Road to VR's Scores

  • Games
For 154 reviews, this publication has graded:
  • 40% higher than the average critic
  • 11% same as the average critic
  • 49% lower than the average critic
On average, this publication grades 3.2 points lower than other critics. (0-100 point scale)
Average Game review score: 72
Highest review score: 100 Half-Life: Alyx
Lowest review score: 30 Gnomes & Goblins
Score distribution:
  1. Positive: 83 out of 154
  2. Negative: 9 out of 154
159 game reviews
    • 62 Metascore
    • 40 Critic Score
    Warhammer: Age of Sigmar – Tempestfall brings some good ideas to the table but only executes a few of them well. While the game’s ranged spellcasting is satisfying and fun, most of the focus is put into a shoddy melee system that’s functional at best and frustrating at worst, with enemy design and variety only exacerbating the issue. With inconsistent art direction and asset quality, weak sound design, amatuer-level animations, and poor writing, Tempestfall feels like a clear case of trying to do too much with too little.
    • 60 Metascore
    • 60 Critic Score
    People with play areas at least 3 metres square will have the best time but, even then, compared to the standouts in the VR shooter genre the fun is limited. [Tested with HTC Vive]
    • 60 Metascore
    • 50 Critic Score
    Twilight Path wants to deliver something grand, but doesn't give itself enough time to set up a world that you can connect with (and therefor care about). Without that, the game is purely reliant on its puzzles for delivering engaging gameplay, but misses a key opportunity to train the player with core concepts that are expanded and challenged as the game progresses. While the player is imbued with special spirit powers, they ultimately don't make you feel very powerful or part of the world.
    • 57 Metascore
    • 65 Critic Score
    Star Wars: Beyond Victory - A Mixed Reality Playset has the production value of some of ILM's greatest virtual reality games, but seems to fumble with the reason for why it actually needs mixed reality in the first place. While a two-hour story mode nails the Star Wars feel and packs emotional punch in VR, its limited MR gameplay keeps it from reaching lightspeed.
    • 57 Metascore
    • 60 Critic Score
    John Wick Chronicles proves itself to be a fun and extremely svelte-looking entry into the wave shooter genre. If not for its extremely short story mode and a few ham-handed, immersion breaking moments, this would be the sort of AAA title that VR has been waiting for, but in the end is just another short but sweet VR demo.
    • 56 Metascore
    • 40 Critic Score
    The Walking Dead Onslaught unfortunately suffers from a bad case of being overstuffed with filler, making you grind through inconsequential missions to move forward in the story. Although there's some fun to be had mowing down zombies and hunting for useful items in the wasteland for a while, after the first few hours it begins to feel like a chore, and not an exploration of the world envisioned in the TV series. This is offset somewhat by the game's excellent character design, weapon variety, and physics-based zombie killing, but it does little to mitigate the hours spent loading up on items that never seems like just recompense for the time spent gathering them.
    • 55 Metascore
    • 40 Critic Score
    AliceVR blurs the lines between fantasy and reality with a certain amount of competence in its loose sci-fi adaptation of the classic tale Alice's Adventures in Wonderland, but pushes too hard to put you into a world where up is down and down is up. Bodily discomfort is a serious concern once you go down this rabbit hole. [Tested with Oculus Rift]
    • 54 Metascore
    • 55 Critic Score
    Wolfenstein: Cyberpilot has plenty of style and atmosphere to rely upon, which is probably more thanks to the recent entries in the franchise than work generated specifically for the game. As a title that takes only 1.5 hours to complete though, it struggles to flesh out any of the concepts introduced to the player, and feels less like a complete game and more like the beginning tutorial levels for each vehicle. When dialed in correctly, visuals can be cohesive and even pretty immersive, although it's hard to really care about a world you can only visit for such a fleeting amount of time. It is admittedly priced at $20, however there's basically no replay value once you've beaten it on its hardest mode.
