements. Aiming, moving and turning the new Aim Controller moves to the futuristic weapon of our character in a very faithful way. And even in impossible movements, it keeps the type well. Second, the fact of having virtual reality glasses It makes, no matter how much the Aim Controller looks like a toy, you never see it in your hands. Looking down means a thorough examination of the details of the machine gun, shotgun and another arsenal that we have available. And finally, and it may seem silly but it isn’t, Farpoint’s ability to get you into action as you want. It’s not just about having a good aim, but about having fun doing it. Do you want to aim through a holographic peephole as if you were a trained soldier? You can. Do you want to shoot sideways like a gangster or push the shotgun with each cartridge? Why not. Do you want to make sweeps with your machine gun as if you were Tony Montana at the end of Scarface? It’s your game, do what you want to have fun. In fact,weapon

He is one of the best representatives of virtual reality.

Because I think that is the great strength of FarPoint: to have naive fun with a virtual reality weapon. Regardless of whether your graphics can be better, they can be, or if all we do is shoot in the whole adventure, to which I see no problem. At the end of the day, if you buy this game for your PS4 it is because you know that you come here to shoot, and the way it unfolds in this field is exactly what you expect, with 1: 1 accuracy whose failures can occur only because of the demanding position of the camera it demands, where it is recommended that it be above your head (while you are standing). An atypical configuration for our TV, which requires having it too high.

Shoot with rhythm

For everything else, Farpoint meets the expectations of having a weapon in their hands but could have taken that experience to a more varied playing field. It makes very intelligent use of the movement, canceling the second stick to avoid the horizontal turns that cause the dizziness.

In turn, conceals the fact of going in a straight line creating small turns with our body that always return to the center, to prevent us from turning on ourselves (and end up wound with the cable); and widen the shooting range using the classic “strafe” to dodge enemy attacks and even choose a path from time to time. These limitations are necessary to keep nausea under control, but they miss some missed opportunities, such as the possibility of exploring different paths (the game offers it on occasion but with the same result) that would help give more variety to the whole, a more efficient use of movement and, above all, more variety of enemies.

The best thing is Farpoint’s ability to get into action as you want.

Yes, Farpoint knows how to play his cards. When I started to get tired of the machine gun and shotgun, the game begins to alternate with other weapons. And the fact of having to aim with them instead of pressing a couple of buttons makes mastering them much more different and demanding, thinking about the advantages and disadvantages of each situation. When you’ve shot enough at alien bugs and you begin to think about the possibilities that the covers would offer, the game changes the squad of enemies and there appear all kinds of debris to shoot indoors, both on the sides and above the head. Therefore, it is a pity that there has been no way for more ideas and content that enriches the experience. The most obvious: a wider arsenal that includes more creative ways to kill enemies (imagine a chainsaw at this point). Those that would broaden the experience: take more advantage of the vertical shot or the possibilities of a completely dark flashlight. It is very easy to travel through this desert and the hostile planet and think about all the possibilities that could have been reached and exploited even more.

What we did not expect is that the game would like to tell us a story. And although in some moments you can get to cut the pace, it is not bad considering that in virtual reality it is important to relax the tension from time to time. What we are told, a planetary investigation that goes wrong due to a singularity and that ends with survival on a hostile planet, gradually creates an interesting plot although with too many narrative influences in stories such as Nolan’s Interstellar, which unfortunately they end up in an end that is too open and somewhat forced.

Before we have commented that technically Farpoint could give more of itself, and the truth is that although it is a game for PlayStation VR, there is room for improvement in the graphic section. Especially at the beginning of the adventure, with a desert and rocky planet that could contain much more detail. Throughout the 6-7 hours that my game lasted, the game was winning in variety with some more achieved scenarios, but it can be done better, although for what we are here (shoot aliens with VR cropped) you don’t need much plus. Much better behaves in sound, with an emulation of 3D sound, how far or near the source of the sound through the headphones or speakers of the TV, and a good level dubbing.

Farpoint has elements against him that are hard to dodge. The fact of coming with an accessory like the Aim Controller makes the product more expensive because it is not just a piece of plastic, but it contains all the buttons of a normal controller and a kind of integrated PlayStation Move. It is somewhat short considering that its multiplayer side takes us to play the same missions cooperatively, but it has a great replayable factor that I will definitely return with difficulty levels and some checkpoints that may surprise you. And yet, I still find one of the best representatives of a virtual reality that seems to have lost the train due to a lack of continuous catalog and some good references among which I would include this Farpoint.

Even admitting that this VR train is escaping and the chances of it going up may not be as strong as those of a year ago, Farpoint is that game that I wish I had arrived earlier. Therefore, it is possible that Impulse Gear’s work is ignored within the wide range of current video games for all its barriers when accessing it. After all, you need a console, then virtual reality glasses and then a gun accessory to play, and this is not available to everyone, but those who can do so will discover that Farpoint is one, but the best, the shooter in virtual reality that is available today. And if we think of all that legacy of games with motion control that have tried for many years what Farpoint has really achieved, is no small thing.

Recommended: Inner Chains analysis. A very dark biomechanical world


It is difficult to access Farpoint for all the accessories it demands, but if you do you will discover a solid game, focused on the art of shooting, which dominates through VR and motion controls what many games promise and few have achieved. A game more or less short, but playable and great sensations, which easily becomes the reference shooter of the catalog, and that if it had exploited even more its possibilities would have easily become a totally essential video game, with or without VR of through.

  • Of the best representations of a weapon on screen both in VR games and motion control games
  • Fun and creative: the Aim Controller can be a good accessory if it explodes
  • The story, although it contains many references, is interesting and helps balance the pace
  • There are still enough ideas and weapons that stay in the way
  • Greater variety of enemies and paths to travel would have given more dynamism
  • The ideal configuration of the camera (above the head) is not the most common for standing and may generate some inaccuracies

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Kamran Haider

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