Damaged Core is a first-person shooter set in the dingy near-future of a robot uprising. The Core, an artificial intelligence recently gone rogue, is destroying the Earth, and you, an AI program fighting on behalf of the humans, must hack your way closer to the Core by jumping from robot to robot.


 Damaged Core Details:

Official Site
Developer:
High Voltage Software, Inc.
Publisher: High Voltage Software, Inc.
Available On: Oculus Home (Rift)
Reviewed On: Oculus Rift with Xbox Controller
Release Date: August 30th, 2016


Gameplay

Being a non-corporeal computer program certainly has its perks, as you’re able to jump into hackable classes of robots and take over their hardware—that is until they’re predictably cut down into a pile of shreds. As Damaged Core‘s distinguishing game mechanic, jumping from bot to bot, it sets it apart from other VR first-person shooters by offering something genuinely unique to the genre, which mostly fall into one of two camps as of late: ported PC games originally destined for flat screens that offer smooth artificial locomotion, and shooting galleries that make you stay in one place. With its ingenious teleportation scheme, Damaged Core is neither and both.

HVS_TheCore

The pace of action in Damaged Core rivals that of non-VR games even in the face of not having the use of your chosen robot’s legs. Among the 17 different classes spanning everything from multiple bi-pedal classes to hover tanks, you learn to zoom around at high-speed using different weapons, blasting the heads off of enemies, and getting your fair share of flak in the process. In fact, except for a single class of robot which has the ability to physically teleport itself around the map, I didn’t spend long in each bot because of how quickly the Core’s seemingly limitless forces react to your unexpected sabotage.

damaged-core-robots
You will face (and interface with) many different robots.

Needless to say, I kept my head (and my chair) on a swivel as I desperately searched for another available host to possess as your vision is slowly obscured over time to signal a fatal error in your hardware—the alternative being one of two options: death, or invariably retreating to one of the game’s many ‘safe zones’, a type of invisible camera drone whose high vantage points also make in-game navigation easier. Because of this, Damaged Core feels closer to the sort of frenetic first person shooters you see on PC and console.

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damaged core oculus rift review (4)

The game tends to rely heavily on escort missions and ‘protect the thing for some reason’ missions as you make your way closer to disrupting the Core’s plans, a plain result of the game’s map structure. Maps are segmented into smaller stages with clear, linear goals that you have to accomplish to move forward like hacking terminals or busting power generators. After a while this can start to feel wooden as you methodically clear out the last wave of robots and hear the guiding hand of your AI-wrangler tell you where to go and what to do next. If you’ve ever played campaign-mode in any given game in the Halo franchise though, the level of hand-holding will be pretty familiar.

damaged core oculus rift review (3)

AI can be fumbly at moments, as enemies and allies have a knack for staring at walls and getting into corners, which is more noticeable near the end of battle sequences when there are only a few robots left on the map. Two times during the game I had to quit and restart from my last checkpoint to fix an impossible situation—my human allies wouldn’t move forward because there was a single enemy stuck at the beginning of the level just sitting there doing nothing. Because my squad had already progressed and around a corner, and the robot was above my skill level to hack combined with the fact that there weren’t any other baddies in sight, I had to redo that portion of the level. There was a similar occurrence on a train level—mere annoyances, because restarting doesn’t set you back that far, but annoyances non the less.

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damaged core oculus rift review (5)

Damaged Core has eight levels in total which took me six hours to complete. Dying isn’t really that much of a setback, as the game automatically saves in small enough increments to put you back in front of the boss, or before specific mission objectives, so an average gamer should be able to get through well under the 10 hour suggested playtime cited by High Voltage.

Comfort

HVS_ShotgunVanguard

Since locomotion in the game is entirely based on teleportation, nausea is basically a non-issue. Rapid teleportation from host to host however can leave you disoriented, making either a swivel chair or a standing position an imperative so you can find your bearings quickly enough to get your guns trained on the right target—and by guns, I mean crosshairs locked to your face.

damaged core oculus rift review (2)

Personally, I hate gaze-based aiming systems in VR on principle, because they require you to use your neck as a fine pointing device—something it isn’t really designed for—and several hours can be overly taxing on your neck muscles. This is normally true when it comes to slower, more plodding games like VR Solitaire , but faster-paced games like Damaged Core seem to ameliorate this, as you’re constantly moving your head and fluidly readjusting for the perfect headshot.