    • 53 Metascore
    • 35 Critic Score
    Siegecraft Commander is a tabletop strategy game that may look like a competent VR port of the PC game on first blush, but the game's core launching mechanic proves to be too encumbered and laborious to be truly fun in fast-paced play. Maps and units are well rendered, but an over-reliance on labeling units detracts from the game's immersion, culminating in an experience that just never hits its stride despite its innovative core mechanic. [Tested with HTC Vive, Oculus Touch]
    • 45 Metascore
    • 50 Critic Score
    Bravo Team is a cover-based shooting gallery wrapped in a paper thin narrative. You can only kill so many faceless baddies before things become dull, and the game's limited number of weapons do little to mix up the monotony. It's nice to have another cooperative option on PSVR (and with PSVR Aim support to boot), but with the game's diminutive length and minimal allure of replayability, it'll be a one and done playthrough for many.
    • 44 Metascore
    • 55 Critic Score
    Stranger Things VR is basically only for fans of the show who don't mind a four-hour recap of the past two seasons set to some admittedly excellent surrealist art, which deftly nails the nightmarish vibe of the Upside Down. Although there are hints of engaging mechanics at the beginning, none of them come to a satisfying conclusion, positioning Stranger Things VR as more of an extended commercial than a story truly worth telling.
    • 41 Metascore
    • 30 Critic Score
    Gnomes & Goblins delivers a delicious appetizer but is spoiled by a rotten main course. After a lovely little prologue, the game opens up into a beautiful world with frustratingly little gameplay direction which is likely to drive players away rather than bring them back for more. To enjoy the game's best aspect—its visuals—you'll need a hefty rig; be sure to check the Minimum and Recommended specs before considering Gnomes & Goblins.
    • 40 Metascore
    • 30 Critic Score
    Rhythm of the Universe: Ionia guides you through simple one-off puzzles and frontloads an embarrassing amount of exposition and cutscenes that stubbornly put cinematic pretense ahead of user immersion. Ionia talks of big game, but this musical adventure is over before it truly begins, which considering the level of pretense isn't the worse thing about this meandering 45-minute experience.
    • tbd Metascore
    • 55 Critic Score
    Despite a host of redeeming qualities, including a cohesive art style, beautiful scene work and a no-gravity locomotion scheme that left me feeling completely nausea-free, you can't help but shake the feeling that there should be at least 10 times the amount of gameplay in the single player mode. In the end it feels more like a vertical slice, or a demo. [Tested with HTC Vive, Oculus Touch]
    • tbd Metascore
    • 70 Critic Score
    Drop Dead is an adept Gear VR port for Oculus Touch, and feels more at home on the tethered headset with a gun in your hands instead of the Gear's gaze-shooting gameplay style. The storyline and art direction are self-aware in their cheesiness, and while graphics aren't incredible, the game is good at getting your heart pumping with the thought of swarms of zombies coming at your face. Glaring technical flaws aside, it's a fun shooter that's easy to pick up, but hard to put down. [Reviewed with Oculus Touch]
    • tbd Metascore
    • 75 Critic Score
    Syren certainly has a few flaws, but this made-for-VR survival-horror game is a competent stab at the genre, and proves to be terrifying as it is exciting. An engrossing story, and a flair for the dramatic makes Syren a worthy addition to any horror junkie's VR collection. [Tested with HTC Vive and Oculus Rift]
    • tbd Metascore
    • 60 Critic Score
    It's not perfect, and it's clear Unearthed Inc: The Lost Temple isn't as clever or polished as other critically acclaimed VR puzzlers like Obduction (2016) or The Gallery - Episode 1: Call of the Starseed (2016), but it certainly has its own character and allure that merits further exploration in future installments. Boss battles however are a welcome addition, and help punctuate some of the game's less than enthralling fetch quests. [Tested with HTC Vive, Oculus Rift]
    • tbd Metascore
    • 65 Critic Score
    ROM: Extraction is an interesting new twist on the wave shooter genre with its multiple bouncy exploding orbs and tactical bullet time feature. With only a single environment, single pistol, and no coop multiplayer (coming in 2017), you'll be relegated to competing against the leaderboard for the time being. 'ROM' could use a shine-up with more weapons and greater enemy variety to keep things interesting. [Tested with HTC Vive, Oculus Touch]
    • tbd Metascore
    • 85 Critic Score
