‘The Walking Dead: Saints and Sinners’ Releases on Quest Today, Trailer Here

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At Facebook’s Connect keynote last month, Skydance Interactive announced that The Walking Dead: Saints & Sinners (2020) is making its way to Oculus Quest in October. Surprise, surprise. That’s today.

Update (October 13th, 2020): The Walking Dead: Saints & Sinners is now available on Quest and Quest 2, priced at $40 on the Oculus Store. We haven’t popped in yet, although if it’s anything like the PC version (save the obvious graphical downgrade), it’s going to be a fun, zombie-slaying good time. The original article follows below.

The game is said to arrive on the Quest platform October 13th, or right on time for the launch of Oculus Quest 2.

First released on SteamVR headsets in January, and then on PSVR earlier this summer, the zombie horror-survival game has celebrated its fair share of success over the past year, garnering a ‘Very Positive’ user rating on Steam, a near five star rating on PSVR, and [4.3/5] on the Oculus Store for Rift.

If you haven’t read our spoiler-free review, find out why we gave this horror-survival game a [9/10].

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'Skydance's Behemoth' Delayed to December to Give "AAA" VR Adventure More Polish

If you’re not looking for a deeper dive though, here’s the short of it: Saints & Sinners delivers a truly unsetting feeling with its engrossing story, physics-based zombie killing, and gritty, immersive atmosphere. There isn’t much in the way of grand narrative choices like in larger open-world RPGs, as the game keeps users hopping around discrete levels scrounging for crafting supplies and completing missions, but you’d be easily fooled into thinking otherwise with this super engaging title that hasn’t bitten off more than it can chew.

Just like with the PC VR and PSVR versions, the Quest port is being developed by Skydance Interactive in partnership with Skybound.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • I’ve noticed that most games can “garner” a good rating on the Oculus Store. Either people who make reviews there are super fans, or there’s a bit of review fixing going on.

    As for Saints and Sinners, it’s a mixed bag of a game. Alot of the game is cool, with the physics actions, crafting, random quests. But it’s all mared heavily by their system for spawning zombies which is erratic. I’ve been in a clear room, with no sound, turned around and looked back to find 2 more zombies just sorta hanging around after spawning from thin air. They should have spawned them from locations on the map and shifted them over time to locations of sound, but instead they just pop them in at random spots, anywhere and everywhere.

    These spawns might be ok, if the combat wasn’t so clunky. Your character apparently is MASSIVELY out of shape and wears out at a moment’s notice. His/Her constant exhaustion kills all of the fun, as your limbs become wet noodles with every movement. It reminds me of those games were you play a commando, bad-a** who can’t run more then 20 feet without huffing and puffing like a chain smoking 90 year old grandmother. Is my character suppose to have the arm strength and endurance of a small girl scout

    And the zombies, despite staggering slowly, seem to lash out like pit vipers when in arm’s reach if you endlessly exhausted character. Why are they suddenly so fast??

    I want to love it, but it needs help. Maybe somebody will release a patch for the game that gets the main character to stop smoking so he/she at least has the lung capacity to swing a baseball bat more then twice without nearly collapsing into a coma, to allow me to fight off all of these teleporting zombie hordes.

    • Adrian Meredith

      One of the things some devs haven’t figued out yet is that in VR you get tired in real life so theres no need for fake stamina bars. The thrill of the fight gets this so right, if you fight like an idoit (flailing around your arms) you’ll get tired and the fight becomes a lot harder to win.