
Nintendo's recent closure of the 3DS eShop has presented something of a quandary for fans of the console and video game preservationists in general: how do you accurately preserve systems which have technical quirks that are impossible to replicate on your average console, PC or handheld?
The 3DS offers autostereoscopic visuals which convincingly present three-dimensional depth, and while pretty much every 3DS title is perfectly playable without this feature (hence the release of the 2DS), it remains an intrinsic part of the console's appeal. While there are a great many 3DS consoles out in the wild, there will come a time when obtaining one might prove costly, so what possible way is there to ensure the system's innovative 3D effect can still be enjoyed?
That was something I was personally pondering when I heard the news that the 3DS emulator, Citra, had been ported to the Meta Quest 3. The benefits didn't need any explanation; because the VR/AR headset is capable of presenting 3D depth, reproducing the 3DS' visuals is simple. Even so, this didn't prepare me for the sheer impact of experiencing these games again in a totally new way. In short, playing 3DS games on the Meta Quest 3 feels so natural and immersive that it's making me curse Nintendo for not doing something similar beforehand.
In fact, the Meta Quest 3 (and its predecessor, the Quest 2) is already a great way to experience another of Nintendo's experiments with 3D visuals – the ill-fated Virtual Boy. Released in 1995 to consumer apathy, it has gone down as the Japanese company's most costly commercial blunder, yet playing its games via the VirtualBoyGo emulator on the Meta Quest 3 is a transformative experience – even for someone like myself who owns an original Virtual Boy and has spent many headache-inducing hours craned over a desk playing it.
Citra running on the Quest 3 delivers something new and different, however, because it allows you to play in 'passthrough' mode so you can still view your real-world surroundings. Apple has coined this approach 'spatial computing', where you're able to have multiple 'virtual screens' dotted around the room. As Mark Zuckerberg has been keen to point out recently, the Meta Quest 3 can do this as well (and at a fraction of the price), but outside of work, it's a great way to play 3DS games without having to cut yourself off from the world. In Citra – which is still in beta, I should note – you can reposition the top and bottom screens, as well as enlarge the uppermost screen for a more immersive view of the action.
Games that previously looked impressive on the 3DS' tiny autostereoscopic screen are now capable of filling your entire field of view, and while the graphics are dated compared to modern-day VR titles, the experience is often overwhelming; it's almost as if 3DS games have been given a next-gen upgrade when played in this way (it's actually possible to upscale the games in the emulator, too). Mario Kart 7 becomes more exciting thanks to the convincing sense of depth and speed, while Zelda: A Link Between Worlds gives the impression that you're gazing down into a doll's house while the characters move around within it. I wish I could accurately show what this looks like, but, as was always the case with the 3DS, you have to experience it to get the full impact.
Given that it's in beta, there are some caveats to consider with Citra. Performance can be spotty, with regular pauses and skips – this will hopefully improve over time. Compatibility is also something of an issue, at least for me personally; some games don't currently boot, while others (such as SEGA 3D Classics Collection) load the game's main menu fine but won't load up any of the games. It's clearly going to get much better than this, but there are already some features which really impress me, such as the ability to connect a Bluetooth controller and use that instead of the (actually perfectly fine) Meta Quest 3 controllers.
Outside of Nintendo's machines, we're already seeing the Meta Quest 3 become a surprisingly fertile playground for old-school gamers. People are recreating the amusement arcades of their youth (complete with playable machines), while EmuVR – which sadly isn't yet native to Quest 3 (yet) and requires the use of a computer – delivers a similar experience but with the added benefit of netplay and the ability to experience light gun games in VR.
Given the cost of amassing a sizeable 3DS and Virtual Boy collection today, would I advise people to stick with original hardware when such a compelling alternative exists? Given that Nintendo doesn't offer official access to its Virtual Boy library and has recently shuttered the 3DS eShop, there's definitely a solid argument to say that you're better off experiencing both of these platforms via a VR device like the Meta Quest 3 – especially as it allows you to enjoy their 3D magic in the most convincing way imaginable.
Comments 23
Of course, this all comes from the downside of needing to use a product developed by Facebook.
Why would anybody use a Fecebook product?
I'd say the best way to enjoy these games doesn't involve strapping a big stupid thing to your head. And "passthrough mode" absolutely still cuts you off from the world, on account of the big stupid thing on your head.
I think I can manage with my New Nintendo 3DS XL, always thought it's taking it a bit to far with these VR headsets (and besides 3D effect - and that's what it is - is not too good for your brain in my experience).