If you’re prone to neck pains however, this may exacerbate things trying to get on the end-mission leader board, because headshots are prized over all else, and you really do need fine control of your gaze to achieve it.

Immersion

Using the Xbox One gamepad with Damaged Core, the only supported controller currently, isn’t my personal ideal. I would much rather shoot an offending bot in the head with my own two hands than using my gaze combined with a few choice trigger pulls on the gamepad. That said, Damaged Core does something I haven’t seen in a VR FPS, be it with gamepad or anything other input device. It delivers fast-paced, engaging action in a familiar package that proves to be easy to click into and easy to follow. There were only brief moments when I felt in charge of the battlefield, as the amount and variation of the enemy robots keeps you moving and shooting as fast as humanly possible.

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obduction hunrath
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Because of the limited teleportation points, there’s only a handful of moments when you can naturally take in the scale of the world, and really explore for the sake of admiring the game’s well realized backdrop. This is of course an FPS, and I should be more focused on shooting down hover tanks and reloading before I get to my last bullet than looking at a scenery, but this is the trade-off you get with Damaged Core’s past-paced, albeit limiting locomotion style.

An often overlooked piece of the puzzle is sound, and Damaged Core nails it with positional audio and a soundtrack clearly inspired by The Matrix (1999). It’s almost an imperative to keep an ear out for various enemies like ‘deconstructors’, the game’s omnipresent, slow-moving suicide drones. Not only that, but the positional audio helps keep you grounded in the world, giving you a natural point of reference as you pop in and out of enemy bots across the map.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

REVIEW OVERVIEW
Gameplay
7
Comfort
9
Immersion
8

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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.
  • Bryan Ischo

    No motion controls. Head aiming. So this is in the category of watered down VR. On the plus side, it sounds like it has nice polished graphics and fast gameplay. It’s another less than 10 hour experience though. Overall, I’ll give it a ‘not interested’ vote. Wake me when we get a real VR title worth playing from these guys.

    • Raphael

      Checkout Onward on Vive… Tactical FPS shooter with FULL motion and NO NAUSEA! (not that I ever have nausea anyway).

      http://store.steampowered.com/app/496240

      It shows that it can be done and it’s great to see a developer not pandering to one specific type of VR user.

      • Bryan Ischo

        Thanks for the pointer. The user reviews sure look good. I’ll give it a try.

      • DiGiCT Ltd

        Does not look good on art but for sure they focus more on the VR gameplay instead which makes this game more portential.
        I already seen this game on steam before and more ingame videos.
        Still early version but heel ya it looks very promising.
        Cant wait to see the full finished version of it.

    • DiGiCT Ltd

      I agree on what you say, they just ported a normal game to VR IMO

  • Morality_Mortality

    Comfort rating ! WTF ? Is Oculus making titles for senior citizens or hardcore gamers ?

    I am boycotting ALL VR “comfort” titles that use teleportation vs. traditional movement.

    • Raphael

      It’s nice to see some VR users objecting to this developer pandering to one specific type of VR player. Imagine if real-world rollercoasters were only designed for people who are sensitive to motion-sickness? That’s the situation we have with most VR developers. The feedback for VR games on steam shows clearly that nausea isn’t the majority problem. It’s a minority problem and to varying degrees of sensitivity. I’m not saying nausea players should be ignored… I’m saying don’t develop exclusively for them and ignore the rest of us.

      • Morality_Mortality

        I agree with Rayza & Raphael wholeheartedly. Lets tweet Oculus our collective objections !
        https://twitter.com/J_M_0_N/status/770642529607823361

        • Raphael

          I retweeted and agreed. Whenever the issue of teleport comes up I remind people that Vorpx continues to sell which shows that enough people are able to play even injected games without issue. Nausea isn’t as much a problem with CV1 and Vive. Motion sensitive gamers shouldn’t be overlooked but things have gone exclusively in their favour now. A VR user made a statement last week that VR nausea gamers are a minority but a very loud minority. That about sums it up.

          • Mane Vr

            god yes and this is going to be the thing that kills vr the devs need to wake up.

