BEATABLE (Chumps Preview)

BEATABLE (Chumps Preview)
BEATABLE (Chumps Preview)
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Chumps Preview is a special kind of post where we unofficially preview games in Early Access, Beta, or are otherwise “unfinished.” This kind of preview is meant to be a first impression rather than a definitive review where we provide a rating to determine a game’s value. As such, we fully expect a game covered in a Chumps Preview to have room for improvement, some bugginess/incompleteness, and other features associated with similar games in the category.

BEATABLE is so cool. It’s insanely cool. It’s some of the most fun I’ve had in a VR rhythm game…and it’s in Early Access. I’ve spent several hours playing BEATABLE on my Meta Quest 3, and I’ve struggled to take off my headset so I could write this preview. Sure, I could technically write my thoughts down in mixed reality, but I would be missing out on the sweet sweet tactility of my mechanical keyboard with ceramic keycaps.

I digress.

Back in March of this year, Developer XR Games quietly announced that their newest game, BEATABLE, would be entering Early Access in April 2025. I saw the trailer and thought to myself, “Dang, a rhythm game that doesn’t require me to use controllers? Only my hands? Sign me up!” It looked so simple, yet so fun. I couldn’t believe it. I tentatively went into BEATABLE hoping for something that was easy-on-the-eyes while approachable.

BEATABLE blew me away for an Early Access title. The 10-second calibration and 20-second tutorial were all I needed before I was let loose to hit my hands (gently, mind you) against my desk to the beat. It plays like any other rhythm game where I selected a track, selected a difficulty, and was presented with notes that flew down a runway. There were four zones to hit, and I was also given opportunities to clap my hands and snap.

For rhythm game veterans, BEATABLE feels familiar – just like your favorite arcade rhythm game. For those unfamiliar, BEATABLE’s controls are natural and intuitive because of the hand-tracking element. Most people know how to tap to the beat, so clapping and snapping should feel like meaningful extensions to a rhythm game in a VR space. My Quest 3 was able to recognize clapping and snapping, perfectly matching my hand’s position and inputs. Regardless of which camp you’re in, BEATABLE’s presentation makes for a rhythm game that’s easy to pick up, easy to get addicted to track after track, yet difficult to master to get those high scores on the higher difficulties.

The highest difficulty is where BEATABLE truly shines with the waterfall of complex inputs, dragging my hand across the desk for longer notes, and getting some snaps/claps in. It becomes satisfying beyond all get-out when I successfully chain together a longer combination of notes and rack the points up.

That said, BEATABLE lives up to its Early Access status. It has some room to grow in the tracklist department; a rhythm game is often only as strong as its tracklist. I’m curious to see what other tracks are included in the full release, as the current list contains a hodgepodge of tracks spanning funk, EDM, and rock. Opening BEATABLE’s track creation to the community (like how Spin Rhythm XD allows for custom tracks on PCVR) would be great way to instill some longevity, too.

Some additional cosmetics and color schemes would be nice. As it stands, there’s maybe one-or-two sets of virtual hands, and there’s but one color scheme that’s used in the game overall. While I appreciate the thematic consistency of a single color scheme, having different colored tracks that correspond to the song would be a nice touch for those playing in VR mode.

If there could be some additional controls, like a freestyle mode or a fifth column, BEATABLE would truly shine. Being locked to four columns and two hand-tracked inputs is great for a gradual learning curve, but other rhythm games add columns when increasing difficulty. I’m unsure if it’s even possible at this point, especially since BEATABLE is a great working product and might not be in a position to reconfigure its hand tracking and/or schematics. I’d like that additional complexity, though – it would make for a rhythm game that could speak to rhythm gamers’ hopes for a perfect VR experience.

On the topic of a perfect VR experience, BEATABLE is leaps and bounds ahead of its competitors thanks to its hand-tracking controls. After playing for several hours, I’m pleased to say that it’s one of the first VR games I’ve ever played where I didn’t get the typical VR sickness. Part of that is explained by the simplicity of the UI and the option for passthrough mode (which is great – try it out if you get the chance), but it bears repeating that the experience is less jarring and a heck of a lot more fun than other VR games I’ve tested.

Meta…Harmonix…whomstever…if you’re reading this, you need to know that XR Games is onto something novel, something crazily replayable, and most of all fun, with BEATABLE. The fact that I could play an arcadey rhythm game like Pop’n, Beatmania, or DJ Hero without the ridiculously expensive peripherals needed is awesome. This right here is the killer rhythm game in app form, and all you need are your hands to slap, tap, and snap. Hopefully XR Games expands the music library, cosmetics, and content, as I am simply hooked on BEATABLE.

This is the VR game to watch. BEATABLE is available now in Early Access on the Meta Store.

My name is Will. I drink coffee, and I am the Chumps' resident goose expert. I may also have an abbreviation after my last name.