Review: Resident Evil 4

Resident Evil 4

It was always disappointing that Resident Evil VII Biohazard never made it to more virtual reality (VR) headsets as it was such a good experience on PlayStation VR. When 2005’s Resident Evil 4 was confirmed for Oculus Quest 2 it was great to hear this classic getting a VR makeover, even if it was another headset exclusive. However, Resident Evil 4 is a very different beast to that later sequel, and while developer Armature Studio has done a commendable job with the transition with plenty of VR interactions, there are unavoidable elements from the original that do hamper the overall experience.  

Resident Evil 4

If you’ve played the standard version of Resident Evil 4 then you’ll be instantly at home as all the core elements have stayed the same. This entry in the series moved away from the Umbrella narrative, unearthing a new terror called Las Plagas and a mysterious cult based in Europe called the Los Illuminados. The main tie-in to the whole series came by way of Leon Kennedy, who plays the hero tasked with trying to save the president’s daughter.   

Before embarking on any of that though, Armature Studio wants every player to have a comfortable experience, instantly offering a range of comfort and accessibility options. These are as extensive as you could hope for, depending on whether you like to play seated or go full roomscale. Whilst none of these are unique to Resident Evil 4 what is slightly more unusual is the ability to decide on weapon handling. This is a shooter after all so you get the option for full-body support – shotgun over the shoulder, grenade on the chest, that sort of thing – or a slightly more traditional selection wheel. Naturally, it was full-body support all the way, using a selection wheel not only dulls the immersion but also just seemed rude. Who doesn’t want guns strapped to their body in a shooting videogame?

The only slight twist to that was the fact that rather than having your primary pistol directly on your hip there’s a curved indicator on one side for the weapon, with another on the opposite side for ammo. It’s intuitive to use yet it wasn’t quite in keeping with other elements of the gameplay which blended into the background far better. A good example of this is Leon’s watch. It displays various stats depending on whether you’re in combat or not, giving you quick info on ammo and health for example. Perfect when engaged in those fierce boss battles.

Resident Evil 4

Resident Evil 4 was never really a great looker when it came to overall aesthetics, with swathes of various browns and greys to look at. Even so, the VR edition looks spot on, the development team has done a superb job of bringing the environment to life, most importantly ensuring there are plenty of physical objects to ground you in the world. VR basics like being able to open a door or cupboards are there (not all doors mind), smashing boxes with your knife, turning cranks and moving puzzles around with your hands are other excellent examples of how this 17-year-old videogame has been transformed into VR.

The same goes for weapon handling. Grabbing ammo requires cocking the gun, with each weapon having its own mechanics that feel fluid and fast. Incalculable the number of times that came in handy quickly reloading the pistol when surrounded by Granados – the main basic enemy you’ll encounter – to pop a few heads in quick succession. Even details like pulling a grenade pin have been thought of. When in the heat of a fight, Resident Evil 4 is able to truly deliver heart pounding moments.

And let’s not forget some of the classic Resi elements such as playing around with your inventory. It returns in all its glory, split down into squares with each item taking up a certain amount. In VR, you can of course grab them all to twist and reposition them just so, maximising space so you can always pick up precious resources like ammo and health.  

Resident Evil 4

However, for all the good there are some inevitable downsides, some of which were going to be unavoidable due to the very nature of bringing Resident Evil 4 into VR. First on the list are those Quick Time Events (QTEs). There are quite a few of these and they generally involve waggling the controllers or pressing both triggers at the same time. Thankfully, there’s an option in the menu to turn most of these off but some are unavoidable. QTEs just don’t work in VR, pulling you out of the whole experience with needless gameplay mechanics. Do you know what also has a similar effect? All the damn cutscenes. It’s easy to forget how many there are and at times it seems like you’re jumping from one cut scene to another – the castles lava-filled section was very notable in this regard – making for a rather jarring experience.   

Other little annoyances also cropped up such as a multitude of “A” button interactions. You can’t climb a ladder, for example, a pretty standard thing in VR nowadays or climb through a window. As mentioned, breaking boxes and barrels with your knife was essential for conserving ammo yet you can’t use the butt of your gun, only the knife worked. And then there was the spatial audio. Outside in areas such as the village, this worked as expected, yet in many of the more confined areas it became more erratic, enemies suddenly sounding much closer than they were.

