Wondering if Quest’s hand-tracking can keep up with the demands of a rhythm game where precision and low latency are essential? I tried out BEATABLE, XR Game’s newest creation, during its early access phase. This game will have you tapping, clapping, and snapping along to the beat, and it certainly meets the mark for casual play. However, whether it delivers the pinpoint accuracy hardcore rhythm gamers crave is still up for debate.
Details on BEATABLE:
- Developer: XR Games
- Available On: Horizon Store (Quest 2 and above)
- Reviewed On: Quest 3
- Release Date: April 10th, 2025
- Price: $10
Note: This review covers the early access version of the game, which the developers consider unfinished and subject to change. No numerical score is given in this review.
Gameplay
BEATABLE is designed as a seated or standing experience. You only need a small area on your desk or table—about the size of a keyboard—to play. The game unfolds over four ‘lanes’ where beats approach you from the horizon, and your task is to tap them away. It integrates two primary beat types to hit: ‘note’ and ‘hold note,’ along with gestures for clapping and snapping. It’s certainly less physically intense than Beat Saber, offering a fresh twist for players accustomed to swinging their arms like a windmill. Plus, the mixed reality mode adds a nice touch of coolness.
Learning BEATABLE is as straightforward as picking up Beat Saber; if you’ve got a hand, you’re halfway there. The onboarding is refreshingly quick—no button-to-color mapping like you’ll find in Guitar Hero. Yet, becoming proficient might be a challenge for some.
Executing finger snaps on one hand while nailing a series of notes with the other is undeniably enjoyable. But I suspect that the Quest’s hand-tracking latency might not be refined enough for the muscle memory required at advanced levels.
While I haven’t measured my note-hitting precision to the nth degree, I can attest it’s satisfactory for casual play. Mastery, though, might require significant trial and error with hand positions. My attempts to lightly tap the notes on cue were hit and miss. The hand-tracking system automatically compensates for note activation delays by introducing a tiny input and audio lag—an approach also used by console developers.
For best results, ensure your playspace is accurately set up. Misalignment will have you forever playing catch-up with the beats. Lighting conditions are also crucial; optimal setup guarantees a smoother experience.
Perfect precision is essential for leveling up your skills, but that’s not my main gripe. It’s actually the gameplay’s stickiness—or lack thereof—which I delve into further in the Immersion section below.
Immersion
I’m torn. Most VR rhythm games make me feel awesome, regardless of how goofy I appear while playing. But that magic isn’t quite there with BEATABLE.
Tapping out rhythms on a desk is certainly interactive, and there are intriguing patterns at higher difficulties. Yet, apart from that, BEATABLE doesn’t transport you well beyond tapping out sequences on a table.
Sure, Beat Saber doesn’t make you a master swordsman, and Dance Dance Revolution won’t make you a pro dancer, but they immerse you in the fantasy. In BEATABLE, I’m largely left wondering about my objectives—I’m just going through the motions. That’s fine for some, I guess.
Imagine if the setup had been something like bongos or a complex control panel wired to a ticking time bomb. That might significantly elevate the sense of purpose and enjoyment, rather than simply providing cool visuals as you hit a bar on a desk.
Even though achieving ‘coolness’ might not have been the primary goal for XR Games, they ingeniously tackled the lack of haptic feedback, a common issue in hand-tracking games. The desk as your makeshift button is neat, though I can’t help wishing it felt a tad more reliable.
Comfort
BEATABLE is comfortably suited for any flat surface, whether you’re seated or standing. There’s no artificial movement to speak of. If you find yourself spending long periods tapping away, I recommend a soft foam pad to cushion both your hands and ears from the constant hitting.
Conclusion
While the precision is adequate for casual gamers, the path to true expertise remains uncertain. The game’s clever use of tables for haptic feedback is a stroke of brilliance, and I’m optimistic XR Games will refine the hand-tracking further. If they can fine-tune these elements while expanding their music library, BEATABLE could very well pave the way for a fresh niche within the XR gaming world.
Note: This game is currently in Early Access, so this review is only relevant to its current state and doesn’t include a numerical score.