Labo VR (Sniper)
Genre: Action
Developer: Nintendo
Publisher: Nintendo

Graphics
The Labo VR software has two core components. The first is the construction element, which is basically a sophisticated set of instructions-- not used in VR mode, by the by-- on how to build the kit's various components. This portion of the software uses phenomenal shader and material designs to convincingly portray things like real-life cardboard texture and glass lenses. The second component is the in-game engine, which has somewhat of a Splatoon-like art direction-- specifically within the bazooka shooting games-- and a resolution which can only be described as "grainy". Interestingly, the lack of resolution manifests as large gaps between the pixels, almost lending proceedings a peculiar CRT interlaced impression.

Sound
The usual pops, buzzes, and whistles one would expect from modern Nintendo tech kit sound effects are all present when selecting objects and menu prompts, providing a significant amount of the polish which the overall product exudes. Mini-game music ranges from basic orchestral work to simple bass lines. The truly weird aspects of the aural package however are the construction mode songs, which quite literally sound like they came straight out of a porn film! They repeat and undulate over and over during the entire build process, unintentionally serving up a huge dose of comedy-- especially if any alcohol is involved with the participants!

Gameplay
The Labo VR solution makes just as many compromises in the gameplay department as it does graphically: there is no six degrees of freedom movement, and the headset needs to be physically held up to one's face during play. This means that the scenarios on offer are nothing but "try once for five minutes, get bored, never touch again" mini games. The package as a whole has failed to elicit anything more than a yawn from any of this reviewer's friends. The bazooka device does add six degrees via an internally-installed joy-con, but the fragility inherent in cardboard and rubber bands makes this constant reloading mechanic quickly start to "wear down" after only a few sessions.

Overall
As compared to high-end competitors such as the HTC Vive, Occulus Rift, or even PlayStation VR, Nintendo's mere 340 USD entry point is predictably and absolutely no match; the visuals lack convincing depth, are grainy, low resolution, and low framerate, which is almost certainly why the games focus mostly on a fixed camera, in order to mitigate motion sickness. Besides that, the player needs to assemble the kit himself, which takes hours-- talk about cost cutting! And with the exception of the bazooka device, the solution also lacks six degrees of freedom. The software is the draw here, with both the construction and game aspects oozing contemporary Nintendo charm and polish, even if the mini-games are extraordinarily basic.

Sniper's verdict: