Despite being made of cardboard, the Nintendo Labo VR Kit is a surprisingly great update to the virtual reality for the Switch, enhanced by an excellent list of games and VR-experiences. Nintendo just extended the support of Labo VR Kit for its A-list titles Legend of Zelda: The Breath of the Wild and Super Mario Odyssey, and unfortunately in both games, VR feels like an experienced experience that only serves to intensify the disadvantages of Labo VR Kit.
For starters, Nintendo was not joking when he published this promotional image of Mario, demonstrating how to play games Super Mario Odyssey with Labo VR Kit protective goggles. Without any kind of headbands, you are forced to leave the joys that are attached to both sides of the switch and play while holding everything to your face. Yes, after a while it was getting tired, and I found my bigger hands and my fingers could not be stretched; they were constantly brushing against the sides of the cardboard glasses.
Fortunately, Nintendo does not seem to be looking forward to joining the switch to play Zelda or Mario in VR. So, to improve the experience – or at least make it a little more comfortable to play – you will definitely want to look for upgrades for cardboard glasses, such as the $ 14 solution sold by Sweat Proof Gaming, and then use the Joy-Cons as separate controller.
But the headband will do nothing to improve the graphics hit and both of these games are in VR mode. The Switch screen is already limited to a barely high resolution of 1280 x 720 pixels, and while The Breath of the Wild manages to look nice to him when playing the console in a portable mode, through the Labo VR Kit glasses that the resolution is more than halved to create the stereo images needed to make the 3D effect of the depth to work. There is no other way to say, The Breath of the Wild it looks ugly and dated to VR, and while Nintendo removes part of the screen on the screen to improve the experience, it also makes the Link menu in the upper left corner of the screen almost impossible to see.
I guess that finally can be explored Hyrule in 3D will be my consolation reward for graphically downgraded, but the third man's view that The Breath of the Wild uses ends with dizziness, and slightly nausea, in VR. You can still move the camera while you track Link, which is important for the game, but ends up intensifying the exclusion between what your eyes see and the movements of the head and body that your brain experiences. The full games and experiences of the Labo VR Kit have first-person access, but this is not an option The Breath of the Wild, and that meant I only needed a few minutes to get sick of my stomach. Sorry, Hyrule, you yourself.
Super Mario Odyssey takes a different, and slightly better access to VR, compared to The Breath of the Wild. Instead of following Mario wherever it goes, Labo VR Kit obviously only works with special added levels that lock the player's point of view to the middle of an isolated island. You control Mario almost as if you are a RC car, sending him to run at a distance, while he is not a small wound, or bring him uncomfortably close to your face. Sometimes, the inability to move the camera makes it difficult to complete the challenges of this special VR level, even if it is specially designed to accommodate the VR perspective.
As with The Breath of the Wild, Super Mario Odyssey takes a graphic hit as the screen of the switch is shortened to half to produce stereo images, but that does not look ugly in VR. I will give Nintendo a loan for making the whole The Breath of the Wild play in VR. I was entering, I knew the different approaches that each game took, and I assumed that I would be disappointed Super Mario Odyssey limited support for VR. But after playing the two games, I believe it Super Mario Odyssey is your better bet. However, I would not call either the first attempt at franchising in virtual reality as a success. Now excuse me, while I find some salts.