The is the first port of a non vr game I've ever seen to its completion in vr. It's very clear that this is a port. It could never provide the same level of consistency as a native game built from the ground up. The game cuts to third person very often, the world is static and not interactive, and cutscenes play on a screen in a black void. The implementation certainly has its shortcomings, however, when it hits it hits.

Climbing onto the back of a giant and wiggling my arm like a maniac to slash its weak spot and physically leaning left and right to keep a minecart on the tracks while shooting at enemies were some of the coolest experiences I've had in vr, all packed in a meaty campaign with a budget nearly no vr game could hope to get.

For every cut to third person I wished I could do myself the game surprised me with a mechanic they took the time to retool and let you do in vr leaving me to wonder why some things were left untouched (let me climb ladders!). Even little things have really nice attention to detail. For example, there's a puzzle towards the end of the game that has you controlling a computer screen with a controller. In vr they actually give you a slider and a button on the machine itself. That's really neat!

Honestly, I prefer playing this game in vr for the weapon reloading alone. It's well proven that gun combat is much more intense when you have to fiddle around with magazines yourself. The weapons in general were given a lot of attention and it shows. Each one handles differently, has different ways to reload, and work really naturally with motion controls. The knife is really cool also, with the player being allowed to stab enemies themselves for finishing blows and physically blocking attacks with it to parry. In the beginning the cut to third person for the roundhouse kick really bothered me. Don't get me wrong, it's not ideal, but I got used to it as the game went on. This is just a really cool way to experience this game.

Reviewed on Feb 01, 2024


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