Even with these gripes, Resident Evil 4 was still as addictive and fun to play as ever, even the typewriter got a makeover so you can label each save however you wish by actually typing on the keys. What was plainly obvious though was how easy the first run though was. Over the course of the first 10+ hour session, having full control to sidestep, stepping backwards or duel wielding a knife and gun meant many of the encounters – the bosses included – weren’t that taxing. Plus, you can only play on easy or normal, to begin with, unlocking the harder difficulty after your first completion. Really, that needs to be available right from the off.

Resident Evil 4 on Oculus Quest 2 is a testament to Armature’s VR skills whilst highlighting the difficulties in bringing an almost 20-year-old videogame into VR. With the immersion settings on full whack, running around monster-filled castles was thoroughly engrossing and genuinely tense at points. But there’s no getting away from the fact that plenty of rough edges remain and moment’s like the QTEs are going to be highly divisive amongst players. Resident Evil 4 certainly isn’t a pivotal VR showcase by any means, yet for Resi fans, there’s enough to keep you entertained.     

Xbox Still Won’t Adopt VR as Phil Spencer Applauds Sony, Oculus & Valve’s Work

Virtual reality (VR) may have some big backers in the likes of Sony Interactive Entertainment, Facebook and Valve but once again Xbox is staying well away, even whilst heaping praise on those developing the space. In a recent interview, Xbox boss Phil Spencer has once again said VR isn’t of interest with software remaining the core focus for the console.

Xbox Series X

Spencer recently spoke during the Wall Street Journal’s WSJ Tech live event (paywalled), when asked about VR he responded by saying: “I think that when we think about immersion, we think about mixed reality, virtual reality, I’ll even take it to ‘metaverse’, which seems to be the buzzword of the day now,” reports VGC. “We’re big believers in that software platform and the devices that will enable that. Absolutely. [But] we’re focused a lot more on the software side of that right now. When I think about immersive worlds and I think about the connection of a player and community, that’s something that’s very high on our investment list.”

While Xbox is digging deep when it comes to providing its gamers with the best content, Spencer still acknowledged the work being done in the VR space. “I think that the hardware innovation that’s happening is great and it’s an important enabler, [but] right now I’m deciding to stay more in the software side of that enablement. I believe it will scale better in the long run.” He went on to say: “And you know, I applaud what Sony‘s doing, I applaud what Oculus is doing, what Valve has done. I mean, there’s a lot of good players out there that have done some amazing VR work.”

This has been Spencer’s general response to the VR question for several years now, although he has previously been a lot harsher in his responses. It’s all Xbox’s fault in the first place when Spencer himself mentioned VR in his E3 2016 keynote address when talking about Xbox One X – then Project Scorpio. It was after that mention that Xbox quickly avoided any talk of VR.

Bethesda Xbox_HERO

The Xbox team might want nothing to do with VR at the moment but that’s not the case over at Microsoft or even Microsoft Game Studios. The tech giant already has devices like HoloLens 2 – as well as a consumer version – and Windows Mixed Reality on the market. On the studio side of things Microsoft owns the likes of Bethesda, that’s created VR titles and inXile Entertainment (Frostpoint VR: Proving Grounds). And let’s not forget Microsoft Flight Simulator.

VRFocus will continue its coverage of Xbox, hopefully, one-day reporting that it has finally embraced VR.

Chill City Building Title Little Cities Coming to Oculus Quest Spring 2022

Little Cities

At the start of 2021 British virtual reality (VR) developer nDreams announced a $2 million fund to help co-fund and publish VR content from third-party developers. The first being brought to fruition from that initiative has been revealed today, a charming city building experience called Little Cities.

Little Cities

Created by indie team Purple Yonder, Little Cities is all about creating beautifully intricate, interwoven metropolises with residential areas, areas for commerce as well as industrial zones for everyone to work. As your city grows it requires careful balancing of these three core areas, enabling you to grow the population whilst ensuring all their needs are met.

Keeping the populous happy is your main priority, which also means ensuring crime is low by building police stations, hospitals are there to keep them healthy and schools to educate them all. Then there are all the utilities. An expanding city and its residents require access to power, water and network connectivity but they also don’t want to see them out their garden window. Little Cities will also feature unlockable buildings that’ll have their own unique properties.

