Squadrons, however, doesn’t fall into either of these buckets. The exception, of course, is when a massive company like Oculus funds the entire game. The latter category usually has a lower budget because the VR install base is so much smaller than traditional consoles and PCs. Or they make something like Vader Immortal, a game that was designed specifically with VR’s unique features and limitations in mind.
Most developers take one of two routes: they either craft something that’s designed primarily for TVs and monitors, but has a secondary VR mode like the original Battlefront’s X-wing mission. That’s a rare move in the video game industry. The title is fully playable in VR but you don't need a headset to enjoy it. Instead, it’s been wisely pitched at $40, reinforcing the notion that it’s a smaller game with one simple objective: to deliver the most thrilling and authentic Star Wars space battles to date. Unlike Star Wars: Battlefront II and Star Wars Jedi: Fallen Order, it’s not a ‘full price’ $60 title. Instead, I’m referring to the game’s size, budget and widespread VR support. When I say that, I don’t mean the targeting system found on a Tusken Raider’s rifle. Star Wars: Squadrons feels like a masterclass in scoping.