          • wills_b

            Interesting view. I have to say I really struggle with traditional movement controls in VR. I bought VORPX but haven’t had the guts to use it yet as worried I’ll get too sick.
            From the small sample I’ve done of people trying my rift I would say that all of them get motion sickness with movement to a greater or lesser extent.
            I would also argue that it wears off quite quickly if you own one.

          • Raphael

            That’s what i am hearing from a lot of vr users. Initital nausea but it wears off in time. Someone recently told me he got used to vr by playing half life 2 and now he’s OK with any game. For anyone with nausea vorpx is certainly more likely to trigger it because it’s not native vr.

            You have to play around with the settings for each game on vorpx. By default the image will be far too zoomed-in. Field of view needs to be increased and even then you need to use the vorpx in game menu (delete key) to further zoom out. Some games work better than others. Skyrim is very good. CS Go looks neat native. Crysis 2 and 3 are unplayable. Metro 2033 and last light seem to look weird whatever you do.

            Overall vorpx is good. If you got used to playing ganes with vorpx you’d be able to handle any vr game with full motion.

          • wills_b

            This is the problem though, at the moment, the hassle of the Rift coupled with poor (at times) resolution mean it’s just not something I want to play skyrim etc in. As such I’m unlikely to get over the nausea.
            I do still think there’s a future in it. Luckys Tale and Edge of Nowhere were good, just need to be careful with OTT camera movement.

    • Rayza

      I’m so sick of teleporting games too, it completely ruins immersion.

    • Tehen

      They want VR to appeal to more than just hardcore VR enthousiast.
      Having an indication of how comfortable the VR is, is really important for customers.
      Nothing prevent you to only choose VR experience rated “Comfort:Intense” if that is your type of thing.

      Otherwise it would be like to say you want to remove all ratings for film/games because you have no problem with M/18+ content and you do not care about the children.

      As for the teleportation thing, I personnaly do not really like it but I can not blame the dev to try to find ways to appeal to the more people they can until someone figure out the best way to do VR locomotion.

    • Pcenginefx

      Have you ACTUALLY tried a VR game where you can independently move the camera look? There is a reason why this makes people sick and developers like John Romero, John Carmack and many others are actively trying to solve this issue, but I doubt a solution will be coming any time soon.

      • Morality_Mortality

        With the Rift I’ve played many titles with independent camera movement w/ simulator motion/first person motion coupled = SubNautica, Dirt Rally VR, Minecraft, EVE:Valkyrie, Star Citizen etc. – I agree VR Motion sickness is an issue but like I said on Twitter Aaron: it’s a problem to be tackled & beat by luminaries such as Carmack and Luckey (or even Samsung via Galvanic Vestibular Stimulation). Until then I’m not playing any titles that are nerfed by this problem.

        • Pcenginefx

          Any game that you listed that has a HUD/cockpit don’t count actually…I can play EVE: Valkyrie all day but as soon as I walk around in Retro Arcade Neon (it has no HUD/cockpit, but has smooth head rotation) I get sick almost instantly….even Minecraft VR took steps to minimalize head rotation motion sickness by stuttering the motion. If you’re really that upset by this, then it would be best to just sit out this gen as solutions to these problems are most likely still years away.

          • Morality_Mortality

            Considering taking your own advice about “sitting out for this gen” – I’m not the one getting sick. Take heed that I’m doing my utmost to correct a problem that nominally affects a minority of VR gamers. However, by voting with my dollars and using social media to promote solutions like the one below from Microsoft I envision a solution will become evident for version CV2 of the Rift http://www.neowin.net/news/nauseous-when-using-vr-microsoft-is-working-on-a-cheap-fix-for-that

          • Pcenginefx

            Well I for sure won’t be sitting out this gen, but I *will* be supporting developers with my $ to allow them to make better VR games as the tech evolves. Hopefully the CV2/Vive2 will solve this issue.

          • Mane Vr

            well we didn’t know it would be this bad till we already own our hmd. i already tell my friends not to but vr cause the games get boring fast because of this. and until we start getting games that at least gives me the option to play as i would like i won’t buy any more vr games and i will be telling everyone who ask me about vr not to but it cause it’s not worth it with the games we have to play now and i will continue to do that till we start getting better games

        • tytyspear

          Hold on a minute. I can play Star citizen with my rift?