    Werewolves Within is a clever and well-balanced VR adaptation of the popular party game 'Mafia'. While fundamentally based on deception, even the best liar can get caught if he/she is unlucky enough. The cartoony atmosphere is both approachable and extremely well polished, although the game makes poor use of natural input controllers. [Tested with HTC Vive]
    • tbd Metascore
    • 80 Critic Score
    Zen Studios have achieved a very natural VR pinball experience. While it might not do enough to convince purists, for many it is already a compelling alternative to owning a real table. There is still nothing quite like playing a real arcade machine, but Pinball FX2 VR offers a healthy taste of the real thing. [Tested with HTC Vive]
    • tbd Metascore
    • 50 Critic Score
    Loading Human wants you to create a bond with the characters of the world, but forces you to do it in a way that comes off as ham-handed and involuntary. Both writing and voice acting are better than average, and the world is almost always beautifully rendered, but this is dampened by inconsistent locomotion and cumbersome object interaction. [Tested with Oculus Rift and HTC Vive]
    • tbd Metascore
    • 55 Critic Score
    If you look past the game’s traditional canned responses, what remains is another person looking at you, and talking to you sweetly and affectionately; sitting on your lap and whispering in your ear. I personally found that last bit pretty off-putting, but again, I’m obviously not the target demographic here. The developers say their most important goal is to ultimately provide a sense of comfort to the user at the end of the day. Whether that’s right or wrong for whatever reason isn’t within the scope of this review, so we’ll just leave it at that.
    • tbd Metascore
    • 70 Critic Score
    End Space isn’t the best VR space combat game I’ve played. It lacks the polish of similar games like House of the Dying Sun and doesn’t have multiplayer dogfights like EVE: Valkyrie, but what it lacks in professional touch it more than makes up for with ambition and a strong core design principle. Fans of space combat that are yearning for a single player affair on PSVR (or Gear VR) should definitely check this one out.
    • tbd Metascore
    • Critic Score
    For under $10, it’s hard not to take a chance on some WW2 deathmatch action. As it is now though, Front Defense: Heroes needs some serious TLC to become a trusted VR shooter that people will come back to. The core premise of the game is valid—essentially Day of Defeat in VR—but whether Fantahorn is able to put in the hours to make this rusty wheel eventually spin before its true consumer release… well … we’re hoping for the best.
    • tbd Metascore
    • 72 Critic Score
    Psychonauts in the Rhombus of Ruin is a veritable Saturday-morning cartoon, replete with wacky characters and some pretty groan-worthy humor. Impressive animations and game environments are a big plus, although characters can straddle the uncanny valley at moments. The point-and-click style node teleportation works fairly well, but at the ultimate cost to immersion. In all, there's a strong family-friendly Nickelodeon vibe throughout the game, which can make it feel a little too juvenile for most of the tax-paying public.
    • tbd Metascore
    • 87 Critic Score
    Sacralith: The Archer's Tale marries expert-level visual polish with a clever and engaging bow shooting extravaganza to make what is clearly approaching AAA territory. The narrative, and characters within it, are also high on visual polish, and thanks to motion capture, are decidedly 'human enough' to be convincing. The level of difficulty is extremely high, making for multiple hours of bow shooting throughout the game's singular campaign.
    • tbd Metascore
    • 83 Critic Score
    Red Matter showcases impressive worldbuilding, a knack for high degree of polish, and an engaging enough story to make this a single sitting game worth at very least three hours of your time. Puzzles aren't terribly difficult, but usually come to a satisfying enough resolution, and always feel necessary to the overall narrative. While the game's commander, a voice over guide, can grated on my nerves, it's an easy defect to ignore in the face of an overall excellent sci-fi thriller adventure.
    • tbd Metascore
    • 90 Critic Score
    Electronauts' greatest achievement is perhaps its ability to translate untrained musical creativity into something that sounds good while maintaining the feeling of really crafting something of your own. The experience overcomes a familiar musical barrier—the fear of playing something that sounds bad—which all too often keeps people from connecting with music from the creator's perspective. Fans of EDM will find Electronauts to be a totally unique way to experience and interact with music while expressing their inner groove, and those with more musical talent will find a surprisingly capable set of tools for mixing and performing.