You won’t be confined to one area either. You’ll be able to expand and build across several islands, each with its own unique features like mountains that block those important network signals.

Little Cities

Purple Yonder wants to make Little Cities as accessible as possible. So you’ll be able to play either seated in comfort or standing, allowing you to really lean in and see the city come to life, watching all the vehicles whizz around doing their daily chores. In keeping with the tranquil gameplay, Little Cities has a relaxing soundtrack, the gentle hum of an everyday city and the sounds of nature to further bring the experience to life.

Currently, Little Cities is scheduled to arrive in Spring 2022 for the Oculus Quest platform. Take a look at the first trailer below and for further updates, keep reading VRFocus.

Pimax to Unveil its Next-Gen Tech at Frontier 2021 Event Next Week

Pimax Frontier

October has already seen quite the influx of virtual reality (VR) and augmented reality (AR) hardware announcements and that trend doesn’t look like it’ll be stopping anytime soon. Originally due to take place tomorrow, Chinese VR headset maker Pimax’s upcoming event “Pimax Frontier” will now be held next week, just a few days before Facebook Connect, promising a showcase of its next-generation technology.

Pimax VISION 8K X w_ deluxe modular audio head strap
Pimax Vision 8K X with optional Deluxe Headphone Strap

Pimax has made a name for itself in the VR space with its wide field of view (FoV) headsets which currently include the 5K Super and the flagship 8KX, both of which feature a massive 200-degree FoV. The Pimax Frontier conference will be about unveiling its next generation of VR, what the company dubs VR 3.0. Originally, Pimax’s VR 1.0 era saw the company launch its first headset, the Pimax 4K, in 2015. This was then followed up from 2017 onwards with the latest roster of devices, or the VR 2.0 era.

So by that information alone, Pimax is guaranteed to be revealing a new VR headset (or headsets) of some sort. In a press release, the company notes: “VR 3.0 provides a totally immersive experience, and will focus on three points: naturalness, freedom and self-awareness.” VRFocus would expect Pimax to maintain its wide FoV hallmark, if it does then it’ll buck the current trend of making smaller, lighter headsets that are trying to cater to the consumer market.

Additionally, the Pimax Frontier event won’t purely be focused on hardware, it’ll also delve into its own software ecosystem. The Pimax store is set to reveal new partners and Pimax Studio will introduce a series of developer support initiatives. 

Pimax Sword Lite
Pimax Sword Lite controllers. Image credit Pimax

Pimax Frontier 2021 will now be held on 25th October at 10am PDT (6pm BST), viewable via YouTube here. You can also register for the conference on the official Pimax website. Registration will also put you into a draw to win a Pimax 8KX worth €1,199.00 EUR.

Last month saw Pimax finally confirm details regarding the long-awaited Sword controllers. While customers have been able to use Index controllers, the Pimax Sword Lite finally gives the company its own in-house control scheme for customers.

As details from the conference are announced, VRFocus will keep you updated.

Build Your Own Spacefolk City on Oculus Quest This Week

Spacefolk City

Indie developer Moon Mode in conjunction with publisher Beyond Frames revealed colourful city builder Spacefolk City back in August for Oculus Quest and PC VR headsets. This week, It has been confirmed that Spacefolk City will see an initial for Oculus Quest this Thursday, with the Steam release to follow at a later date.

Spacefolk City

The single-player title is set to offer a quirky take on the traditional city building experience. Taking place entirely in space, you’ll have the freedom to construct your floating city however you wish, creating some unusual urban layouts in the process. As you’re not limited to a flat surface, you can build up or down as you see fit, just making sure everything’s connected so that inhabitants can navigate your undulating cityscape.

Like any city builder, you’ll need to encourage new residents whilst ensuring their interests and requirements are met. From building them houses to useful establishments to frequent, as you can see from the screenshot there’s a definite food theme to some of the aesthetics. This is key to making inhabitants happy, as their body type indicates their interests. A happy community means they’ll be productive and efficient, helping you further build out the growing metropolis.

Alongside all the core buildings, you’ll also be able to decorate your space city to give it that homely feel. Drop in some lighting, foliage and more, making the whole place vibrant and alive. To help keep that motivation pumping, Spacefolk City will feature a funky soundtrack of more than 20 songs influenced by late-70s electro-disco and early-80s electro-pop.

