The March 27th 2025 Patch Discussion - PSVR2, New Roadmap + More!

I hear they’ve also broken the ancestral pistol in Freelancer.

I’m starting to wonder if someone forked the wrong commit, realised when it was too late and then did the best they could merging it back into the master branch without introducing behaviours the old code had because some of this, like the keys, has no rational explanation for the change.

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No, VR save files have a little VR icon above them, specifically to be used in VR (I don’t know if they are hidden in Flat Mode, didnt try that last night.)

You can load a Flat save while in VR, but it tells you it’ll swap to Flat gameplay – just a screen in the VR headset. Not sure if you’ll still be able to control it with the VR Sense Controllers or if you have to swap to a full normal controller instead. (Sense Ctrls notably are missing a touchpad/“Select” button, have no D-Pad.)

No. It uses the same profile as usual, all of your Mastery and Challenges and Unlocks are the same in VR as they are in Flat Mode.
This means some challenges can’t be completed since VR doesn’t have access to it, but I think it is still able to complete any Campaign/Location based challenges so long as they don’t require Contracts mode or non-supported DLC. (I could see all my incomplete Sarajavo Six challenges despite not being able to access it)

I think I still have a few Reward-based challenges from over the years I haven’t finished yet (like the Cloud Nine set I think I only unlocked the Suit for, plus whatever last roadmaps challenges were…) so I can get to finishing those in VR which is cool.

I agree there’s novelty in having an easier way to redo some challenges or progression in this new mode, but I really like that all my investment into this game already is accessible in VR. Will need to try on some suits later!

I guess so? I’ll need to pay more attention and experiment with weapons in VR, (i was probably too hyped and "WOW"ing at everything close-up to focus on that) but there is a nice bump of vibration for your two holsters at your hips. Plus Adaptive Triggers are on the VR Controlers, so it’s really nice to steady your sniper shot, squeeze the trigger, then CLICK it in when it’s lined up (gosh it can be tough though, especially since you’re not really holding anything. I think RE8 VR had this too and it was a satisfying sniper!)


Also: Small vid with some VR devs via Playstation

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Really? Can someone confirm this? If true, wouldn’t that mean it’s impossible to Prestige?

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It is true. Bringing them in a non-freelancer mission causes an infinite loading screen. :purple_heart:


Looks like the old version to me? Love the new one tho :purple_heart:

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The key change is also ps5 exclusive. :purple_heart:

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Which is pretty ridiculous imo. They make changes and don’t think them through or test things well enough to make sure there isn’t unintended consequences.

I’d rather they stop adding anything new whatsoever to the game and focus only on fixing the game. At some point the game is going to stop getting patches, and is going to be left with more bugs/issues/oversights than were present when the game launched in January 2021.

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Can confirm the ancestral pistol is broken not just on freelancer, but on all gamemodes aswell. If you try to take it from the safehouse you will get a permanent “loading” icon on the screen similar to the “saving” bug on ps5. If you equip it on the planing screen on a normal mission, it won’t show up at all in game.

I also found this while going down the ladder on 47’s bedroom


This patches seem to break more things than what they fix

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That was before this patch and on PS4.

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And for those who dont know about crusty or don’t have PS VR :

I also noticed new actions we dont have in non-vr such as taking hostages, throw bodies far, lasers on basic guns etc…

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Wow, I think that’s new? :thinking:

That one ladder in the safehouse is so long, its like they merged two ladders together.
There’s a tiny weird bug halfway through the ladder (going up or down) where 47 disappears for a split-second. Been there for a while.

But entire walls missing? I dont think I’ve seen that before…

Would have thought updating the item description for the ICA Outstanding Service Coin would have been an easy fix they could’ve slipped into the last patch. Wouldn’t have required much resources at all… and yet it wasn’t done. :confused:

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Nope, it’s been there since the drop dlc last autumn sadly. Those friendly fishes are more powerful than we realized! :purple_heart:

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The coins’s rotation in that preview is also completely messed up too as the stamp, as seen here, is upside down.

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Hadn’t even noticed that. Now I can’t unsee it. :joy:

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I actually use the crowbar sometimes even when I’ve got a lockpick with me. Makes guards investigate and this could be useful. But yeah, pretty niche.

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Yeah that can be useful, though when you’ve got a lock pick is one thing, it always gives you that option, but when you have the key (which often requires going out of your way to get either off an NPC or from wherever it is kept)?

I mean it’s not a game breaker, I’m not mad about it or anything it’s just very bizarre to take a step back on that.

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Same here and I’m kinda sad we’ve returned to this quarterly roadmap schedule where patches only come every 3-4 months or so…

Which is especially frustrating when we have completely new modes like PSVR2 that apparently have their own issues, bugs and stuff that would be great to have fixed/improved sooner than later to not hurt the first impressions of the mode.
(Or other issues in the main Flat game possibly caused by the PSVR2 update/changes…?)

r/PSVR: Hitman PSVR2 Issues that need to be addressed. - Reddit

Already the PSVR community :up_arrow: is coming together to discuss the game and its shortcomings compared to other VR titles/hybrid games and bugs that have appeared so far. But I hope some of this can be fixed in a Playstation patch before June!
@Combatglue

Already, its a great VR mode built upon a stellar game, so it’s awesome to see so much hype and support for it. I just hope there can be some much-needed fixes for it, especially if this same mode’s improvements might jump back to PC again at some point!

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I’d like to share my thoughts on this updated VR version.

Hands down, this is one of the best versions IOI has ever released. It’s just a shame that it came out only now - I wouldn’t have minded having at least some of these improvements back in 2022 with the PC release. But hey, better late than never.

That said, as well-made as it is, there are a few things I don’t quite like, even though I understand why they were implemented.

  • The first issue is with blending in and climbing walls, pipes, etc. The fact that the game automatically switches to third-person during these actions doesn’t sit well with me. I get why they did it, but I would have preferred an option to keep everything in first-person, especially since the previous VR version never forced a third-person perspective. Having third-person does make the game easier by removing the challenge of making certain moves that could feel more realistic or immersive in first-person, where you don’t have the full view of your surroundings. While this simplifies movement, it takes away the feeling of decision-making and the immersion that comes with not being able to see everything. Additionally, this new VR update removed those small interactions that added to the immersion in the older version. For example, when blending in as a waiter, I could move the rag on the table. It wasn’t necessary, but it added to the realism and the sense of being in the world.

  • The way the game renders the eyes is something I’m not a fan of. From what I can tell, it renders both eyes but prioritizes the left one. I would have preferred an option to choose which eye gets priority. If I remember correctly, the older version only used the right eye and didn’t render the other one - but I could be wrong about that.

  • There really needs to be an option to adjust the position of quick-access weapons. That tick gets annoying enough that I’d rather just store my weapons in the inventory instead of using the belt.

  • Lastly, some interactions - especially when hiding bodies in closets or crates - are clear, but not as intuitive as they should be. Sometimes, I perform the motion to open the container, but the action doesn’t trigger unless my hand is perfectly aligned. A little more tolerance in this area would have been much appreciated.

I still need to play more and figure out if there’s anything else that could be improved, but I can already say that if VR mode were implemented in Freelancer as well (I hope it is, to be honest), this VR update would really bring a breath of fresh air to the game. Only then could I understand the third-person view for blending in, although I’d still prefer to have the option to keep it in first-person for those actions.

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Yes, it’s true unfortunately. That and also the Splitter SMG.

Here is my weapon crate after playing tonight……

Both the Ancestral Pistol and Splitter SMG are showing as blank weapons.

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