Can Quest’s hand-tracking keep pace with a rhythm game demanding quick reflexes and precise input? After diving into the early access version of BEATABLE, a rhythm game where you find yourself tapping, clapping, and snapping in time with the music, I can say XR Games’ latest is up to the task for casual gamers. That said, I’m still on the fence about whether it nails the precision needed for serious play.
BEATABLE Breakdown:
- Developer: XR Games
- Platforms: Horizon Store (Quest 2 and above)
- Tested On: Quest 3
- Launch Date: April 10th, 2025
- Pricing: $10
Just a heads-up: BEATABLE is in its Early Access phase, which means it’s still a work in progress. This review reflects its current form and won’t include a score.
Gameplay Overview
Whether you’re sitting or standing, BEATABLE doesn’t require much space—just enough to accommodate four virtual ‘lanes’ across a small desk or flat surface where beats roll in from the horizon. The gameplay requires only about the size of a keyboard, with two beat types to hit (‘note’ and ‘hold note’) and signals for clapping and snapping fingers. This fresh, relatively low-intensity experience is a nice deviation from the full-body action of games like Beat Saber. It even offers a nifty mixed reality mode.
BEATABLE’s straightforward mechanics make it easy to learn, much like Beat Saber. You simply tap your palm on the desk, speeding up the learning curve compared to something like Guitar Hero, which involves memorizing complex button patterns. Despite this simplicity, mastery feels elusive for a few reasons.
One delight is switching between finger snaps and rapidly striking notes with the other hand. Yet, I suspect Quest’s hand-tracking still has a smidge too much lag, making it challenging to develop that reliable muscle memory essential for high-level play.
In practice, gauging the accuracy of my hits is tricky without precise feedback—whether my ‘Perfect’ hit is truly perfect remains uncertain. It’s solid for casual sessions, but perfecting your form may take tweaking your hand positions quite a bit. I found my attempts to tap notes with minimal force produced mixed success.
Relying solely on hand-tracking, BEATABLE adjusts note recognition by introducing what developers call "a modest input and audio delay for proper syncing," a tactic often used in console game development.
For best results, calibrate your playspace meticulously to the table to sidestep early or late hits. Also, ensure ample lighting—it’s crucial for optimal hand-tracking.
Precision is crucial for honing skills, though it wasn’t my main hurdle with BEATABLE. Neither was its setlist of catchy yet unfamiliar songs. The core issue lies in its overall grab, which I’ll delve into in the Immersion section.
Immersion Factor
I’m torn, honestly. VR rhythm games often offer that cool factor—they make you feel awesome, even if you might look silly doing it. BEATABLE, though, seems to lack this magic for me.
The act of beating rhythms on a desk and following intricate patterns is engaging, made more so at intermediate and expert levels. Yet, BEATABLE doesn’t transport me beyond the literal motions—banging a desk or clapping.
Unlike Beat Saber or Dance Dance Revolution, which immerse you in the fantasy of becoming a swordsman or dancer, BEATABLE doesn’t create an occasion—it’s just a sequence. And that might be perfectly fine for some.
I can’t help but wonder if adding elements like virtual bongos or a high-pressure control panel could elevate the experience—imagining having to nail every sequence or face (virtual) consequences might deepen the engagement.
It’s clear XR Games wasn’t aiming for ‘cool’ but sought to solve a problem intrinsic to hand-tracking games: the absence of tactile feedback. BEATABLE cleverly turns your table into a button, though it’s a solution in need of fine-tuning for consistency.
Comfort Level
BEATABLE excels in comfort; just plop yourself with a flat surface, seated or standing, and there’s no need for artificial locomotion.
Quick Tip: If your hands are feeling the strain or noise, consider a large foam pad to soften the impact and quieten the hits.
Final Thoughts
BEATABLE’s precision fits perfectly within casual gaming, though mastering its system remains something I’m skeptical about for now. Utilizing the table for feedback is a stroke of brilliance, and I’m eager to see further enhancements address hand-tracking limitations. Should BEATABLE fine-tune these elements and keep refreshing its music library, it has the potential to carve out an exciting niche in the realm of XR gaming.
Again, a reminder: with BEATABLE in Early Access, changes are anticipated as development progresses. This review merely reflects the current state, and as such, omits a numerical score.