        • RedLeader

          So you’ve never actually played an FPS in VR and yet you’re speaking as if you have any freaking clue how they work or what they’re like?!?

          Wow, how ignorant. FYI, I have a DK2 and CV1. I’ve tried many experiences, including VorpX. You do build up some immunity over time, it’s true. However, it’s not complete, and even after an hour or so in many uncomfortable experiences, I can feel minor motion sickness for hours afterward. Enough to put me off eating or consuming alcohol.

          OTOH, I can play Elite: Dangerous, EVE Valkyire, Toybox Turbos, Blaze Rush, and other 3rd person or cockpit games for hours on end without an issue. The design makes all the difference to your body’s perception of motion.

          • Morality_Mortality

            Firstly, everybody – INCLUDING ME – got sick with past variants of Rift from DK1 & on in games like Half-Life2 etc. That is NOT my point so the ignorance is entirely yours alone.

            Secondly, It’s well known that VorpX and DK2 both have their own separate issues with #VRcomfort but neither has anything to do with Damaged Core.

            So throttle back on the trolling and focus on the issue at hand which IS the game design which is precisely what myself and a lot of others are criticizing here. Damaged Core was nerfed from the moment they decided to cater to the very vocal minority of people with #VRcomfort issues like yourself.

          • RedLeader

            I’m not sure what you said has anything to do with Damaged Core – you mentioned HUD-enabled games in your comment but you’re speaking about traditional FPS movement.

            I played in my DK2 quite well without sim sickness in the HUD-enabled games, so your comment about “DK2 both have their own separate issues with #VRcomfort” really doesn’t make any sense.

            > “So throttle back on the trolling”

            There’s no trolling here. You specifically mentioned HUD games as examples of FPS games that don’t cause sickness, and I pointed out that there is a difference between a HUD game and a non-HUD enabled FPS – one doesn’t cause motion sickness, and one does.

            > very vocal minority of people

            Source, PLEASE.

    • Mane Vr

      I am right there with u. I bought this game and i’m not liking it. I want controls like half-life 2 vr for ALL fps in vr this teleport is BS

    • The comfort rating has been present in our reviews since we began scoring them. This is a key factor in whether someone who may be more prone to nausea in VR should consider purchasing a title. This rating indicates how comfortable the reviewer felt whilst playing the title, and not specifically what locomotion system was employed (this is handled in the review body).

      And on your final point – let me get this straight: You’re boycotting a game based on its method of locomotion, discarding all other merits or positive elements of that game? Wow!

      • Morality_Mortality

        Having played games since the halcyon days of arcades I can state with conviction that FREEDOM of movement in video games is something to be cherished. That being said I completely understand that VR motion sickness is a serious condition affecting a vocal minority that needs to be tackled head on by intrepid companies like Samsung (w/G.V.S.) or Microsoft (w/SparselightVR). In conclusion, I’ll continue to vote with my dollars when companies take the easy way out like High Voltage has with Damaged Core.

        Can you honestly say that Damaged Core wouldn’t be a superior experience if it allowed traditional FPS movement in ADDITION to teleportation ?

        • Nope, I wouldn’t enter into such a gambit as to whether a game would be better or not with motion controls as that wasn’t the question I posed. What surprised me is that someone would so readily reject what is actually a rather good VR title and deny themselves the experience purely on the grounds on a dogmatic belief that all VR titles must have motion controls to be worth considering.

          As for ‘taking the easy way out’, surely in terms of game design challenge, restricting oneself to the mechanics seen in this title is far from the easy way out. Consider also that games take time to make, and at the outset of the game’s gestation this was the options that presented the best chance of reaching market in good time and the game was designed accordingly.

          I too am a child of 80s arcade gaming, and some of the best titles ever to grace those wonderful fleapits were born from both technical, input and gameplay time restrictions. Restrictions often can focus game design, as has been the case since the dawn of digital (or indeed analogue) gaming.

          Therefore, assuming a game as honed toward one type of locomotion would suddenly be better should ‘free’ roaming locomotion be added on is not backed up by my 35+ years playing games. A good game is a good game, however you may play it.

