A Wake Inn Review: Tedious Pacing Overshadows Immersive Design

A Wake Inn is a deeply creepy and tense VR horror game with some clever puzzles, but ultimately the tedium and laborious (albeit immersive) controls get in the way of the fun and fright just a bit. Here’s our full A Wake Inn review!

The elevator pitch for A Wake Inn is a bit odd. But then again, if you were to describe the concept behind most VR games, it wouldn’t really click if you didn’t put the headset on and try them for yourself.

A Wake Inn Review – The Facts

What is it?: Immersive VR horror game that takes place entirely in a wheelchair
Platforms: PC VR (Rift, Vive, Index,WMR) – [Steam]
Release Date: February 25th, 2021
Price: TBD

In this creepy VR thriller, you step into the lifeless shoes of a human-sized doll trapped inside the Silver Inn Hotel with no way to move beyond the use of a wheelchair. The mysterious Dr. Finnegan talks to you over the radio as a guide to help you try and escape the dark depths of the hotel. This means you’ll sit down in real life and reach down to the sides of your chair to push the virtual wheels forward in order to explore environments. Everything about A Wake Inn from a design perspective flows down from this high-level concept of making it feel as immersive as possible.

You can adjust your height with a lever on the side of the chair, just like you can do in an office chair in the real world right now, and your inventory is handled with a little cigar box in your lap. Unfortunately the items don’t exist as physics objects inside the box, there is a grid they snap to kind of like the Tetris inventories from Resident Evil, but it’s still much better than a non-VR menu. If you’re tired of floating rectangle menus in VR, then A Wake Inn should be a welcomed respite for your weary laser pointer hands.

a wake inn doll mannequin

Visually, A Wake Inn has a really evocative steampunk style that reminded me a bit of Bioshock mixed with Close to the Sun. It sets the tone and mood immediately. Stylistically it’s very consistent even to the point that the main menu interactions all feel directly tied to the world. A Wake Inn is acutely immersive and interactive in ways most VR games are not.

A Wake Inn Review – Comfort Options

A Wake Inn does a good job of offering an assortment of comfort options. The most immersive way to play the game is by using the actual wheel-pushing movement system it was designed with. Everything about the environments and pacing are enhanced when you use this movement style, but it’s a little stuttery and finnicky to handle. Luckily, they’ve also included things like smooth joystick movement and teleportation movement as options.

One major downside to this focus on ‘immersive’ design is that it’s just finnicky and inaccurate due in large part to the limitations of current VR hardware. Since you have to put your hands down by your sides sometimes my Quest 2 wasn’t able to see what they were doing so well. Naturally, an outside-in headset like an HTC Vive, Index, or Rift CV1 would avoid this issue. Also, turning is difficult to do reliably. If you spend enough time in a real wheelchair you eventually get the hang of rotating the wheels to turn the chair, but it’s not as fluid as I’d have liked in VR.

a wake inn doll shelf

When you start running into the enemies that roam around the Silver Inn Hotel some of the cleverness of the design starts to fade away. If you need to quickly escape the joystick movement is a bit too slow for my taste and the wheel movement isn’t quite reliable enough. Panic sets in and it’s easy to get frustrated. Plus, the animation quality on the creepy adult-sized doll creatures just isn’t up to the same standards as the rest of the game’s visuals, so a lot of the terror dissipates when they get close.

Unfortunately, that focus on tension and stealth doesn’t remain at the center of the game for very long. You’ll eventually find weapons to defend yourself, but it doesn’t take long for everything to start shifting towards more of an action game. The ingredients are here for things to remain creepy, but the encounter design and flow of enemies is more like canon fodder than actually intelligent creatures stalking you through the halls.

After the opening couple of hours there’s no reason to be thoughtful about how you progress through rooms since you’re encouraged to just bash enemies to death quickly and get it over with. If the combat was more nuanced or interesting it would have been less tedious, but it’s all pretty one-note here.

A Wake Inn Review – Final Verdict

VR Bros has the pieces for something really great with A Wake Inn, but just falters in stringing things together in a way that remains compelling. The core design ideas are fantastic in terms of how you move through the world, interact with the environment, solve basic puzzles, and creep through the halls, but that thoughtful nature is discarded once a weapon is in your hand and the once terrifying mannequins are just combat dummies waiting to be mauled. A Wake Inn isn’t as terrifying as it could have been, but it’s still an interesting look at some clever VR mechanics others could learn from.


3 STARS

a wake inn vr pro con list review

This review was conducted using a SteamVR copy of the game on Quest 2 wirelessly via Virtual Desktop. For more on how we arrived at this score, read our review guidelines.


