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
    • 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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