          • Morality_Mortality

            To address your initial point and I quote: “. . . as to whether a game would be better or not with motion controls as that wasn’t the question I posed.”

            Correct, it was my question to you.

            Lastly, I wouldn’t want to envision a world where Super Mario didn’t jump. [mic drop]

          • I did answer your question in the end as it happens, although on my own terms.

            As for your Super Mario Analogy, I find it a little broken in this context. A closer fit would be “Would you ever add an analogue trackball to Super Mario Bros?”. No, because it wasn’t designed for it, it was honed for digital input and tacking analogue control on it would be daft!

          • Morality_Mortality

            Like Rampart with digital controls – I agree it was a shadow of it’s trackball original.

            P.s. Cripes I miss arcades :(

      • Iliad

        Paul, just as a suggestion, let the negative comments speak for themselves, especially as one of the staff from RtoVER There are going to be many points of view on preferences of game style. You obviously liked the game. I purchased it, and was disappointed, for various reasons. Debating with your readers honestly doesn’t bode well, and it only brings out more trolling. Other readers will speak up and defend your position, just as well as his. But, , don’t take it so personally if someone doesn’t like something you do.

    • Keep in mind the bulk of people with this discretionary income, the ones that can afford the $2K+ computer ($1,200 alone for the GPU + Rift) are typically middle age. So there is that consideration. A lot of us have the Rift for Elite: Dangerous Horizons and similar games, and at times, I have to admit, the SRV flipping over and over will cause me to have to shut my eyes.

    • Ome Nicoot

      Dude… And you haven’t even tried it. Why so biased? This game is not your average walk in the park but high paced action. The teleportation works brilliantly in this case. My favorite VR-title so far!

  • Ian Shook

    I think a comfort rating is fine. It’s a new genre, it should be evaluated with new criteria. You may not like it, but when you try out a game that is super cool but poorly executed in terms of making you sick, you might appreciate it.

    • Raphael

      It’s ok for some games like adventures… In a military FPS like Onward it would destroy all sense of realism and immersion. It shouldn’t be something developers rely on to the exclusion of all other forms of movement. We know that people who spew easily want teleport and nothing else. The problem is that most developers are pandering exclusively to nausea players and that is a bad situation.

      • RoadToVR

        In a medium where an uncomfortable experience can have a pretty severe physical impact on a player, a comfort rating is essential for our reviewing process. A game may well be incredible, but if it makes 95% of the population ill when they play it, we need to indicate this.

        Which is why your use of the term ‘Pandering’ is somewhat the inverse of reality in the VR gaming industry. In fact, developers that focused only on ‘intense’ locomotion or experiences that the vast majority of people find make them ill, they’d be ‘pandering’ to the tiny minority who can stomach it.

        Developers need to sell games for this industry to survive, and the industry as a whole won’t survive if it alienates the public in favour of an elitist subset of the VR enthusiast community.

        • Raphael

          It isn’t 95 peecent of the population. Stop lying and making up bogus statistics. Feedback data from vr games on steam shows very clearly that nausea is a much less of an issue than it used to be.

          • Raphael – I’m still puzzled as to why you spend most of your time on our comment section being so militant and aggressive, but it’s becoming really tiresome.

            I wasn’t lying as I wasn’t quoting any statistics, it was clearly a hypothetical statement based on a hypothetical scenario! The point still stands – if the majority of people (or frankly even ‘just’ the vast minority of people) are made ill a particular style of locomotion, it’s terrible business practice to design a game around a methodology that makes this. This is entirely accepted as one of the biggest barriers to the acceptance of VR and has been since year dot.

            Now, should game designers try to give players the most options in order to cater for all tastes and constitutions – absolutely! Just don’t expect them to build a game on an idea that makes a lot of people throw up.

          • Raphael

            I dont know either regarding the militant. Generally it’s anti-vr rhetoric that sets me off but that’s not the case here. But the question is why i react angrily online when I’m calm offline. I think it’s important for the nausea issue to be addressed and that certainly seems to be in the pipeline with the next iteration of vr.

            Hopefully game developers will continue to explore more options for locomotion. Onward developer seems to have developed a full locomotion game that doesn’t make people ill. I haven’t had a chance to try it because I’m working away from home for the next three weeks.

