PlayStation VR Aim Controller Review

I will be the first one to admit that I don't have the video game playing resume that some do.  However, I have played many video games in my day and tried many many accessories to go with them.  I've tried the Nintendo zapper, little mic on the N64 for Hey You Pikachu!, game boy printer/camera, steering wheels for my playstation 2, Nintendo Wii add-ons, etc.  But unequivocally, the Aim controller is the greatest accessory I have ever played with.  And it isn't even close.  Before I ramble on about how great the Aim is I strongly urge you, heck, I am pleading that you purchase one because it is the most influential accessory for a system possibly in history (of course this could be debatable, but not for me). 

Unless you have been unconscious for the past year or just recently purchased your PSVR you know the Aim controller.  It is an external controller purchased separately to help enhance the immersive nature of VR by simulating a two handed gun.  Although the controller doesn't actually look like a gun, it feels like one when playing.  It keeps with the smooth and modern design of the PSVR.  

The controller has all buttons that a dual shock controller including: L1,L2, R1, Options, Share, 2 analog, directional pad, trigger, playstation button and the 4 main buttons (X,O, etc.). Overall, the controller is very light and not cumbersome at all.  It's essentially a fancy motion controller.  It is very sturdy and well designed.  There are no cheap materials, shotty craftsmanship or corners cut here in terms of design.  It is the real deal and will last for a long long time and probably the most well built controller PlayStation has to offer. 

Next I want to talk about the tracking.  The thing that drives me nuts about the move controllers is that the tracking is very finicky and a huge headache.  However, the Aim controller works perfectly.  Never have I had an instance where my weapon in game drifted, lost contact and did anything funky.  Obviously, if you are moving around in Farpoint and you somehow step behind a wall or turn your back to the camera it might lose some responsiveness, but it immediately corrects itself once you fix the problem.  Seriously, I have had this for over a year, played with it for multiple games (every one I could) and never ever had a tracking problem.  It is remarkable.  When I have played different games with the move controllers it seems like the responsiveness and tracking is different for each one.  I thought it was based off the game.  But after seeing how perfect the Aim worked, Im starting to think it is just the move controllers.  The point here is that you shouldn't worry about tracking one bit with the Aim.  

Now I want to get into the meat and potatoes here.  All accessories are intended to further enhance the experience of the game.  However, many fall short because of a bad design, faulty concept, etc.  However, the Aim controller enhances experiences with the PSVR unlike any other accessory on the planet.  It takes a game that would be a 6 and turns it into a 7.5 single-handedly.  An example of this is Honor and Duty: Arcade Edition.  This game can be played using the dual shock controller, but would essentially be turned into a first person shooter, with very average controls, poor graphics, bad level design, too simple of gameplay and overall simply would not be a fun game.  After 15 minutes it would be tedious and ready to get the boot.  Don't believe me? Check out all the reviews for the game according to those reviewers playing it on the PS4.  They are really really bad reviews.  Now take a look at the reviews by those who played it on PSVR.  Every one of them mentions the Aim controller, and the reviews are much better.  The ability to hold this controller, lift it up and actually pretend to shoot enemies while tricking your mind with the PSVR to make it think that it is happening is amazing.  It takes that very average game and makes it a ton of fun.  Granted, the Aim controller can't change the game's foundation.  So if a game is simply bad, the Aim can't make it great, but it surely can make a huge difference. 

The most mesmerizing and awe-inspiring Aim controller moment for me was during Farpoint.  You have a collection of guns that you shoot spiders or robots out of the sky with.  The Aim is fantastic with every weapon and makes this game an instant classic (it debuted with Farpoint), but what really shook me to the core what when I realized you could snipe with it.  In Farpoint you gain a sniper rifle in which you actually have to put the Aim controller up to your face, look down the scope and shoot.  Like, you actually have to move and put the gun up to your face like you are shooting a gun! And even more amazing is that it is so incredibly accurate.  With every breath, every muscle twitch and every single movement the game tracks it perfectly.  I cannot express how well this is done and it really takes gaming to the next level.  It is another reason VR is here to stay and has captured so many people's hearts.  You can't do that with 2D gaming folks.  You couldn't before, you can't now and you will never be able to.  Not like what PSVR and Aim can. 

The only doubt I can see someone having with the Aim controller is the fact that it is limited on games.  First person shooters are really the only type of games that the Aim is made for.  So we have Dick Wild, Farpoint, DOOM VFR, Brookhaven Experiment, etc.  but honestly the majority of the PSVR games don't use the Aim.  However, it enhances those games so much that it is still totally worth the money. 

Overall, I give the Aim controller the best possible grade.  It enhances the immersive nature of the games, it works perfectly without fault and truly makes the compatible games so much more enjoyable.  I cannot think of a single thing I would change.  It looks great, feels great, works great and is truly one of my most endorsed Sony products of all time.  If you don't have an Aim controller I beg you to purchase one as soon as possible because I am certain you will never regret the decision.