Out now on Steam Early Access, Overkill VR is a First-Person Shooter available for the HTC Vive. Developed by Starloop Studios and published by Game Troopers, it offers a large arsenal of upgradeable weapons, plenty of levels and varied boss battles.

Overkill VR’s opening area is a strange one. Beginning in a large armoury with a vast collection of weapons on the wall, the game immediately thwarts any notion of interacting in this inviting space. You’re prevented from moving beyond your physical play space, and none of the objects are interactive. Instead, you’re simply there to point at a large display on the wall, which functions as the main menu – pretty uninspiring for a VR game. In fact, it isn’t a VR interface at all; it comes directly from the touchscreen menu of Overkill 3, a game developed for mobile platforms in early 2015 on which Overkill VR is based. The UI has barely changed, with a Vive controller acting as your pointer. It works well enough, but it’s not an encouraging start.

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Overkill 3 was designed as a third-person, cover-based shooter, but Overkill VR’s action takes place in first person, and thankfully, it’s a reasonably satisfying result. It’s a testament to the quality of the original level design by Craneballs Studios that a mobile game can not only survive the transition to VR, but also make the move to first person without major problems in terms of object and environment scale. While it is impressive that a mobile game can hold up at all, these are poor graphics for a PC game in 2016. The visuals are functional at best, and the environment detail is very limited. There’s no escaping the fact that the original assets had mobile rendering in mind; the poor quality of the obstacles used for cover is particularly noticeable, as they can be inches from your head. Extremely low detail geometry combined with some misaligned textures (that were never expected to be scrutinised up close) is disappointing. Enemy animation is quite stiff, and appears to be running at a lower framerate than the rest of the scene. The saving grace is that the game isn’t demanding on hardware, so if you’re hitting minimum spec for VR it should run perfectly. There are no graphics options to adjust, although the developers say they are considering adding a higher quality mode. I’d appreciate the option to remove the lens flare, which doesn’t feel right in VR.

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If there is a highlight to the visuals, it’s the weapons. Real-world guns are all represented with a decent amount of detail, and are upgradeable in an impressive number of ways. The original mobile game was designed as a free-to-play title, hence the focus on weapon upgrades, promoting in-app purchasing. As a paid title for VR, the in-app purchasing has thankfully been entirely removed, with upgrades accessible through credits earned during gameplay.

With strong similarities to the Time Crisis series, the gameplay largely involves eliminating a number of enemies from a predetermined cover position before moving on. Those with fond memories of light gun ‘rail’ shooters will likely have a good time here. You have to eliminate everyone before moving to the next predetermined spot via an instant ‘teleport’. Often there is more than one position to choose from, some offering a greater difficulty (due to less effective cover) but potentially higher scores. Random drone targets appear during the action, which you can shoot to regain ammo, health and other power-ups, and there are various enemy types with different strengths, making it important to prioritise certain targets. It’s unfortunate that the weapons don’t feel or sound quite as good as they look. The audio in general is passable, but the enemy voices quickly become repetitive and they don’t seem particularly high quality. The Duke Nukem-like voice of your character crops up when you’re performing well, and on completion of each level. Some may be amused by the ‘oh yeah’, ‘hell yeah’, and ‘that’s how we roll’ dialogue, but I found it became irritating pretty quickly, so an option to silence your character audio would be a bonus.

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As with most VR shooters that use tracked controllers, there is minimal (if any) aim assistance, as the main appeal here is the inherent accuracy of the controllers. It’s essential to have a steady hand, and to aim down the sights. Closing one eye to actually line up a headshot is always an impressive demonstration of VR technology in any shooter, but it can become tiring to constantly have one eye closed. Holding the gun further away, at arm’s length, it’s possible to aim fairly accurately with both eyes open, but fighting the stereoscopic split can result in eye fatigue after a while. I found myself switching between the two techniques and between my left and right eye regularly.

By moving your other hand forward of the trigger, it will snap to the weapon to simulate holding it with both hands, which can give you greater accuracy, as it appears to steady the aim and reduce recoil. But holding both arms up separately, as if they’re gripping a single object doesn’t really make much sense – what you really need is a gun-like peripheral that actually locks both controllers together so they can support each other. I much preferred to physically support my dominant hand with the other (as you would with a pistol) for all the weapons, in order to steady my aim and to reduce arm fatigue. Indeed aside from this supporting role, the non-dominant controller seems rather wasted. There is no dual-welding of single-handed weapons, and there is no motion-based reload mechanic, that has proved so satisfying in games like Raw Data. One positive trait it shares with Raw Data is the importance of cover; physically crouching behind virtual walls for protection is an immediate immersion-enhancer, which makes it all the more disappointing that the reload is just done with a single press of the grip button.

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Unfortunately, the non-VR, mobile beginnings of this game are obvious, from the low-detail geometry to the unlock-with-stars level progression. Despite this, the game can be fun, as wielding weapons correctly and physically crouching for cover is all down to player skill, and that invariably feels satisfying in VR. As the game is expected to leave Early Access in March 2017, there is some time to improve the presentation. Along with updating the game with new content, the developers have acknowledged the most-requested feature is a manual reload system, and that is now a priority. This single addition to the game would make a huge difference to the experience, so that is certainly something to look forward to.