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A Wake Inn is available for PC VR headsets on Steam as of today. You can find more details about A Wake Inn over on the Steam page.

Review: A Wake Inn

A Wake Inn

Hotels are supposed to be friendly, welcoming places where you can put your feet up and relax, putting aside repetitive everyday duties to enjoy some much-needed downtime. They’re not supposed to have dimly lit corridors, scruffy carpets, dodgy elevators and residents that want to kill you – unless you’ve gone really cheap. Hence why they work so well as scary backdrops, whether in films such as The Shining or in virtual reality (VR) videogames like VR Bros’ A Wake Inn. So can this new experience provide the thrills and chills VRFocus comes to expect from a good VR horror?

A Wake Inn

A truly scary VR title can’t simply provide creatures that jump out the darkness – although some have tried – they need to create an unmistakably tense atmosphere that starts with a good narrative. Set in the seemingly abandoned Silver Inn Hotel, A Wake Inn throws you into a dark, twisted world where no humans exist apart from Doctor Finnegan, the owner of the estate and your only connection to the outside world. In fact, you’re not even human, waking to find yourself as a mechanised mannequin in a wheelchair.

As this robotic doll who’s unable to walk, you’re encouraged by Finnegan via shortwave radio to explore the hotel and put an end to the madness inside, hopefully finding a way out and why you’re in this state in the process. However, you’re not the only one roaming these creepy looking hallways, as the eccentric doctor just so happens to be the creator of a bunch of living dolls that occasionally have faces but always have hammers, blades and other nasty adornments as hands.

It sets the scene for what starts out as a truly intense experience simply because you don’t have the manoeuvrability, carefully exploring the hotel’s rooms and corridors for clues and useful items. It’s clear from the outset that VR Bros has carefully crafted A Wake Inn to tailor to VR gameplay mechanics, from the locomotion to the puzzles and even the storage.

A Wake Inn

Before the single-player campaign even loads you’re introduced to A Wake Inn via a steampunk array of buttons, switches and dials, all serving as the options menu. Here you can activate teleport – it doesn’t default – alter settings such as gamma and steering sensitivity. All very well constructed and the sort of system more VR titles should employ. The only problem was there didn’t seem to be a way to use a single finger and point, it might not seem like much but when trying to press a button with others nearby that process becomes trickier – this was tested on Valve Index, Oculus Rift and Oculus Quest via a Link cable.

Once inside the hotel everything is nicely hands-on. There’s no HUD of any description, you’ve got a neat little storage box on your lap to put fuses, keys and other items in, plus there are three buttons inside the lid to save, load and head back to the main menu. As mentioned, you’re sat in a wheelchair so simply grab the wheels and get pushing. You can pick up a decent pace but corners are a little more difficult. Alternatively, there’s a joystick much like an electric wheelchair (which can be swapped to the left or right) or if teleport is active, you then select the appropriate hand to utilise the movement method.

After trying each one, teleport just proved to be way too slow and annoying cycling through the three-hand options (normal, extended reach and teleport), made even worse when trying to evade the living dolls. Using the wheels should’ve been the most intuitive yet ended up feeling too erratic unless you really took it slow and steady. So that left the joystick, providing a happy medium between speed and flexibility nipping through doors and around tight corners.

A Wake Inn

At first glance A Wake Inn comes across as your classic slow horror, building tension and encouraging you to avoid altercations at all costs. The design echoes the early 20th century and its art deco era, with an intricately detailed environment and just the right amount of lighting mixed with dark corners to provide an ominous feeling. Yet what starts out as something scary to sneak through eventually descends in brawling action, losing that sense of what it’s trying to deliver.

That first encounter with one of the living dolls does provide a decent fright moment, this weird mechanical monstrosity flailing away at you. Initially, with no defence the only option is to flee and hopefully find a safe spot. Which, as it turns out, isn’t too hard as each doll sticks to a certain area and generally only becomes aware of your presence should you make a sound – the wheels can squeak so finding the cans of oil is a must. Once you find items like the pipe or hatchet then you can defend yourself should two or maybe three approach, any more and death is certain. After a couple of these encounters that horror element begins to fade, and in doing so you start to wade through them. So why not be sneakier you ask? Well, you’re given fewer and fewer chances to do so, some encounters are just unavoidable.

A shame really as this would’ve suited a more thoughtful playstyle. VR Bros has included elements that perfectly tailor to this, the clunky old-fashioned torch to peer into the dark corners and eats through batteries. The storage box can only carry so many items and won’t close if you overfill it. Or the stun grenades you can build with spare parts to knock the dolls out for a moment. There are flourishes of really great design, it just needs to be a bit scarier.

