Does the Quest’s hand-tracking technology measure up for a rhythm game, which really hinges on low latency and precision? After trying out the early access version of BEATABLE, XR Games’ new venture, which gets players tapping, clapping, and snapping to the rhythm, I found it more than adequate for casual play. Yet, it left me pondering if it truly meets the standard for precise and sticky input just 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
Note: This game is still in Early Access, indicating it’s not fully complete and is expected to evolve over time. This review assesses the current state of the game without assigning a numerical score.
Gameplay
Whether you’re sitting or standing, Beatable doesn’t demand much space — just your desktop or any flat surface will do. The game presents four ‘lanes’ where you tap along to beats coming your way. The space involved is roughly the size of a keyboard, featuring two beat types to strike (‘note’ and ‘hold note’) plus symbols in the air for clapping and snapping. While it’s still naturally a physical game, this setup appeals to players who normally enjoy the calorie-burning exertions of Beat Saber. Plus, it’s available in mixed reality mode, which is pretty neat.
Beatable is just as intuitive as Beat Saber. You simply tap the table with your hand, making it much quicker to learn than, say, Guitar Hero, where you have to correlate buttons with different on-screen cues. It’s straightforward to get the hang of, though I’m uncertain about mastering Beatable anytime soon.
Snapping your fingers with one hand while swiftly hitting notes with the other is entertaining. However, I suspect the hand-tracking latency in Quest might still be too loose to build that rock-solid, 100% replicable muscle memory needed for higher levels.
Tweet from XR Games
"That ‘aha!’ moment when creativity gifts you something special! —— BEATABLE is that game! Kudos to XR Games for this instant classic!"
- Money Mark—Beastie Boys. 🙏🏽
While I can’t precisely measure my note activation accuracy or whether my ‘Perfect’ hit was indeed perfect, the sense of precision feels ‘good enough’ for casual gamers. Mastery, however, may require more fine-tuning of hand placements. During play, I found myself attempting to strike as lightly as possible on the beat, which yielded varying success.
Given that it entirely relies on hand-tracking, Beatable compensates in terms of triggering notes. The developers have tackled tracking delay by “applying a small input and audio delay, syncing detection accordingly,” a strategy akin to those used in console gaming.
Your best strategy is to accurately align your playing space with your table before diving in. Otherwise, you’ll be stuck striking notes too early or late. And crucially, ensure the lighting is optimal for the best gameplay experience.
Though achieving impeccable precision is a key aspect of building top-tier skill, it wasn’t my main gripe with Beatable or its catchy, albeit mostly unfamiliar, soundtrack. My main concern lies with gameplay engagement, which I’ll delve into further in the Immersion section.
Immersion
I’m torn, to be honest. Normally, VR rhythm games make me feel cool, regardless of how silly I might look playing them—not that I ever cared about that, nor should you. But that sense of coolness is something I find lacking in Beatable.
Sure, tapping on my desk and jumping to the beat is engaging, and the complex rhythm patterns in mid-to-high level songs are interesting. However, beyond that, Beatable doesn’t really simulate much other than tapping a desk and clapping.
While Beat Saber doesn’t transform you into a master swordsman, and Dance Dance Revolution won’t make you an expert dancer, they offer a feeling of being there at the moment. With Beatable, it’s more about doing the actions without a sense of overarching purpose. And maybe that’s fine for some.
If only there were more to it—perhaps some bongos or a control panel that could explode if you fail to time your actions perfectly. Some element beyond just striking note bars on a table, no matter how visually appealing, could significantly enhance the experience.
However, it’s clear XR Games aimed to triumph over one significant hurdle with hand-tracking games: the absence of tactile feedback. Beatable cleverly addresses this by employing the table as a makeshift ‘button.’ I only wish this ‘button’ was slightly more dependable.
Comfort
Beatable scores high on comfort since you can indulge in it seated or standing anywhere you have a flat surface, with no forced movement.
Pro Tip: Consider using a large foam pad on your desk if you find yourself going hard on a surface; it can both soften the impact and mute the sound.
Conclusion
While precision hits the mark for a casual experience, crafting true expertise remains a question. The ingenious use of your table as a feedback mechanism is outstanding, and it’s worth watching how the studio addresses the Quest’s hand-tracking limitations. If Beatable refines this and continues to deliver new music packs, it could mark a pioneering step in a fresh, engaging subgenre in the XR gaming world.
Note: This game is in Early Access, meaning developers consider it a work in progress with expected changes. This review describes its current state without a numerical rating.