Is Quest’s hand-tracking up to par for a rhythm game that demands low latency and pinpoint precision? After diving into the early access version of BEATABLE, which immerses you in tapping, clapping, and snapping to the rhythm, XR Game’s newest release proves to be suitable for casual play. However, I’m torn about whether it’s currently accurate and responsive enough.
The game, developed by XR Games, is available on the Horizon Store for Quest 2 and above, with this review conducted on the Quest 3. Although still in its early access phase, BEATABLE hit the virtual shelves on April 10th, 2025, priced at $10. Remember, the game is still evolving, so consider this a snapshot of its current state, sans a numerical score.
Gameplay
Whether seated or standing, BEATABLE only requires a modest area—think the size of a keyboard—on your desk or table. The game sets up four tapping ‘lanes’ where beats glide in from the horizon. Players engage with two types of beats (‘note’ and ‘hold note’) and interact mid-air with claps and finger snaps. This game makes for a refreshing change of pace if you’re coming from Beat Saber’s calorie-torching, arm-swinging action. Plus, if you are a fan of mixed reality, BEATABLE has got you covered.
Learning BEATABLE is just as straightforward as Beat Saber. The core mechanic involves palm-tapping the table, vastly simplifying onboarding compared to more complex rhythm games like Guitar Hero that require mental coordination between buttons, colors, and positions. While easy to start, I’m not confident about mastering BEATABLE just yet.
Throwing in some finger-snapping with one hand while quickly hitting notes with the other can be thrilling. However, I’m concerned that Quest’s hand-tracking latency might still be a tad too slack, hindering the development of that firm, repeatable muscle memory necessary for higher skill levels.
Here’s a tweet from XR Games illustrating their effort to push the limits of MetaQuestVR’s hand tracking: "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. 🙏🏽".
Admittedly, I can’t precisely measure how reliably I hit notes or discern if my ‘Perfect’ hit lives up to its name. You might find precision satisfactory for casual play, but honing expertise might require repeated tweaking of hand positions. I frequently hovered over notes, trying to tap them with minimal force on the beat, yielding mixed outcomes.
Since hand-tracking is the game’s core, BEATABLE compensates with note activation. The developers minimize tracking delay by incorporating slight input and audio delays, synchronizing detection in a manner reminiscent of console developers’ practices.
To get the most out of your gameplay, ensure your play area aligns perfectly with the table, so you’re not perpetually off-beat. Additionally, appropriate lighting is crucial for achieving the best results.
While achieving razor-sharp precision is vital for high-level play, it wasn’t my main concern with BEATABLE or its catchy, if largely unfamiliar, music selection. For me, the stickiness of the gameplay itself was something I wrestle with, which we’ll explore further in the Immersion section.
Immersion
I’m genuinely conflicted about the immersive experience. Typically, VR rhythm games have this amazing way of making you feel cool, regardless of how you appear externally—a factor I never cared about. Yet, that ‘cool’ factor is somewhat elusive with BEATABLE.
The mechanics of desk tapping and beat-hitting are engaging, and the intermediate and expert-level songs present intriguing patterns to navigate. However, beyond these mechanics, BEATABLE doesn’t simulate much more than clapping and desk slapping.
Granted, Beat Saber won’t transform you into a masterful swordsman, nor will Dance Dance Revolution propel you to dancing stardom, but they’re crafted to make you feel immersed in the role. In BEATABLE, that sense of identity is missing—I find myself caught in the mechanics rather than the experience. But maybe that’s alright.
I can’t shake the feeling that if there were elements akin to playing bongos or manning a control panel about to explode without precise button hits—something beyond the ornamental note bar tapping on a table—I might have a deeper affection for BEATABLE.
That said, XR Games probably didn’t set out to nail the ‘cool’ factor but rather to address one of the biggest hurdles of hand-tracking games: the absence of haptic feedback. BEATABLE ingeniously uses the table as a ‘button’ to simulate tactile engagement, a clever solution albeit one that could benefit from improved reliability.
Comfort
BEATABLE offers a comfortable experience, playable anywhere there’s a flat surface, whether sitting or standing. Since there’s no artificial movement involved, comfort is optimal.
Here’s a tip: if you’re drumming fervently on a surface or unsure about the force needed to accurately hit notes, a large foam pad can help soften the blow and dampen the sound.
Conclusion
For a casual game, BEATABLE’s precision does the job, albeit the pursuit of expertise remains ambiguous. Leveraging the table for haptic feedback is a stroke of genius, and I’m eager to see how the studio addresses Quest’s hand-tracking challenges moving forward. If BEATABLE can tackle these issues while maintaining a steady flow of DLC music, it might just become a cornerstone in an exciting new XR gaming genre.
Note once again: With the game in Early Access, it’s subject to changes as it evolves towards its complete form, and this review is just a snapshot without a numerical score at this time.