Spacefolk City

Spacefolk City even has its own backstory with Moon Mode’s synopsis explaining: “The Spacefolk are in trouble! Their sun is going supernova, and they need your help to build up their city and find a way to escape the impending solar disaster!”

Moon Mode has confirmed that Spacefolk City’s Oculus Quest launch will take place on 21st October, retailing for $24.99 USD. A Steam page currently lists the PC VR release for November. For continued updates, keep reading VRFocus.

Facebook to Create 10,000 European Jobs to Build its Metaverse

Horizon Worlds

Mark Zuckerberg has been very vocal about turning Facebook into a metaverse company, having previously announced initiatives like a dedicated metaverse product group and that $50 million investment program. The latest step in that vision was revealed over the weekend with plans to create 10,000 new jobs at Facebook across Europe.

Horizon Worlds

In a blog post, Nick Clegg, VP Global Affairs, and Javier Olivan, VP Central Products said that: “Europe is hugely important to Facebook. From the thousands of employees in the EU to the millions of businesses using our apps and tools every day, Europe is a big part of our success, as Facebook is invested in the success of European companies and the wider economy.” Hence why the company wants to create so many jobs in the region over the next five years.

Facebook has yet to detail its overall metaverse vision, simply reiterating that its: “a new phase of interconnected virtual experiences using technologies like virtual and augmented reality,” and that: “No one company will own and operate the metaverse. Like the internet, its key feature will be its openness and interoperability.”

It does however have a couple of products already in beta, the recently renamed Horizon Worlds and Horizon Workrooms. Both serve different purposes in that fact that Horizon Worlds is a more community-driven platform where you can build your own worlds. Whilst Horizon Workrooms is purely designed for remote collaboration, with upcoming features including the integration of Zoom.

Horizon Workrooms

These are just going to be the tip of the iceberg as Facebook heavily invests in all aspects of the metaverse, with more “Horizon” products highly likely. The next could even be shown at Facebook Connect next week?

With all the hardware announcements going on last week Facebook also got in on the action, showcasing several prototypes including one with a retina display. As the company continues to reveal its metaverse plans, VRFocus will keep you updated.

The VR Job Hub: Virtualities, Microsoft, vTime & Redpill VR

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Redpill VR LocationCompanyRoleLink
RemoteVirtualities Inc.VR Gaming League Esports DirectorClick Here to Apply
Lagos, NigeriaMicrosoftPrincipal Software Engineer – Mixed RealityClick Here to Apply
Liverpool, UKvTime Senior ProducerClick Here to Apply
Liverpool, UK  vTime Lead Programmer Click Here to Apply
Liverpool, UK vTime Lead Software Designer (VR/AR) Click Here to Apply
Liverpool, UK vTime Junior Software Designer (VR/AR) Click Here to Apply
Remote/Los Angeles, CARedpill VR3D animatorClick Here to Apply
Remote/Los Angeles, CA Redpill VR Lead ArtistClick Here to Apply
Remote/Los Angeles, CA Redpill VR 3D Environment ArtistClick Here to Apply
Remote/Los Angeles, CA Redpill VR VFX ArtistClick Here to Apply
Remote/Los Angeles, CA Redpill VR Content Art DirectorClick Here to Apply
Remote/Los Angeles, CA Redpill VR Automation Engineer 3Click Here to Apply
Remote/Los Angeles, CA Redpill VR Sr. Animation EngineerClick Here to Apply
Remote/Los Angeles, CA Redpill VR Gameplay Engineer 1Click Here to Apply
Remote/Los Angeles, CA Redpill VR Sr Gameplay NetworkingClick Here to Apply
Remote/Los Angeles, CA Redpill VR Programmer (C++/UE4)Click Here to Apply
Remote/Los Angeles, CA Redpill VR Technical Animator (Rigger)Click Here to Apply
Remote/Los Angeles, CA Redpill VR Technical ArtistClick Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

The VR Drop: Evil Fitness Week

The VR Drop 15102021

There has been some virtual reality (VR) filled months in 2021 but October definitely looks like it’ll be taking the crown. This past week’s hardware reveals have been quite intense and next week there are more videogames to get excited about, one, in particular, is returning from the grave.