A Wake Inn

A Wake Inn does have its good parts, and then there are the glitches. These slowly start to crop up and range from a floating key that has just unlocked a door, or levers which don’t always work, to more major moments like the complete disappearance of the left wheel. No idea where it went, might have wanted to go in a different direction but it wasn’t there. Fortunately, the wheelchair stayed upright but using the wheels for motion was a no go until a save reload sorted it.

This is why A Wake Inn is such a mixed bag, like grabbing a couple of sweets out of an assortment getting one you love and one you don’t. There are points where A Wake Inn provides some superb VR design more games should have and it never felt like there was nothing to do. But clunky elements stutter the experience making it less refined. It was close to being a great VR title, instead, falling into the average horror crowd.

Beware A Wake Inn’s Living Dolls in VR Bros’ new Insights Video

A Wake Inn

VR Bros’ upcoming virtual reality (VR) horror A Wake Inn is due for release next week and for those fans eager to see more here’s another sneak peek. Continuing the studio’s Dev Insight series, VRFocus has an exclusive video detailing the enemies they’ll find in the experience – the living dolls.

A Wake Inn

As players wander through the creepy Silver Inn Hotel, navigating the corridors and dimly lit rooms they’ll occasionally come across some residents. Not human folk, but robot dolls which will lurk in dark corners or float through – they have legs but don’t walk – the hallways.

While they are robotic just like the character these are more mindless killing machines with hammers and axes for hands, instantly attacking when players make too much noise or get spotted by the weird eyeball sentries which raise the alarm. Should this happen players aren’t defenceless, able to pick up pipes and hatchets to do some damage. But A Wake Inn isn’t an action title, arousing the suspicion of a group means death, unless an escape can be found.

So it’s best to stay quiet and avoid trouble. However, players are in an old wheelchair which has a tendency to squeak and ruin subtle movement. So there are oil canisters littered around to lube up the gears to reduce the noise. If the worse does happen then have a Static Grenade handy, knocking enemies out for a short time. These can be found as well as built, making searching each room a must.

A Wake Inn

VRFocus previewed A Wake Inn recently, finding the experience: “offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface.”

Check out the new video below. A Wake Inn launches next Thursday, 25th February on Steam for HTC Vive, Oculus Rift and Valve Index headsets. For further updates on the horror title, keep reading VRFocus.

Become a Wheelchair-bound Mannequin on 25th Feb in A Wake Inn

A Wake Inn

Looking for a new horror videogame to give yourself a fright? If you’ve got a PC VR headset then VR Bros’ upcoming title A Wake Inn could do just that, and there’s not long to wait as a 25th February launch date has been confirmed.

A Wake Inn

To mark the announcement the studio has released a little teaser trailer for this rather unique VR horror. A few VR videogames have recently been dropping out of nowhere but VR Bros has taken a more traditional route with A Wake Inn, releasing plenty of gameplay and story details without spoiling too much.

The story revolves around the Silver Inn Hotel, a rather mysterious location owned by a Doctor Finnegan. You awake in the hotel with little understanding of why you’re there, what you do know is you’re not human, a mechanised mannequin in fact. However, you’re not some advance robot. While you do have all your limbs you’re unable to walk, having to navigate the gloomy corridors of the Silver Inn in a wheelchair with various augments.

With escape room-style puzzles to solve you’re not alone as the Doctor talks to you via shortwave radio. Plus there’s the little issue of fellow mechanised mannequins roaming the hallways which instantly want to kill you if you’re not careful. Which you need to be as you can’t run or dodge away, slowly wheeling through trying to find a way out.

A Wake Inn

VRFocus got its hands on A Wake Inn earlier this week to preview the first couple of hours. Finding in our first playthrough: “A Wake Inn still offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface.”

A Wake Inn arrives in a couple of weeks on Steam for HTC Vive, Oculus Rift and Valve Index headsets. For more info, there’s always VRFocus’ interview with the team and keep an eye out for our in-depth review nearer the launch date. For all the latest VR horror updates, keep reading VRFocus.

Preview: A Wake Inn – Old-Timey Horror

A Wake Inn

There are a couple of exciting looking horror titles coming to virtual reality (VR) headsets this year, with VR Bros’ A Wake Inn being one of them. VRFocus has been closely following its development for a while now, thanks to its narrative which finds you embodying a mechanised doll as well as its central gameplay where you’re confined to a wheelchair for the entire experience. The studio has now released a taster of what’s to come, showcasing an experience which keenly understands VR technology and how suspense can be created without scary monsters jumping out at you.

