I’ve been delving into the realm of rhythm games on the Quest, and a compelling question arises: is the headset’s hand-tracking technology swift and accurate enough for the genre’s demands? Enter BEATABLE, XR Games’ latest creation, which challenges you to keep rhythm by tapping, clapping, and snapping. It seems quite promising in terms of casual play, yet I’m uncertain about its precision and responsiveness, especially in its current early access stage.
Quick Overview:
The game comes from XR Games and is available on the Horizon Store for Quest 2 and above, with this review based on the Quest 3 experience. Set for release on April 10th, 2025, it will be priced at $10. As of now, it’s still in early access, meaning the developers are actively refining the game, so no fixed score is being provided just yet.
Exploring the Gameplay:
Whether seated or standing, BEATABLE doesn’t require much space—just a small section of your desk or table will do. The game presents four tapping lanes with beats approaching from a distance. Your play area is about the size of a keyboard, featuring two beat types to tackle: ‘note’ and ‘hold note,’ plus mid-air symbols to clap or snap your fingers at. It’s a neat shift from the physically demanding activity of games like Beat Saber, and you can even enjoy it in mixed reality mode.
Similar to Beat Saber, BEATABLE offers a straightforward learning curve. You’ll be tapping your palm against the table, which is easier than memorizing button combinations as in games like Guitar Hero. Despite its simplicity, mastering BEATABLE might be a different story for a couple of reasons.
The one-two punch of finger-snapping with one hand while handling a flurry of notes with the other is delightful. However, the hand-tracking might be too lax for developing that rock-solid muscle memory needed for expert levels.
As I played, I couldn’t help but question the precision of my note hits. It feels adequate for a casual vibe, though achieving a higher skill level might require experimenting with hand positions. At times, I hovered over the notes, trying to apply minimal force on the beat, but results varied.
Relying solely on hand-tracking, the game adjusts by implementing minor input and audio delays, syncing the detection much like techniques used in console game development.
To make the most of it, setting your play area up accurately is key, preventing early or late note hits. Good lighting is crucial too if you want optimal performance.
While achieving perfect precision is essential for the high-skill ceiling, my main grumble isn’t the precision or the somewhat generic, yet catchy, music. It’s all about how engaging the gameplay feels, which I’ll discuss further in the immersion section.
Capturing Immersion:
I find myself torn here. Usually, VR rhythm games make me feel awesome in the moment, regardless of whether I look ridiculous doing it—not that I ever worry about appearances anyway. But BEATABLE hasn’t quite delivered that ‘cool’ factor for me.
Engaging as it is to tap along to the music and navigate intricate patterns in the tougher songs, what it offers is limited to desk-tapping and clapping.
Neither Beat Saber turns you into a master swordsman, nor Dance Dance Revolution into a pro dancer, but they both convey a sense of embodying those skills. With BEATABLE, I just feel like I’m hitting notes for the sake of it. Maybe that’s fine.
Yet, imagining scenarios like playing bongos or managing a control panel about to explode would feel more engaging than simply hitting a table and enjoying the graphical effects.
That said, aiming for ‘cool’ might not have been XR Games’ primary objective. They’ve cleverly tackled one significant challenge of hand-tracking games: the absence of tactile feedback. The table ingeniously serves as your button, though it could be more dependable.
Considering Comfort:
Playing BEATABLE is quite comfortable since it adapts to any flat surface, allowing you to enjoy it seated or standing without any synthetic movement. If you find yourself overly enthusiastic, consider using a foam desk pad to reduce both the impact and noise.
Final Thoughts:
While BEATABLE’s precision feels sufficient for casual fun, building genuine expertise remains questionable. Using the table as a haptic stand-in is a masterstroke, and I’m hopeful XR Games continues to fine-tune how it addresses the Quest’s hand-tracking issues. Should they succeed and maintain a steady stream of DLC music, BEATABLE has the makings of a cornerstone in the growing XR gaming genre.
Note: As the game is still in early access, expect it to evolve over time, with this review offering only a preliminary assessment without a final score.