  • DiGiCT Ltd

    Seriously a score of 8 ?
    It is very clear this game was not intended to be a VR game but rather a simple PC/Console game !
    You can see it has a lot of elements be used for that purpose.
    It is very clear this title is absolutely not VR at all.
    I can agree on a 8 if it was just a normal PC or console game.
    If you are a true VR pioneer you should just not accept this game as being VR at all as it does not meet up with VR design standards at all.
    I would give it a rating 10 based on making a showcase how a VR game should not be made for an FPS game.

    As i know a lot of games which are hot to play have locomotion in it.
    This is a problem in VR and those studios seems just only be focus on FPS as that the only thing they are interested in.
    Therefor they did not really learn more on VR development , but rather hurry to make something playing in an HMD to try to sell it “hot”
    IMHO this is an EPIC FAIL.
    The studio has good skills and did take the effort to make it good, but absolutely NO VR !

    • Mike McLin

      Another site gave the game a rating of 9.5. So, maybe a rating of 8 isn’t so out of bounds?

    • Eric Pipedream Leisy

      In the future, you might want to proofread your posts a bit before posting (actually a pretty common problem on these comment boards I’ve noticed), I’m not going to nit pick the occasional spelling error- they happen.. but there is a point where you have so many typos, that it can obscure the point of your post, and I have to admit- I can tell you’re pretty passionate in a negative way about this game but the points you were making weren’t that intelligible…

      • DiGiCT Ltd

        Sorry, i only know 4 languages and english is not the best one.
        You as a probably native English speaking person will not have this issue but there are a lot people in the world which are not.
        If you need to give these kind of commends you must be a teacher or anything in this kinda job, as your comment is boring like hell and even not fitting anything to this topic after all.

        Better come up with something useful next time when you reply.
        Thank you have a nice day.

        • Eric Pipedream Leisy

          I just want to point out, that I didn’t have any issues understanding this post. I’ve got no interest in arguments, but I just wanted to reply to you again so you understood that the reason I made my first post was because I *am* interested in what you have to say.

          That’s amazing you speak four languages. But the fact remains that the dominant language in the world for Science and Technology is English.

          I taught English in Korea and Japan, so you are kind of right although I no longer do it.

          Anyway, I apologize for upsetting you- I get it, no one likes to be corrected… But if know one lets you know there is an issue with something than you will most likely not realize it.

          Anyway the LONG of THE short, is basically if I’m having trouble you can assume other people are having trouble, and it makes it hard for you to get valuable replies… That’s all man. Cheers and take it easy.

          • DiGiCT Ltd

            Ok, understand.
            I am a real FPS game fan, believe me i tried many ways to get it into VR with a comfort feeling.
            It is just freaking hard to get it right with locomotion games.
            At the end there are always parts in the game that breaks immersion somehow.
            The best games being VR FPS are the ones like hover junkers and some other where you are more on fixed spot.
            Although this looks boring, it actually is not in VR, it just feels more right to play that way.
            In future it will be possible to do locomotion on large scale that will feel right, but you need something like a treadmill or visit an arcade VR to get it done right.
            This game just shows a slightly altered VR implementation , so it is not really build from start with VR in mind.
            Dont get me wrong, I do think the game does look good, just its not fit to be called a VR game.

  • Nigerian Wizard

    8/10 For a lackluster review full of negative points? Is RoadToVR the new IGN?

  • Cl

    This would be cool if the controls were with the touch controllers and not an xbox controller.

  • Daniel Gochez

    Teleportation wasn’t the deal breaker for me, aiming with your face and using a game controller instead of hand tracked controllers.. That just kills the fun of VR

  • Jona Adams

    Someone’s got to figure out a way to get the new Unreal game to be VR.

  • Beran

    I like this game,good feeling when shooting:) 9/10

  • sirlance

    Teleportation should be a second option…locomotion should be primary…..dont make everyone else who has thier VR legs suffer, teleport ruins FPS In my opinion….but the sickly crowd seems to be vocal and I think it’s a vast majority of the these writers who suffer from it….I will not teleport around in doom ….fallout. etc.
    Play Onward that game is awesome