A Wake Inn

A Wake Inn isn’t unique in placing the player inside a wheelchair but unlike Last Labyrinth, for example, you’re in direct control of the chair, providing both gameplay and narrative context. Because of this, A Wake Inn doesn’t lend itself to an action-oriented experience. There are frantic moments which can almost make you feel completely helpless against the denizens you encounter, highlighting and teaching you to be cautious at all times. In turn, this ramps up that uncertainty of what lurks around each corner.

VR Bros has crafted a world set within the mysterious Silver Inn Hotel, where you wake up as a human-sized doll with no idea who you are or why you’re there. You do have company though, as Doctor Finnegan who owns the building talks to you over shortwave radio, piecing some of the story together. The rest you have to figure out by exploring the hotel, finding notes from past occupants as well as old-timey video reels. Of course, you’re not given free run of the place as there are more dolls wandering the hallways which aren’t wheelchair-bound and mindless in their aggression towards you.

With the scene now set, VRFocus got a nice 2-hour demo out of A Wake Inn, able to test out the various movement and puzzle mechanics. Right from the off, A Wake Inn doesn’t conform to the usual videogame tropes such as tired menu systems you have to scroll through. Refreshingly, in a very steampunk style, you instantly find yourself in the wheelchair surrounded by various knobs and dials which help you switch the options on and off. It’s this type of nod to VR that VRFocus keenly looks for, mechanisms which easily ground you in the experience.

A Wake Inn

The idea behind the wheelchair is about comfort. Ensuring that most players won’t be put off trying to explore the Silver Inn. So naturally, the first thing you have to try is wheeling yourself around, operating exactly as you’d expect by grabbing the wheels and pushing. There’s even a handy handle on the left-hand side to raise or lower yourself in the chair for an optimal position. The team could easily have stopped there but you have two additional locomotion options available, a joystick which can be swapped to either side of the wheelchair or teleportation; offering up a rather cool looking metal hand you can swap to.

During the demo, VRFocus found the joystick the most accessible out of all the methods. It’s permanently there making it easy to grab and remote control yourself through the hotel, yet it is a little slow. Going straight for the wheels offers improved speed yet trying to turn proved to be a bit inconsistent, practice definitely required there. Teleporting worked as well as you’d expect, although the distance is a little short and reduces the immersion.

The wheelchair also comes with plenty of other components to play with. Upfront you’ve got a storage box to place fuses and other useful items in. It also serves as an interactive menu, with home, save and load save buttons – yes you can manually save which is always a boon! There’s a convenient hook to pop a movie reel onto for easy storage and another for a big flashlight which takes rather large batteries – essential for the dark hotel corridors. Its interactive elements like these which VRFocus loves about A Wake Inn, properly thought out additions which add up to one cohesive whole, and a decent sense of presence.

A Wake Inn

That first time coming across one of the dolls wandering the hotel was immensely fraught as they’ll instantly charge. When that happens options are few, smashing them around their sketchy looking faces with the flashlight didn’t seem to do much and the stun grenades have to be used very wisely. The only real option is to escape as fast as possible. Which is where A Wake Inn could falter as death came often due to the movement either being too slow or too erratic.

Even so, A Wake Inn still offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface. Puzzles weren’t that complicated so hopefully, they’ll ramp up deeper into the experience, plus VR Bros has previously mentioned the enemies can be taken down with melee weapons which didn’t seem to be available in the demo. A PC launch is still slated for Q1 2021 so there shouldn’t be too long to wait and find out.

A Wake Inn Interview: Pulling Those VR Horror Strings

A Wake Inn

VR Bros has been steadily releasing new details for its upcoming horror title A Wake Inn after the first teaser trailer dropped last summer. With the launch slated for ‘early 2021’ for PC VR headsets, the team were kind enough to have a chat with VRFocus to understand a little more about what makes A Wake Inn tick.

A Wake Inn

If you’re unaware of A Wake Inn, the horror title takes place in the mysterious Silver Inn Hotel, owned by a Dr. Finnegan. Rather than a decedent place to spend the weekend this hotel is far more menacing. Mainly because you’ve woken up as a human-sized doll confined to a wheelchair, and you’re not the only mechanised being roaming the halls.

