Can Quest’s hand-tracking hold up to the demands of a rhythm game, a genre known for requiring low latency and precise input? After diving into the early access version of BEATABLE, XR Games’ latest rhythm title that has you tapping, clapping, and snapping to the beat, I can say it performs well for casual play. However, I’m left questioning whether it’s currently precise and reliable enough for more serious gamers.
BEATABLE is being developed by XR Games and is available on the Horizon Store for Quest 2 and above. I played it on a Quest 3, with the game set to be released on April 10th, 2025 at a price point of $10. Since this game is still in Early Access, it’s important to note that this review pertains to its current state, which is subject to change and thus lacks a numerical score.
When it comes to gameplay, BEATABLE accommodates both seated and standing playstyles, only requiring a small area on your desk, table, or a flat surface to get started. The game features four tapping ‘lanes’ from which beats appear, concentrating the action to a compact area roughly the size of a keyboard. Players will tackle two primary beat types: ‘note’ and ‘hold note,’ plus additional mid-air symbols for clapping and snapping fingers. It’s a refreshing shift for those familiar with Beat Saber’s calorie-burning, arm-focused play, also enhanced by a nifty mixed reality mode.
Simulating a learning curve as smooth as Beat Saber’s, BEATABLE encourages players to tap the table with an open palm. This significantly speeds up the onboarding process compared to something like Guitar Hero, which demands a more complex association between buttons and screen instructions. Although easy to pick up, reaching a high skill level may be elusive, and here’s why.
Certainly, combining a finger snap with one hand and rapid notes with the other is entertaining. My gut tells me, though, that Quest’s hand-tracking latency might be a tad too generous to reliably build the unshakable, consistent muscle memory necessary at advanced stages.
Money Mark from the Beastie Boys once said, “That ‘aha!’ moment when creativity gifts you something special! —— BEATABLE is that game!” And XR Games took to Twitter to show off how they’re pushing Quest’s hand-tracking capabilities. However, personal precision remains somewhat subjective because there’s no concrete measure for note activation reliability or perfection—the experience varies. From my time, it feels ‘adequate’ for causal enjoyment, but refining hand positioning could be key to mastering advanced plays. I found myself hovering strategically to lightly tap notes on beat, leading to mixed outcomes.
Relying heavily on hand-tracking, BEATABLE compensates for latency issues. The developers mention mitigating this delay with an “input and audio delay strategy,” akin to techniques used by console creators. Before delving into gameplay, ensure your table setup is exact to avoid constant early or late note hits. Finally, optimal lighting can make a huge difference in performance.
While perfect precision is indispensable for advanced mastery, my main concern isn’t precision or the catchy, albeit uncommon, tracks. What truly bothers me is the game’s lack of stickiness, which I’ll discuss more in the Immersion section.
In terms of immersion, I’m torn. VR rhythm games traditionally make you feel awesome, even if you appear quite silly while playing—I’ve never let the latter bother me, and you shouldn’t either. Yet, BEATABLE lacks that cool factor, at least for me.
Desk tapping and keeping time with the beat provide engaging challenges, and the song patterns are intriguing, even at higher skill levels. Still, BEATABLE doesn’t transcend beyond a desk-tapping, clapping experience.
Unlike Beat Saber’s illusion of sword mastery or Dance Dance Revolution’s dance mimicry, BEATABLE just feels like going through the motions without a contextual backdrop. Imagining bongos or an explosion-averting control panel could infuse it with more charm and excitement.
XR Games likely aimed to address hand-tracking’s notorious lack of haptic feedback, cleverly utilizing a table as a makeshift ‘button.’ This works well, although a bit more button reliability would enhance the experience.
In terms of comfort, BEATABLE shines as a flexible game playable sitting or standing, as long as you have a flat surface. Without artificial movement mechanics, it remains a comfortable play. Here’s a tip: if you’re drumming away on the surface for too long or haven’t perfected the required force, consider using a large desk mat to diminish sound and impact.
In conclusion, while BEATABLE operates well at a casual level, it remains uncertain whether it supports building high-level expertise. Nevertheless, employing the table for haptic feedback is a stroke of genius, and I hope XR Games continues to refine their approach to Quest’s hand-tracking limitations. Should they achieve that and supply ongoing DLC music, BEATABLE might become a pioneer in a unique XR gaming subgenre.
Again, as a reminder, this review evaluates BEATABLE only in its current Early Access state, subject to evolution and with no imminent numeric scoring.