    • tbd Metascore
    • 55 Critic Score
    Evasion brands itself as a bullet-hell shooter, but doesn't quite focus in on what makes the genre so appealing. While some of the elements are there, what results is an often ineffectual standard arcade shooter with a measure of random laser-filled chaos to its name. Co-op mode is measurably a better experience than single player, but only just, as player-to-player interactions are limited to infinite heals, making the human element the only pressing reason to stick around.
    • tbd Metascore
    • 80 Critic Score
    Echo Combat shines when you're in the heat of the moment, with its brilliant zero-g locomotion scheme, and variety of weapons, counter-weapons and throwable grenades; despite only serving up three maps and two gameplay modes, there's just enough meat on the bone here. The lobby and match-making system so far have only gotten in the way of this, rather than helped, but offer minor inconvenience to the overall feeling that the game is truly from the future.
    • tbd Metascore
    • Critic Score
    Blade & Sorcery strongly demonstrates that physics-based melee can work in the right conditions. It’s not clear at this point whether it will stay on the tech demo side of things instead of a more fleshed-out game though. Early adopters of the game GORN don’t seem to have a problem with that in the slightest, so hopefully those impressive slow-mo combat gifs will keep on coming.
    • tbd Metascore
    • Critic Score
    I walked away from Final Assault feeling that all of the basic ingredients were there to make for a truly engrossing and fun game. The addition of a campaign mode though, which is promised to release sometime between now and its March 2019 launch, will make it much more appealing for players like me who would rather play offline. That said, I’ll definitely be playing more on the game’s road to launch.
    • tbd Metascore
    • 80 Critic Score
    Fujii doesn't fit squarely into an existing genre, but does a good job of making you feel like you're exploring and discovering a world you've never seen before but are glad to be able to visit. Thoughtful design is apparent throughout from art direction, visual & sound effects, locomotion, and interaction; Fujii's organic and reactive world is ripe with satisfying 'game feel' that shines brightly thanks to VR's ability to let you reach out and touch what's around you. While the game's free-form gardening mechanics feel adequately deep, it's missing a compelling reason for players to return after they've already discovered the extent of Fujii's relatively small world.
    • tbd Metascore
    • Critic Score
    In its early access state, Gadgeteer is both a fantastic Rube Goldberg-style reaction machine builder and, at its most gripping moments, a true example of VR Presence—where the act of building and testing a machine becomes so engaging that you forget you’re playing with code instead of physical toy dominos. The collider occlusion bug within the physics system should still be addressed, and continued improvements toward the locomotion system would be nice. But, content-wise, Gadgeteer is already a complete package out of the box. At $15, I consider it a steal.
    • tbd Metascore
    • 75 Critic Score
    Considering how No Man’s Sky has deservedly become something of a cult classic in traditional gaming, it’s disheartening that the state of its initial jaunt into VR is so disjointed. That said, porting a game as expansive as No Man’s Sky to a medium as complex and relatively uncharted as VR certainly had to have been a herculean effort. And, even given all of the objective issues that I found with this title, it would be entirely unfair to say that it isn’t a diamond in the rough; No Man’s Sky is now the most feature-complete VR game in existence.
    • tbd Metascore
    • 65 Critic Score
    With one foot thrust into the present and one foot invariably still stuck in the past design-wise, Vertigo Remastered is not entirely polished to a mirror sheen, but it's a gem worth experiencing just the same. It does an admirable job of serving up a good degree of variety, fun set pieces, and an all around interesting experience that, despite pervasive physics-based bugginess, may be worth your time.
    • tbd Metascore
    • 70 Critic Score
    Larcenauts is a technically well made game with strong art direction, great performance, and a sense of progression with eight characters to unlock, each with different loadouts and customizations. In its launch state the gameplay feels more like a run-and-gun free-for-all than a team-based hero shooter, and it may take a balance pass (or two) to get things closer to the latter. While Larcenauts has the breadth of mechanics that you'd hope to see in a hero shooter, it's missing an immersive hook due to minimal VR-specific interactions. The developer has promised that more immersive interactions will be added down the line, but it's a shame they aren't part of the game from the get-to.
