The demo starts off on the Apollo 11 launchpad. You make your way up the elevator and into the control module of the Saturn V. As you sit there checking out the gauges, Apollo 11 launches and a few minutes later you're in orbit and objects start to float around you.
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Hi Dev here from Apollo 11 VR. I'm getting tons of questions PM'd to me about length, game play, accuracy of the simulation. The easiest thing to do I feel is to post this video which shows most of the content and playable areas within the experience.Please note the following:The guy who made this video is not affiliated with our studio in any way and we have not paid for this review or any review for that matter. Full disclosure here as he did receive a review copy of Apollo 11 VR for free.Best review you can likely find is this real Apollo astronaut however he is looking at one of our very early prototype builds back in the DK2 days.
I think 'fantastic' is overselling the graphics/visuals. I was especially let down by the near-Earth orbiting visuals when you could see the cities of the Earth by their lights at night.
It looked flat and pixelated. I definitely got much more of a sense of immersion from the visuals when I went to the Omnimax Journey to Space movie.
I'm not expecting PSVR to hold up to the resolution of an Omnimax movie, but I would have liked something a little closer.Don't get me wrong. It's worth the price and well put together from the standpoint of an educational experience (which is exactly how the devs have been presenting it). I really enjoyed the game. I especially love landing the LEM by manual control. It's something I found myself doing for two hours straight. I hope the developers continue to work on this experience. A few things I would like to see:.Be able to use PS Move controllers for hands, and be able to operate the flight computer and other controls by hand.
![Apollo 11 Vr Playstation Apollo 11 Vr Playstation](/uploads/1/2/6/4/126489577/546767074.jpg)
Also, be able to interact with objects in microgravity, such as the floating pen you see at one point in the cockpit.Give the option to smoothly turn left and right on the moon's surface, rather than 'Snap Left' and 'Snap Right'.See the LEM's shadow on the surface while landing (and astronaut shadows when walking around).Expanded content to cover other Apollo missions, such as Lunar Roving Vehicle, different landing scenarios. Perhaps an Apollo 13 bonus mission. And perhaps a 'future' mission that lets you land an advanced space craft at a moon base in the year 2050 (or the moon base and landing craft from the movie 2001: A Space Odyssey).Give the option of 'Expert' controls, to make certain manoeuvres more challenging. (Example: roll control, and separate buttons for fore and aft thrust for the docking manoeuvre).Get rid of the inspirational quotes that appear, once all of the missions have been completed.Kudos to the developers on a job well done. I think I am one of the few who did not really enjoy this game (experience). The educational part was pretty cool but the experience was not worth the price (My opinion).
Do to the fact that I am addicted to VR (My Pro is only used for VR, 57 titles now) I will pretty much buy and download anything that hits the store. And this kind of sucks for games that could have had a demo to try before you buy. This game could have had a demo.
I love the direction VR is heading though, I cannot wait for what the future holds for these educational experiences!. They key is to watch the ground speed on your flight computer. It starts at around 200 MPH (or KPH?).
You want to gradually slow that speed down to around 5 MPH by the time you're right at the landing spot. You can achieve this by pitching up the craft (using the degree marks on your window against the horizon). Don't make extreme pitch changes, just maybe in the 10 to 50-degree range, and keep looking at your flight computer to make sure that your ground speed is slowly decreasing as you get closer to the landing site. (You don't need to press thrust boost while changing your pitch - there is already a constant thrust engaged, which is enough to slow you down as you are pitching).Occasionally level out the LEM, and apply some thrust if necessary (using the X button) if your altitude looks too low. Here's a video of me making a successful landing:Far from perfect, but still a success.One more trick: try to keep the landing site at a constant spot in your window.
If you see the landing marker going lower in your window, it means you are coming in too high. If you see the landing marker getting higher in your window, you are coming in too low.
Now for the first time ever, you get to experience this historic event through the eyes of those who lived through it. Using a mix of original archive audio and video together with accurate recreations of the spacecraft and locations, all set to inspirational music. Get set for an experience that will not only educate you but will also leave a lasting impression and deep respect for the men and women who worked on the Apollo program during NASA’s golden era.Apollo 11 VR is a new type of documentary, not only do you get to relive the events of 1969, you can also take control and fly the command module, land the lunar lander, explore the Moon’s surface and deploy the lunar experiments all before returning to earth in a fiery re-entry.
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