Can the Quest’s hand-tracking handle a rhythm game where precision and low latency are crucial? After experimenting with the early access version of BEATABLE, a game that has you tapping, clapping, and snapping to rhythms, it’s clear that XR Games’ latest offering offers enough accuracy for casual play. However, I remain on the fence about whether it can achieve the necessary precision for more demanding gameplay.
BEATABLE comes from XR Games and is available on the Horizon Store for Quest 2 and above. I reviewed it on a Quest 3, with its early access version priced at $10 since its release on April 10th, 2025. Since this is an early access version, developers may continue to refine it, so keep that in mind as you consider my impressions.
When you’re diving into the game, you don’t need much space—just a flat surface about the size of a standard keyboard. The gameplay involves four lanes where beats arrive, and you interact by tapping on them, clapping, or snapping your fingers. It’s a nice departure from the vigorous, arm-swinging routines found in Beat Saber and even has a mixed reality mode for added fun.
For those familiar with rhythm games, BEATABLE is as easy to pick up as its counterparts. It’s as simple as tapping your palm on a surface, unlike more complex setups such as Guitar Hero. This user-friendly approach does, however, leave me questioning if I’ll ever achieve mastery in this game.
While executing quick transitions between finger-snapping and tapping is enjoyable, I suspect that Quest’s hand-tracking might still lag a bit, impacting that seamless, repeatable muscle memory needed for high-level play.
While I can’t measure how precisely the game recognizes my actions or whether my timing is flawless, it seems accurate enough for casual fun. But achieving any expertise will likely require refining hand positions and other tweaks. My attempts at lightly tapping notes with perfect timing yielded inconsistent results.
Since the game leans entirely on hand-tracking, BEATABLE manages delays by syncing inputs and audio with a small lag, similar to techniques used by console developers. To get the most out of it, set your playing area accurately on your table and ensure optimal lighting conditions to avoid timing issues.
Though perfect accuracy is crucial for building skills, that’s not my primary qualm with BEATABLE. What I’m missing is the engaging nature of gameplay, covered in more detail in the Immersion section.
Now, about the feeling of being totally immersed. Usually, VR rhythm games offer a cool factor where you feel awesome playing them, despite how you look. BEATABLE didn’t quite hit that mark for me. The gameplay consists mostly of rhythmic desk tapping and following intricate patterns, but it doesn’t quite transcend beyond that.
Compared to games like Beat Saber or Dance Dance Revolution, which make you feel like a rockstar or dancer, BEATABLE seems to lack a similar thrill. I wish it offered something more interactive, like bongos or a high-stakes control panel sequence to maintain the sense of thrill and coolness.
Despite that, XR Games cleverly designed it to overcome common issues with hand-tracking games, particularly the lack of haptic feedback. Your desk serves as a physical button for inputs, though I wish it were slightly more dependable.
Comfort-wise, BEATABLE scores well. You can play seated or standing, and you don’t need to move around much. If you find yourself tapping too vigorously, consider using a foam pad to soften the blows.
In summary, while BEATABLE hits the mark for casual gaming, its potential to enable expert-level gameplay remains uncertain. Its use of the table for feedback is ingenious, and I hope XR Games refines this concept and continues to address hand-tracking limitations. With future updates and more music content, it could become a standout title in a new wave of XR gaming.