Viro Move

Viro Move – Fit Reality

For those that love getting fit in VR, Viro Move aims to have it all, combining a selection of rhythm action styles in one experience. Designed to help improve stamina, agility, and cardiovascular fitness, Viro Move features separate sword, punching and shooting gameplay modes or the Weapons Master mode that switches between them all.  

PowerBeatsVR – Five Mind Creations

Coming to Oculus Quest’s App Lab next week is PowerBeatsVR, another VR fitness experience that was originally launched last year on Steam. Box, dodge, and squat to loads of energetic music, with professionally designed workouts, multiple difficulty levels and calorie tracking.

  • Supported platform(s): Oculus Quest/Quest 2
  • Launch date: 20th October

Unplugged – Anotherway/Vertigo Games

Oculus Quest videogames feature heavy next week and none are more unique to the platform than Anotherway’s Unplugged. Utilising the headset’s hand tracking capability to the max, Unplugged is all about unleashing your inner air guitar rock god, playing classic tunes like The Kids Aren’t Alright by The Offspring and Ozzy Osbourne’s Flying High Again; all with your hands. Strum and play a virtual guitar, trying to impress the crowd with your axe skills.

Resident Evil 4 – Armature Games/Capcom

Resident Evil 4 caused quite the commotion when it was announced earlier this year. Not only for the fact that one of the biggest entries in the series was getting a VR edition but that the title would be the first Oculus Quest 2 exclusive. Armature Studio has rebuilt Capcom’s classic with immersive VR controls, manual reloading on the guns, dual weapon handling, seated and standing support, and much more. The 2005 entry took players deep into rural Spain, tasked with rescuing the U.S. President’s daughter from a cult called the Los Illuminados.

Resident Evil 4

Ragnarock – WanadevStudio

A Viking-inspired rhythm action title from French team WanadevStudio, Ragnarock hit PC VR headsets during the summer followed by an App Lab release for Quest. Next week is the official Oculus Quest launch of Ragnarock, a drumming videogame featuring a mix of metal and Celtic songs from Alestorm, Gloryhammer, Saltatio Mortis, Wind Rose and more.

Review: Sweet Surrender

Sweet Surrender

Virtual reality (VR) roguelites seem to have become really quite fashionable in the last couple of years, with the likes of In Death: Unchained, YUKICosmodread and Until You Fall all carving their own particular niche. The latest to do so on Oculus Quest is Sweet Surrender by Salmi Games, offering fast gunplay and a very stylish, heavily cel-shaded design. However, like any genre that suddenly sees an uptick in titles, does Sweet Surrender provide enough of a tasty treat to make it stand out?

Sweet Surrender

This is Salmi Games first VR experience that VRFocus knows of and straight away it impresses, easy to pick up and dive right into without really caring why you’re there in the first place. A basic narrative puts you in a dystopian future in the bowels of a gigantic tower, having to work your way up through the various levels, destroying every enemy in your path.

You can go about this in two ways (but both are almost identical). The main Adventure mode gives you the chance to keep retrying, again and again, inching ever forward. Whilst the Daily Run mode is just one pure shot to the top and leaderboard glory. Fail and as you might expect, you’ll have to wait until a new day to try again.

As with any roguelite, whichever mode you choose all the levels are procedurally generated so there’s no learning a specific route through. However, because Sweet Surrender’s gameplay is split into rooms that you have to clear before proceeding after a few runs the designs inevitably repeat so you can get a feel for things like enemy placement. Some rooms only have a singular level whilst others can be multi-floored structures to explore.

Sweet Surrender

And it’s certainly worth doing so as it’s the only way to survive and upgrade yourself. None of the robotic enemies are exactly smart with each having its own particular role to play, from ranged gunners to spider-like specimens that’ll try and run up to you and detonate. There’s just enough variety in their design to make stepping through each door interesting yet their only real danger is in numbers. This can quickly happen as you can’t run between rooms until they’ve been completely cleared. Hence why finding the chips are important, these will give you extra perks for the fight ahead.

Upgrade chips come in all sorts of flavours, more damage, bigger ammo clip, restoring a small amount of health after each shot; you get the gist. Sweet Surrender’s deeper strategy is all about how you use them. Chips are attached to your forearm, two on each side for a maximum of four. They come in various grades which isn’t really explained although it is simple enough to work out. Unfortunately, that’s about as complicated as Sweet Surrender gets, more paddling pool than a deep lake.

