The console space and PlayStation VR users have been waiting a while for Phasmophobia to haunt it’s way on to their platform, and now it is here perfectly timed for spooky season. I have now been ghost hunting on the PSVR2, the question is the port going to haunt my dreams for the right reasons?
Release Date: October 29th 2024
Developer: Kinetic Games
Publisher: Kinetic Games
Price: TBC
Reviewed On: PlayStation VR2
* Access Provided For Review *
Please Note: This review has been created on a game that is launching in early access on PS5/PSVR2.
If you are unaware of what Phasmophobia is, this is a four-player online co-op psychological horror game. In which you and your team use the ghost-hunting equipment you have available to gather as much evidence on the Paranormal activity in the place you visit to detect what type of spirit is haunting the location. You can also play the game in single-player but, I would aim to play with friends and that is how it is best played – and personally over my time on PCVR previously I have only been tempted to play it with friends.
The basic flow of the game is always the same, you will all meet in a lobby, the host of the room will select a location to go and investigate. You will always start with one of each basic ghost-hunting tool, which is a D.O.T.S. Projector, EMF Reader, Ghost Writing Book, Spirit Box, Thermometer, UV Light, Video Camera and a Flash Light. However, each member can pitch in and buy more inventory from the online store, allowing you to take more than one of the item – which can help with the effectiveness of the investigation. Once at the location its your job to use the information provided in your investigation truck, which will also give you some extra optional tasks, show your teams sanity levels, what the spirit likes, a layout of the location, a computer to flick through cameras and hold your equipment. Now, its time for each player to chose the equipment they want to take with them and enter the property and start your investigation.
During you investigation you will you will get ghost events, this will help you in identifying the spirit type. Once you have enough information to determine what it is, you will need to select it in your journal and escape with your life. The ghost events are how you will decided on the spirit type, as these happen you will put check mark next to the event in the journal. For example: if you get a EMF reading of five, mark that off in your journal and it will remove any spirits on the list that do not cause a reading of five. However, let your sanity decrease to low and a hunt will start and the spirit could take out the member of your team with the lowest sanity, unless you find a safe place to hide like in cupboard and stay silent so the spirit can not locate your position. A players sanity can drop by spending too much time in the darkness or by witnessing a ghost event such as an object moving or a door opening/closing on its own. Players can increase their sanity level by going back into the light in the truck or popping some sanity pills you can purchase at the store in the lobby.
As mentioned previously people can buy more equipment in the store, the way you are going to boost your bank balance to buy equipment is by successfully completing your investigation – this means you have completed your contract and you will be rewarded with money. This can be spent on adding more of the basic equipment or adding other optional equipment to help you and your team. There are twelve pieces of optional equipment available, which includes items like a Crucifix which prevents the ghosts from hunting within a certain radius, Salt that you put down and a ghost could leave a footprint and a Photo Camera that is used to take photos of ghost interactions for additional profit at the end of the hunt – just to name a few. When it comes to additional equipment you buy, be it extra basics or optional if you fail the hunt you will loose all this equipment and be back to the basics you start with. However, successfully complete your investigation and get out alive and all your equipment will be saved and available on the next hunt – except if you have used a limited use item like an incense or sanity pills, these will need to be re-purchased.
When it comes to the ghosts, the game does have an impressive twenty-four types, each comes with its own set of evidence traits, weaknesses and of course strengths. As aforementioned it’s up to you and your teams investigative skills to figure out which it is before it hunts your all down. These ghosts could be haunting a possible thirteen locations that are currently available, which consist of eight small, three medium and two large maps. This will see you investigating houses, campsites and a school to name some of them, the locations will be locked by a rank progression system, as you start off small and then broaden your investigations.
The final element of the game are the seven cursed possessions, with one random possession spawning each investigation on Nightmare difficulty or lower. These cursed possessions can help you with your investigation but, will also punish you at the same time. For example: if you find the Ouija Board you can ask it questions but depending on what you ask it could have a big impact of your sanity – and forget to say goodbye, the board will burn and start a cursed hunt.
Now, the general overview of what game is about out of the way, I have faced a number of issues when it comes to gameplay. Firstly, you hear a lot people talking about the game being scary as we approach it releasing on the other platforms, but personally I do not think the game is scary, its good at building tension and atmosphere but doesn’t fall into scary – so I think it might disappoint a few who are wanting a full on horror experience. Then they are number of issues with the controls for the PSVR2 release. The main offenders on these are when using things like a spirit box at this current time you have to select what you want to ask from a list with a button click, rather than saying them yourself (Kinetic Games have said they are working on getting voice activation included post release). Then the one that annoys me the most is you can not walk and turn at the same time using the analogues, if you do you will halt your forward/backwards motion as you turn – this becomes very jarring and immersion breaking.
Even in early access I would not say the locations look bad, and each location has enough little details to make them all feel different and be immersive enough to drag you into the locations as you investigate. With the torches lighting enough of radius to not feel too powerful to keep the atmosphere of the game. However, we than get some issues with the choices and PSVR2 hardware that for me really dragged me out of the immersion. These are the game running at 60hz that is being reprojected to 120hz, which causes so very obvious ghosting when turning. Add to this the PSVR2 using fresnel lenses and how dark the game is, the screen door effect caused by this sort of lens is very noticeable. Personally I am not susceptible to screen door effect, but this so clear and in your face, it really does become unsightly.
The team have implemented Foviated Rendering with the eye-tracking, but at the time of playing the game for review, this makes no difference and I had to turn it off because it caused what looked like a PNG cut out of the shadows to appear at the top of my viewpoint. I am hoping the team manage to rework the eye-tracking and use it to get the game running at 90hz native at least and not use reprojection – which we have seen games like Madison do successfully in the past.
Again the audio is used well to set the atmosphere and tension in each location, be it the general hum in the air, the heart beat and stomping as the ghosts start to hunt or general creaks around the locations. However, this is then mixed with some badly implemented audio cues, like it playing the who audio cue for opening a creaky door as soon as you grab the handle – even if you don’t move door. Again, adding little things can easily break that all important immersion in Virtual Reality.
Posture | Supported |
---|---|
Standing mode | Yes |
Seated Mode | Yes |
Artificial Crouch | Yes |
Real Crouch | Yes |
Movement | Supported |
Smooth Locomotion | Yes |
- Adjustable Speed | No |
Teleport | Yes |
Blinders/Vignette | No |
- Adjustable Strength | N/A |
Head-based | Yes |
Controller-based | Yes |
Dominant Hand Switcher | Yes |
Turning | Supported |
Smooth Turning | Yes |
- Adjustable Speed | Yes |
Snap Turning | Yes |
- Adjustable increments | Yes |
Input | Supported |
Tracked Controllers | Yes |
Hand Tracking | N/A |
Gamepad | No |
Phasmophobia has made the move over the PSVR2, with all content that has been added over the four-years its been available on PCVR. However, I have the feeling the initial popularity and buzz around the game when it released all those years ago has died down, which has me worried it’s a little too late to re-create that initial buzz. Whilst all the content is there making it the most complete version of the game, there are a number of issues caused by the current choices and hardware that make the port feel like a lesser experience than its PCVR counterpart. With the main offenders being the 60hz native reprojected to 120hz causing very visible ghosting and the fresnel lenses on PSVR2 causing an equally visible screen door effect – with how dark the game is this is very unsightly and breaks some of the immersion. It’s important to note that the game is still launching in early access on PlayStation, so I am hoping the team can work on fixing the niggling little issues with the controls, visuals and audio and remove the use of reprojection even if its just 90hz native, because in its current state I can not really recommend it to PSVR2 users.