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If you’re new to the genre or have a particular sensitivity to nausea, the quick turning movement might not be to your liking. I didn’t suffer from any motion sickness while playing, but I tend to personally handle VR movement well. I had more success moving to a folding chair in the middle of my living room that I could reach behind, but the game still struggled to track my hands as well. While Camouflaj does note that the game can be played seated, the fact that you’re pointing your hands behind you a lot of the time means that it’s nearly impossible to play on a couch. It also requires that players basically remain standing the entire time they play. (Some of the developer times in those flight challenges seem frankly impossible to me to beat, although I have no doubt players will.)
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While Camouflaj liberally peppers the game with speed gauntlets to help players adjust in the early levels, there’s a steep learning curve. It’s also just plain difficult, at least at the start. More drastic maneuvering has to be done with button presses that jump the camera either 45 or 180 degrees so they don’t yank the cables out. The first is that the PS VR is a tethered headset, so players can only do limited turns. It also runs into a few limitations due to the nature of VR. Players have near-complete freedom to soar through the skies Since players are standing vertically the whole time, it’s still not quite analogous to the soaring Iron Man flight in the films or comics, but it’s as close as you can probably get with a VR setup. Steering is done through a combination of angling your thrusters and by aiming with your head. Angle them with your palms facing behind you, and you’ll fly forward shove forward, and you’ll stop then fly backward. Using a pair of PlayStation Move controllers, you use the two triggers to control your repulsors in a unique style of VR flight. While early trailers might give the impression that Iron Man VR is a gussied-up on-rails shooter, the reality is that Camouflaj has given players nearly complete freedom to soar through the skies as Iron Man. Unfortunately, while Iron Man VR has moments where it really captures what it might be like to suit up as Iron Man himself, it’s held back by finicky controls, repetitive levels, and gameplay that just isn’t that much fun to play for very long. What better way to capture a hero who’s most famous for their helmet and wrist-mounted weaponry than the headset and motion controllers of VR? One of the most disappointing aspects of Iron Man 2 ends up being the visuals.It’s the sort of idea that’s uniquely suited to virtual reality.
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Environments have some light destruction, but it's all canned stuff. Explosions don't have any oomph, sound effects lag behind, and when more than five enemies are on-screen at once, the game chugs and the frame rate is in the single digits. Textures are muddy, and characters that are supposed to have a metallic shine look like they're covered in oil. Now, Conduit was not a good-looking game on its native console, so it won't produce stellar results when the engine, which already provides underwhelming visuals, is scaled down for a less powerful system.
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This was developed by the same guys who did Conduit on the Wii, and this game is a scaled-down version of the Wii title, so Iron Man 2 on the PSP uses Conduit's engine. Aside from the low-quality cardboard cutout style of presentation, the in-game graphics suffer as well. One of the most disappointing aspects of Iron Man 2 ends up being the visuals.