Setting aside the fact that it's been far too long since we've gotten a pure flight combat Star Wars
game, something that could sit alongside the likes of TIE Fighter or Rogue Squadron, there's also the VR dream that's basically that. Fly around in X-Wings and TIEs, shooting at enemies. Although fully playable sans VR headset, Star Wars: Squadrons
excels when you go virtual.
A snippet from our full review.
Played entirely from a first-person in-cockpit view, with minimal HUD depending on your preferences, everything from engine speed to power management to targeting and missile readiness is there to view; with one eye always looking ahead. With X-Wings, A-Wings, Y-Wings, TIE fighters, TIE interceptors, TIE bombers, and more, the level of detail is commendable, as is the way each craft provides its own readout flavour.
Our Full Star Wars: Squadrons Review
But, in its commitment to authenticity there’s no denying that when played on a standard display there’s a lot of screen real-estate taken up by everything from radars to cockpit dividers. You know, the stylish but octagonal mess that is the TIE fighter cockpit view. Blind spots that in addition to tapping into that laser-guided focus one might require as a fighter pilot, limit the spatial awareness that comes from a more traditional third-person view and the ability to freely rotate the camera.
Don a VR helmet on the PlayStation 4 or PC (for this review we used the Oculus Rift S), and what was once claustrophobic or limited becomes open and natural. Like a Rebel fighter pilot looking through an orange tinted visor, VR in Star Wars: Squadrons is more than simple immersion. Being able to look freely around the cockpit to get a closer look at instruments takes an Astromech backseat to the ability to see out into the wider battlefield.