You guys all sound like boomers to me, no offense. Quest 3 is probably the coolest piece of technology I own. I 100% completed Luigi's Mansion 2 on it and the article doesn't lie, I've been playing 3DS games less on a 3DS and more just on the Quest.
It's not bulky at all, it feels very comfortable on your head (once you replace the official strap.) You're locking yourself out of one of the best gaming experiences available in 2024, I've gotten so much more value out of the Quest 3 than the PS5 I've owned for 3 years in just a few months. Check out a Best Buy store demo maybe, and you'll get it.
I've been trumpeting on about VR being the way to play games like this for some time. It's actually kind of ideal.
@Goat_FromBOTW I totally agree with you other than this thing where everyone seems convinced they need to go out and purchase a different strap and even recommend everyone else do the same too almost as an essential.
I had a Quest 2 and got a BoboVR M2 third party strap for it and it really helped with that headset, which really did hurt my face after not much time of use. But I've been happily playing my Quest 3 with the default strap for months, sometimes for a couple of hours at a time, and I would say it's not remotely essential to purchase a third party strap and not necessary for every to basically compel everyone else to do so.
Now, everyone is free to choose for themselves, of course, by my personal view to share is that the Quest 3 feels just fine and dandy with exactly what comes in the box.
How do the touch screen controls work, if at all? Does the quest 3 have a motion controller that can be used as a gyro pointer or do use an analog stick to control a mouse pointer?
One problem: It is a total convoluted mess trying to get this all setup and on my headset to actually play it. I feel like Sidequest is on both my PC and headset, but it's stuck on some kind of update loop and I can't seem to actually sideload any of the apps I want to use to play these games. Total pain in the a-hole. It really needs to be as simple as go to either the official store or AppLab and just select install and done. Everything else outside of that is just a total mess imo and not for 99% of people to bother with. I mean, I'm a nerd and/or geek, and I am about ready to give up. That's a fail right there.
@ralphdibny The headset and the each of the controllers basically have gyros that could be used like this. I presume you just use one of them like a pointer and done.
@RetroGames cool, fair play!
@ralphdibny And, to be clear, the controllers are also directly tracked by the headset, much like the Wii pointer was tracked by the sensor bar (actually the other way around), and they are leagues more precise and responsive than the Wii pointer was, and you don't have to basically just point at a little window directly in front of you to use them either, so they really are perfect for this kind of pointer based and indeed whole motion control interaction. Using the pointer method is literally how you interact with the entire Quest UI or aim any fps games in VR for example (just without any visible lines or cursors). Really VR is the ultimate realisation of the Wii control style, and literally, I think every single Wii game would be sublime in VR like this and far better than the Wii itself could ever manage. That's how good VR is for this kind of stuff--it's literally the peak of both motion and pointer controls to date.
OK, Just got Citra running on my Quest 3 and tried A Link Between Worlds, and, while it's running a bit chuggy at times and I haven't figured out how to change any settings in Citra and stuff, it's very cool. It's working in passthrough mode, so it's literally like a virtual giant version of just the two 3DS screens floating in front of me in my room, with the top one being in stereoscopic 3D and I can interact with the bottom one using either of the Quest controllers as basically a direct pointer (an instantly responsive and accurate one) and then just press a button to interact with options on the screen there. The analog stick on the left Quest controller moves Link around as if I were using a 3DS or N64 analog stick, the A and B buttons on the right Quest controller act as A and B buttons, the menu button on the left Quest controller acts as the Pause button, etc. It's all very intuitive and feels great. Honestly, if they/I can get this all running smoothly, I do indeed think this will be a kinda awesome way to experience all these 3DS games on my Quest 3. Now just need to get the Virtual Boy stuff properly setup too.
@RetroGames ah wicked, that's great to know! Especially that the controls are all working well!
Glad to hear you've got it all up and running now! I'm curious to know if you can play it with a black background with the top screen zoomed into a full field of view (having to look down into the abyss for the touch screen).
Id actually love to play Ocarina of Time like that. To this day I still think that game had the best 3D of all 3DS games despite being a launch title and an N64 remake. It just felt so deep and it was like looking through a window into another fully realised world.
Maybe some years down the line I will track down a Quest 3 myself! No money for it and no time to research it all right now anyway
@ralphdibny You can set it to be a black void with just the two screens. And you can move and scale the top screen (can get it pretty big too, like maybe 100 inches), but I can't figure out any way to move or scale the touch screen.