Overkill VR is available now via Steam’s Early Access program here with a full release planned for March 2017.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • ummm…

    stay away from this title. i bought it and refunded within 15 min. It is nothing new, doesn’t execute as well as any other offering in the catagory, and is way overpriced for what it is. please trust me. do yourself a favor. Even if you dont mind it, you’ve already paid to much for it.

    • hyperskyper

      How do you refund Steam games? I didn’t buy this game. I am just wondering because I have never felt that I needed a refund for my games and want to know how if I ever do.

      • John Leonard

        You need to ask this question in the Steam forums, not here!

        • hyperskyper

          Wow, such a great community here on Road to VR…

        • DiGiCT Ltd

          There is nothing wrong about asking this question here.
          A post like yours is more useless here as the one he posted.
          And at the end you are not making the rules here on this site either.

        • Raphael

          Click on the game from your steam library list. On the links menu on right: “Support”…”It’s not what I expected”…”I’d like to request a refund”.

        • WhywasIbanned

          Not exactly a big deal is it to help a fellow gamer.

      • ummm…

        help > steam support > select product etc.

        • hyperskyper

          Thanks!

    • DiGiCT Ltd

      I did not buy it, even will not buy it.
      based on the article and the screenshots quality it seems to me already a simple glue together game that works in VR but is not ment to be in VR, just to get some easy sales.
      The art looks moor like Unreal Tournament 2004, that already tells a lot on how old this gameart is..
      Studios like this should even not be able to be greenlit on steam with this kind of applications.

      But yeah, you can clearly see the devs are mobile game devs.

      • ummm…

        i think that it is perfectly fine that they get greenlit; although i understand that you may have a worry that if they make money other developers will lower their standards. We have to understand, i believe, that all games should be appreciated – but the price point here, i think, is a bit misleading and out of touch. It is no where near a $20 game. We need to bring back the age of the DEMO. Too many publishers want us to “take a chance”. Ive refunded so many crappy VR games it isn’t funny.

        • DiGiCT Ltd

          I am not worried in a way as you say, I am more looking at it as those devs game does not look like you realy want to buy it, which is actually how you vote in steam for greenlit: “I am interested in this game”, reallly look at it rofl, how you could ever vote for it to be interested, i’m sure a lot dont buy.
          I’ve seen some games passing greenlit which i even cant imagine its passed on the game but rather on some social media request for votes hype or even vote swaps between those developers.
          The greenlit program original functionality was to get rid of not worthy games, but rather only get the ones on steam people are wanting to play.
          That seems now to be gone, although I am a real supporter of the original idea, if i think the dev did a great job i vote, if I think its not i will not vote it up at all.
          So I dont share the same feeling about every game should be there.
          It would just work better as devs are forced to amke their games better and even though the quantity of games to choose from will be less, at least the quality is better.
          Now there are just a lot of people refunding after trying, but still takes gamers extra time to find the good games between the garbage ones.
          And yes thats exactly what you say, not funny to refund all the time….

    • WhywasIbanned

      I agree, I also fell for what seems like ‘suspect’ reviews talking about the animation when in effect they were like something from a gun shoot game in the early 90’s. I bought and refunded too.

  • NullReference

    And yet a lot of people do seem to like it as they say it’s the only real FPS in VR. I think I’ll avoid it as I’m not into the run-shoot-die-respawn cycle anymore.

  • AndyP

    I’m not buying anymore VR teleportation games. I can roam freely in reality and want more freedom in VR, not less.

    • OgreTactics

      But unless in 3rd person or in a vehicle…you can’t roam freely unless you have a turning chair and infinite cable. Otherwise try it but be sure to get a vomit back next to you.

      • 8 months later. You still feel the same way?

        Despite full locomotion being a thing more than ever now.

  • OgreTactics

    “You have to eliminate everyone before moving to the next predetermined spot via an instant ‘teleport’”

    Damn, too bad, the Time Crisis/Point Blank/House of the Dead scheme is great for VR shooter for now, but ruining it with the cognitive rupture of “transportation” is as bad as turning around with a joystick/button.

    Also one could design and implement a relative head-orientation input turning mechanism…

  • Andrew Jakobs

    Time crisis (razing storm) and it’s accompany game deadstorm pirates are still among the best PS3 move games I have, it’s soooooo rewarding to play this with a sharpshooter and on a large projection screen.. If only there were much more of these games available on the PS3 (House of the dead is another one). I don’t mind the onrail shooter type of games, they are sometimes even more fun than games where you have to move yourself.

  • I was just looking over some of the new VR releases on Steam, and thinking to myself, “Do people actually buy these games??”. $10 for a 10 minute game with some cutouts that jump around. $20 for a game that wouldn’t sell for $5 if it was in 2D. I’ve sputtered out on progress on my VR project because I had doubts about it’s value, but if junk sells, maybe I’ve been too harsh on myself.

    Overkill actually doesn’t look too bad compared to the train of junk that’s pulled through in recent months. Take a look at “VR Fun Worlds” that just came out today. It’s $30 for less!

    Do people just buy anything in VR now?

  • WTF? How come after I get Overkill VR with Stream the game won’t even start past the “pull trigger to start” view? The controller’s hooked up / working fine for EVERYTHING else? But I can’t even get my game to start working????