    • tbd Metascore
    • 90 Critic Score
    Ultrawings 2 is a sight for sore eyes, giving fans of the original more of everything in a new and improved package. Outside of fun flight challenges, Ultrawings 2 introduces a smattering of military-style combat missions that take the franchise in a new and interesting direction that we'd like to see more of. The formula of grinding for cash doesn't feel very magical after a while, and object interaction is lackluster, making for a more frustrating flying experience, although it's hard to knock such a plucky little flight game that sits neatly somewhere between simulator and arcade flier.
    • tbd Metascore
    • 70 Critic Score
    At best, the campaign mode is a guided way to learn the game's range of unique mechs before digging into multiplayer, but if you're only here for the campaign then you'll probably be disappointed at its poorly executed story and characters, and the significant pacing issues that come along with them. While the game's campaign elements don't deliver, Vox Machinae creates a totally unique and immersive mech experience that really makes you feel like you're controlling a giant robot.
    • tbd Metascore
    • 85 Critic Score
    Virtuoso is more than just an immersive place where you mess around with virtual instruments. It's more of a beginner's music creation tool than a simple sandbox. With only basic knowledge you can easily create music, although drilling into the settings and massaging a more unique sound out of the looper will ultimately be the most rewarding use of this immersive little music machine.
    • tbd Metascore
    • 65 Critic Score
    Ruinsmagus is a definite treat for anime fans, as it serves up a thick slice of art and narrative inspired by some of the greats. The game's battle system is mostly efficacious, although it's hindered by a bad inventory management system. Its penchant to adhering to some flatscreen traditions is also a sore spot that makes it feel mechanical, and about as repetitive as its dungeons.
    • tbd Metascore
    • 90 Critic Score
    COMPOUND clearly has a love for the classics, as it provides its own take on the single-player shooter genre with some stylish and well-crafted pixel art. The game cleverly focuses on slowing down the pace by making default gun handling a very deliberate experience, so only those who can master its slightly unorthodox reloading scheme (or use the optional auto-loading mode) can go full bore. Plenty of progressive weapon unlocks and three selectable gameplay difficulties give ample reason for players to come back for more pixel-busting carnage well past beating the end boss for the first time.
    • tbd Metascore
    • 60 Critic Score
    Broken Edge is a multiplayer fencing game that offers up a great chance to roleplay a number of distinct fighting classes in a 1v1 battle. Single player is essentially just practice for online play, which is a shame since replicating moves isn't always a straightforward task and you may find yourself quickly outclassed by steadier hands. Most players may need a good amount of time in the dojo and in solo mode before you can not only replicate specific moves, but in a way that doesn't overextend outside of your headset's tracking volume.
    • tbd Metascore
    • 50 Critic Score
    Well-refined visuals are impressive in their own right in Hubris, although the core of this shooter is a little too hollow to be truly engaging. Some good decisions make for highlights, like interesting environments and one-off narrative events, although adventuring is stymied by a "helpful" floating drone who just can't seem to read the room.
    • tbd Metascore
    • 85 Critic Score
    Favorably comparing a VR roguelike to 'In Death' is fairly high praise already, however The Light Brigade seems to do an even better job of enticing you back for more as you make successive attempts at conquering the dark forces that have removed light from the fantasy universe. The game's WWII-era weapons make for welcome and familiar additions while adding a measurable level of realism which manages to aid immersion far beyond what a plainer entry in the genre might. The game's color palette is a bit too muddy, making for not-so-awesome visual contrast, but that's small potatoes when looking at the bigger picture.
    • tbd Metascore
    • 85 Critic Score
    There's no denying the underlying game is fantastic, as Not For Broadcast confronts you with moral quandaries as you slowly become a well-oiled cog in a dystopian propaganda machine. While the game's binary button pushing wasn't as VR-native as we would have liked, the base game translates extremely well to VR, feeling decidedly more at home on VR headsets than on flatscreen monitors.