@NeonPizza Whether people feel they need a different head strap with Quest 3 is something I can at east understand, but I think this whole thing about needing a different faceplate is total and utter garbage. I'm not sure how people have bought into the idea that the standard faceplates on any of the Quest headsets were ever uncomfortable or irritating or whatever, but I personally think that narrative is total rubbish and they are all very comfortable. In fact, I think it's the silicon and faux leather ones that are crap and just feel either sticky or actually make you sweat buckets. I'd take the simple cushiony material faceplates any day, and I hope Meta always sticks with those are the default ones.
But I'm with you on the other stuff.
@RetroGames except, the thing that made Wii games fun was the multiplayer.
Family and friends can't hang out and play VR together, which is why I'll never buy one.
Any technology that turns focus inward is bad for society.
@Mr_Monochrome This is very much your loss. Maybe one day you will give it a go, possibly when headsets are cheaper and you can get a couple or so of them so your friends/family can join in the fun too, and then I firmly believe you'll finally understand what you're missing.
Also, note, while each headset is an individual user experience that can only be worn by one person at a time, multiplayer is huge in VR, and some people might even argue it's the best thing about it. I'm a solo guy, but so many people lap up all the more connected and social games for VR.
And, you might not be aware, but you can use passthrough in many modern VR headsets to see the world around you too, so it's closer to augmented reality when using them like that, which quite a few games/apps do. With passthrough you can still see and interact with other people in the room around you, and they could do the same if they had a similar headset too. With Apple's Vision Pro they even have your eyes projected onto a screen on the front of the headset so people can tell well you're looking at them as well, which I expect might become more common on these devices going forward.
So, VR isn't quite as inward and isolated as I think you might imagine it to be. And I have zero doubt it will be even less so with each passing year and every new headset.
@NeonPizza "Man, if Nintendo used Quest 3 as a template, but made improvements by adding a QD-LED display for greater colours and slightly deeper blacks, Better controller haptics and adaptive triggers, eye tracking & foveated Rendering for better game performance, and have it wirelessly connect to Switch 2 for games like Mario Kart 9 VR, Metroid Prime 4 VR, Heck, Pokemon Snap! VR etc. It could be a smash hit."
Totally hear you on that.
A Nintendo VR headset that removes all the convolution and clunkiness that is currently part of these Meta headsets and the like, something more akin to the PSVR2's console-like simplicity of setup and use but untethered, and has that usual Nintendo touch of quality and ease of use, could be something truly magical.
Shame there doesn't appear to be anything like that even remotely in the works at Nintendo.
Although, we never know.
@Goat_FromBOTW I've been seriously tempted to get a Quest 3 partly for things like this but also to connect to PC and some of rhe mixed reality stuff looks like a lot of fun
@F-ZeroX Yeah, I get your fear to be honest, but I think most people will be able to use it and not go too mental.
It's just like "social" media, where it's an insidious toxic mess if you happen upon the small group of people acting completely insane. If you properly filter your experience to your own needs and desires though, it can be fine.
For example, I have muted all the plonkers annoying me on Twitter, I've only linked to channels with content I'm generally interested in, and I used a Chrome plugin to remove the "news" panel that pops up on the side. Now all I get is daily gaming and movie news basically. Not more devisive and hateful politics or other stuff like that. And if some random troll does come into my Twitter feed once in a while, I just block them completely. I can't quite get it that clean on YouTube, as you're only able to mute people on your own channel, but they can still troll comment on your comments on other people's videos even if you've basically blocked them, which is unfortunate. Muting them should block any interaction from those people entirely so they can't interact with you or engage you in any from and on anything from you.
If we can manage our VR similar to services like Twitter in the future though, it should be okay. We just need to make sure everyone is educated about these options, because ususally it's not being aware these options even exist that allows for all the toxic stuff to slime its way in.
When it comes to my VR headset, I have turned off all the Meta/Facebook/etc "social" stuff entirely and very rarely play any online multiplayer games or enter any VR chat rooms and such simimarly, so I just play it myself as if I were gaming on an old video game console in my room back in the day. And I'm happy with it being just like that.
@F-ZeroX Yeah, I think you have the right take on it really. The social part is important, but it has to be authentic and with your real friends and/or people who just want to have normal fun interactions. And, yeah, ideally that would also be in the same room so people can hang out together and have pizza and drinks and stuff like that. VR is never really going to be good for that, although AR/MR will at least allow for it, and more so with each new and smaller iteration of the tech, just with it being like everyone is wearing thick "glasses". Bigscreen Beyond is very near the form factor, and all it needs now is to get a little smaller and have a way for people to see your "eyes" very clearly and it should be good. Hopefully we get to that at some point soon.
Sorry to be a negative Nancy but you really can't say it's impossible for to be the best way if it can't play SEGA classics yet!
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