As for the guns, there are two hip-based holsters for smaller weapons like pistols, with larger two-handed rifles and shotguns going over the shoulder. Having tried a few of these out, the standard pistols are just too good, a great mixture of damage and range. The SMG’s, rifles and shotguns were okay, they just weren’t as much fun to use. Oh, and ammo isn’t an issue either, reloading is automatic, all you need to do is point the gun down. Making Sweet Surrender feel like a classic arcade shooter, just run and gun.

Sweet Surrender

Another to the pistol setup to get into the action was the grappling gun. Ideally suited to those multi-floor rooms mentioned, having the grappling gun meant not needing to use the lifts or jump pads. These routes up always felt like walking into a trap, the enemies knowing exactly where you’ll be. Grappling up – or across open gaps – nicely switches up the gameplay, giving you more options when the timing is right.  

All of this makes Sweet Surrender immensely fun to play the first few times, what it’s lacking is that reason to push forward to try and discover more. Like those other roguelites mentioned, death means starting back at the beginning to try it all again, just a little wiser. However, nothing carries over. You start in a hub/office space that’ll highlight as holograms what opponents you’ve encountered and guns you’ve picked up. Those chips have disappeared, of course, encouraging you to find the augments again. There’s no additional benefit to making it further up the tower, unlike Until You Fall where you can permanently upgrade a weapon or unlocking a new Bladewing in YUKI. That’s what Sweet Surrender is really missing. You can complete in-game tasks to unlock access to later levels but it isn’t quite the same. 

There are a few other glitchy moments such as getting stuck behind massive crates that suddenly fling into the air whilst casually walking by – with no way to pick them up – or robots. What’s good to see in this type of VR videogame are accessibility options, Sweet Surrender has plenty. Play seated, standing, add a vignette, switch to left-handed mode, it’s all there.  

Sweet Surrender

Sweet Surrender is very much a no-frills type of roguelite. It covers all the basics with a reasonable amount of variety in the weapons, enemies and upgrades, all displayed in a very nice, low-ploy aesthetic. There’s still finessing that needs to be done though, weapon balancing, a bit more room variety, tougher enemies and progression expansion. Great for those that love easy to digest action-oriented shooters, not so much if you want a roguelite with mechanics you can really dig deep into. Still, even after all of that Sweet Surrender has that addictive quality that draws you back in. Hopefully, Salmi Games continues its refinement.

Rezzil Player 22 First Expansion Adds American Football Training

Rezzil Player 22

Rezzil Player 22 brought football training to Oculus Quest over the summer, enabling fans of the beautiful game to train like the pros – where headers are concerned – across a selection of scenarios. Today, the Rezzil team has announced the first major expansion to the title, adding in American Football training.

Rezzil Player 22

The new selection of drills are based around the Quarterback position, giving players the chance to improve their depth- and distance-perception as well as their situational awareness. Just like Rezzil did with its original football training drills, these new Field General drills have been created with help from current and ex-professional quarterback’s.

“We’re really excited to finally bring such a high standard of football training to the Quest,” said Christian Barsanti, US Operations Director. “We’ve worked with an incredible roster of high calibre coaches and players to get here and we’re proud that anyone can now get more reps in, anywhere, for such a small amount of money. We hope we’re opening the door to a whole world of undiscovered talent whilst giving those at the top the chance to perfect their craft.”

The update isn’t purely focused on American football either. Players will also find an expansion to the Blokz mode with new challenges to face, whilst the Headers medal score has been rebalanced, a music selection and shuffle option is now available, alongside a number of bug fixes.

Rezzil Player 22
Rezzil Player 22

Since the launch of Rezzil Player 22 the development team has added DLC packs offering more official customisation options, and more Headers mode challenges.

Rezzil Player 22 features two core heading drills Control and Shooting to get players started but it’s not all about football. There are three other fitness modes, Reaction Wall helps speed up those response times by hitting blinking lights, Hoops Vision is a rhythm action mini-game based on basketball and Blokz is a bat and ball mini-game all about smashing as many blocks as possible.

As further updates are added to Rezzil Player 22, VRFocus will let you know.