    • tbd Metascore
    • 95 Critic Score
    While not as photorealistic or high budget as Valve's Half-Life: Alyx, this VR-native shooter does its best impression of a 'AAA' game. Vertigo 2 isn't just bigger and weirder than the original at around 10 hours of campaign gameplay, but it's also full of so much heart and good humor that you'd swear the core dev team was much more substantial than just a single dude. The wild and lovably convoluted story may not add up, but you probably won't care since it's such a great and undeniably smart game.
    • tbd Metascore
    • 60 Critic Score
    You're not getting the full-fat Resident Evil level of scares or production value, especially at a runtime of less than four hours, although Propagation: Paradise Hotel manages to offer up some terrifying thrills just the same. While I wish the narrative were stronger, and functional bits were more polished, it certainly departs from the namesake's waves hooter roots while setting up a sequel that might just be worth waiting for.
    • tbd Metascore
    • 85 Critic Score
    The sequel to the beloved Fisherman's Tale puzzle adventure is here, offering up more of everything, including new mechanics that make the basis for a wider selection of iterative puzzles. Set to a backdrop of an emotionally complex story, Another Fisherman's Tale feels like it's struck a better balance between its bigger themes and characteristic storybook narrative style, making it feel like a full-featured film instead of the charming, yet simplistic short we had with the original.
    • tbd Metascore
    • 35 Critic Score
    Executing fast and artful kill combos is basically the reason for Bulletstorm to exist in the first place, but sadly the VR version doesn't deliver the same flow state as the original, making it feel more tedious and less fluid overall. Combine that with some very iffy visuals, which feel demonstrably worse in VR than on flatscreen, and you have a game that's not only uglier than the original, but less fun overall.
    • tbd Metascore
    • 30 Critic Score
    SOUL COVENANT hoped to adapt the series' hallmark melee combat and colossal monsters into a VR-native experience, but its obsessive adherence to repetitive wave-based missions and cumbersome narrative make it feel more like it has two feet firmly planted in the flatscreen era, and not the immersive, first-person anime-inspired game many were hoping for.
    • tbd Metascore
    • 90 Critic Score
    Starship Home brings a fun and quirky mishmash of casual ship management and sci-fi plant gardening, and does it so well in mixed reality that it stands on even playing field with generations of VR games. With modular ship components, Starship Home admirably breaks away from the usual MR gimmick and gives you plenty of reasons to stick around and trek through the universe, happily gardening all the way.
    • tbd Metascore
    • 60 Critic Score
    Wall Town Wonders offers a charming, visually captivating experience as you manage a tiny, bustling town spread across your real-world walls. Gameplay however feels underdeveloped, which limits appeal beyond brief, casual sessions. The concept and visual execution are definite highpoints, although some may struggle to sustain interest in the long term.
    • tbd Metascore
    • 65 Critic Score
    Zombie Army VR faithfully brings the storied franchise to VR for the first time, serving up enough zombies to shake a Tommy gun at. There are less zombies than you'd think, but good enough variety to keep you on your toes. While the game makes an honest effort at translating the franchise to VR, its pacing in the later levels pushes the boundaries of immersive actions, revealing its flatscreen roots. While zombies are fun to go 'splat', boss battles left a lot on the table, feeling more like same-y summoner types that would let the zombie minions do all the work.
    • tbd Metascore
    • 60 Critic Score
    We were hoping Titan Isles would have evolved the Windlands 2 formula, which expertly balanced exploration via grappling hook-based parkour and immersive shooting mechanics to awesome effect. Instead, the game veers hard into arcade 'bullet hell' territory, which has cheapened some of the magic at the expense of more baddies and bigger bosses. Still, a mature locomotion system places Titan Isles as one of the most competent bullet hell-style shooters out there, although distinctly one that is no more than the sum of its parts.
    • tbd Metascore
    • 70 Critic Score
    Reach is a fun game with generally great VR fundamentals. But a few odd choices to the game's overall design keep it from reaching its full potential. While the game's running and jumping movement feels great overall, it unfortunately doesn't synergize well with the combat. Combat itself is fun but doesn't evolve enough over the course of the game. And while Reach is mostly comfortable, a few key areas of the game involving rotating puzzles are likely to make a significant number of players feel uneasy or outright uncomfortable.

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