
But then the mode has ended up so basic, you can't help but wonder why they bothered at all. So I can understand why Bandai's designers went with a third-person view for this. It may indeed be the case that fighting games simply aren't fun in first-person (the less said about Street Fighter 2: The Final Challengers' Way of the Hado mode, the better). I can't see anyone playing Tekken 7 in VR for any prolonged period of time. And in case you're wondering, no you can't.

This is what my slightly terrifying customised Ling Xiaoyu looks like in VR Viewer. You can gawp at all the characters, complete with all the customisation items you've equipped, to your heart's content, and press the triangle button to trigger various motion-captured animations.

You can zoom up close and move your head around to get a better look, if, you know, you're into that kind of thing. VR Viewer lets you check out the character models in VR, which you'd expect. At best it's a cool thing to do for five minutes. What is it like to play Tekken 7 in VR? Well, given the camera angle is the same as when you play the game normally, it's not that impressive. So, what's the point? Beyond giving it a shot just to see what it's like to play Tekken 7 in VR, I can't think of one. There's no progression on offer, or any Fight Money, Tekken 7's in-game currency, to earn. You can't even check out your character's move list or combos. None of the main training options are available. It's just practice in an endless battle with no health bars and no training dummy options. There's no other way to play Tekken 7 in VR. After it does, you realise all that's left is to beat up your opponent, which is either set as a stationary training dummy or controlled by the AI's varying difficulty, ad infinitum. I found myself looking at the character models from various angles and checking out the water effects on the arena floor for a few minutes, but the novelty soon wears off. Seeing Tekken viewed in VR is at first impressive. The characters fight on a sheet of water, and make nice slash noises and they jump about kicking lumps out of each other. The night sky is filled with stars and the environment is lit up by the moon. VR Battle itself is set on a lovely-looking stage called Infinite Azure. I can't be sure, but I think it's this disconnect caused by effectively controlling the camera as well as a fighter at the same time that made me feel like throwing up. It's a bit like seeing the action from the eyes of an in-arena referee, except you also control one of the fighters. Of course, you're able to look around the arena by moving your head, you can shift the camera up, down, left and right to change your viewing angle, and you can zoom in and out. VR Battle is a bare-bones version of the game's training mode that presents the action from the same perspective as the main game (there's no first-person mode here). Both must be played with the headset and DualShock 4 controller only.

Select this for two options: VR Battle and VR Viewer. The PlayStation 4 version of the fighting game includes a VR mode on its main menu. What it is is low effort - and it made me feel a bit sick. If you were hoping for something cool, interesting or even fun from Tekken 7's PlayStation VR mode, I'm sorry to report that it's none of those things.
