Wondering if Quest’s hand-tracking can keep up with the demands of a rhythm game? These games crave lightning-fast response times and razor-sharp input precision. After diving into the early access version of XR Games’ latest, BEATABLE, I’m leaning toward saying it’s pretty decent for some laid-back fun. However, I’m still mulling over whether its accuracy and responsiveness are quite there yet.
BEATABLE Details:
- Developer: XR Games
- Available On: Horizon Store (Quest 2 and above)
- Reviewed On: Quest 3
- Release Date: April 10th, 2025
- Price: $10
Now, it’s essential to remember that this game is still in Early Access, meaning it’s a work in progress. With that in mind, this review focuses on its current state without doling out any scores.
Gameplay
Whether you’re sitting or standing, Beatable asks for just a small slice of space—a section as big as a keyboard on your desk or table will do. With four ‘lanes’ of beats coming at you, it’s all about tapping, clapping, and snapping in time.
You’re immersed in a compact play area dealing with two beat styles: the ‘note’ and the ‘hold note,’ plus mid-air signs for clapping and snapping fingers. It’s notably less strenuous than the usual Beat Saber routine, offering a refreshing physical pace. Oh, and there’s even a mixed reality mode, which is a neat addition.
Learning the ropes in Beatable is a breeze, arguably as simple as Beat Saber. Instead of dealing with a maze of buttons and colors like in Guitar Hero, you’re just tapping with your palm, which makes getting started a snap. Yet, getting the knack for it might be a different story due to a couple of reasons.
The thrill of snapping fingers with one hand while seamlessly hitting notes with the other is undeniable. Still, I can’t shake the feeling that Quest’s hand-tracking lag might be a tad too inconsistent for nailing perfect muscle memory as you climb the levels.
A cool video shared by XR Games showed them pushing the capabilities of Meta Quest’s hand-tracking, and while there’s no exact science to prove how perfectly I hit the beats, the game felt suitable for casual play at its present state. However, attaining mastery may require fiddling with hand positions just right, as I discovered through some mixed experimenting.
The developers have also tackled tracking delays cleverly by "applying a small input and audio delay," a move that syncs detection in a way that echoes console developers’ tactics.
Calibrating your playspace precisely to your table is crucial—otherwise, you’ll be off-beat either ahead or behind. Also, having optimal lighting can’t be stressed enough for the best experience.
While precision is fundamental to building skill, it wasn’t my main sticking point with Beatable; I was more concerned about how sticky the gameplay felt, but more on that in the Immersion segment.
Immersion
I’m left with mixed feelings here. I’m accustomed to VR rhythm games draping me in a cool factor, where worrying about how I look isn’t on my radar—and truthfully, it shouldn’t matter to you either. However, that slick vibe is a bit absent for me in Beatable.
Yes, tapping to the beat sparks interest, with numerous challenging flow patterns in advanced songs. Nonetheless, beyond desk-slapping and clapping, it doesn’t try to emulate anything further.
Unlike the illusion Beat Saber gives of swashbuckling through music, or Dance Dance Revolution of busting dance moves, Beatable doesn’t quite transport you somewhere else—it’s more about the act than the vibe. Maybe that’s all right, but it leaves room for something more.
Imagining if they added something like air bongos or a dramatic control panel about to explode without precise timing might have added an intriguing layer. But credit to XR Games for addressing one of hand-tracking’s biggest setbacks: the absence of haptic feedback, cleverly using the table as the ‘button.’ Although, I wish this solution was just a tad more dependable.
Comfort
Beatable earns high marks for comfort. Its simple requirements mean you can play nearly anywhere there’s a flat surface, and being either seated or standing comes naturally, sans the worry of motion sickness.
Here’s a tip: if you’re going to be a desk drummer, consider a desktop foam pad to soften the sound and lessen the impact over long sessions.
Conclusion
While the precision feels satisfactory for a casual game, raising your expertise level hinges on bettering what Quest’s hand-tracking currently delivers. Still, it’s ingenious how the game leverages a physical table for feedback. My hope is that XR Games continues refining this, alongside consistently dropping engaging music via DLCs. Should they succeed, Beatable might just spearhead a new way forward in the XR gaming scene.
Remember, this early access review reflects the game’s current stage. Any forthcoming changes might redefine its essence completely.