So this begged the question, what was the inspiration behind A Wake Inn and its story? “The core of the plot is based in “modern” sci-fi issues told inside of a setting from a century ago. The vision of abandoned art deco style hotel and bio/steampunk esthetics was our leitmotiv from the very beginning,” VR Bros responded. “We wanted to create a coherent world, where gameplay and story make one consistent whole, and players thrown into a vague situation could unravel their own meaning in this world. One can focus just on the main storyline and push events forward, or sink into exploration and reveal a more detailed picture of past events.”

A good story is one thing but there are a multitude of VR horror titles because the genre works so well, so they all need a little something to stand out from the crowd, jump scares just aren’t enough anymore.

On that particular point, the team noted that: “Horror is a highly involving genre – it ought to dose suspense and keep the user’s attention on the medium in which the player is in. The immersiveness of A Wake Inn comes from a peculiar locomotion system, in which the player is bound to a wheelchair, and interactivity of the environment, which helps to engage in the events participated by the player. On the other hand, we also limited the capacity of the inventory which spices up the gameplay, adding a flavour of survival, with the necessity of using the exhaustible battery-powered flashlight giving it a cherry on the top.”

A Wake Inn

VR Bros has covered the mechanics of its wheelchair locomotion in a previous video, a unique way to navigate the hotel whilst ensuring a comfortable experience for most players. As it turns out this was the intention from the beginning: “Wheelchair mechanics was the base concept and the step from which the whole game design started to emerge,” the team revealed.

“The player steers by spinning wheels using controllers as they would in reality while sitting in a chair for the whole gameplay. This element makes A Wake Inn available also for players with disabilities. Remember though – limitation brings consequences,” they continued. “You cannot use stairs – be ready for dealing with elevators and their power system. Also, reaching for objects is hindered, so we added a grabbing arm extension, which allows you to pick up objects lying on high shelves, or on the floor. It was a starting point for experience based on manual interactions with objects inside of the game’s universe. Although, for players’ convenience, we added two other control options – one with a joystick, which is visibly placed on the wheelchair and also a traditional teleport.”

When asked about interactivity and how A Wake Inn keeps players grounded in the experience VR Bros explained that: “We meant to make A Wake Inn driven by narration and exploration. We decided to create an experience not distracted by HUD and conventional interface elements to squeeze the immersive potential of VR. Each action taken by a player – using objects, solving environmental puzzles, or even saving – takes place in “physical” space of the game. No windows, no context menus. It may be a bit counterintuitive at the beginning, but we hope people who seek for unique adventures in VR will appreciate this approach.”

A Wake Inn

As the videogame looks like it’ll feature some interesting side content VR Bros has said it’ll include additional elements to flesh out this mysterious world. “We also implemented fully functional radio stations with over 3 hours of broadcasts, and cinema projectors where you can play tapes found around the hotel, which deliver some additional pieces of information about the world, as well as additional content, both with authentic footage from the era and our own recordings,” the team responded. “Another prop which we are proud of is a handheld radio, used to contact with doctor Finnegan – the only friendly soul in an unfriendly and soulless land. You can press the button and listen to his advice, or commentary about the actual place. It was a lot of fun doing it and we hope it helps our game to get that little bit of individual personality.”

Like any good story-driven VR experience a single playthrough may not be enough and investigative players will be rewarded should they do so: “We put a lot of effort in creating the main plot and background story for the game. The past events are not explained directly, so they have to be assembled from bits of info located on notes, diaries, and props left by former inhabitants of this building. More inquisitive players may replay the game to put those pieces together and, richer with experiences from the first walkthrough, reveal the secret of the Silver Inn Hotel in Tiny Ferry.”

A Wake Inn is expected to arrive soon for HTC Vive, Oculus Rift and Valve Index headsets. For further updates on this horror experience, keep reading VRFocus.

Teaser Trailer Drops for A Wake Inn, a VR Horror Where You’re the Puppet

A Wake Inn

Polish indie studio VR Bros has released the first teaser trailer for its upcoming horror title A Wake Inn, a twisted take on scary hotel’s and mechanical puppets.

A Wake Inn

Previously going by the moniker Playhouse Vacancy during some early testing last year, A Wake Inn has a steampunk air about it, most notably in the designs of the puppets, of which you are one.

Like any good horror, the setting is everything and a creepy desolate hotel is a classic. Located in an abandoned mining town the premises is run by a less than ethical doctor who doesn’t seem to have any guests to worry about. You awaken in this hell hole but you don’t appear to be human.

Discussing their inspiration behind the creation of A Wake Inn, the team notes in a Facebook post: “Our aspiration was to share our love to worlds created by masters like Tim Burton, Alfred Hitchcock, and Stephen King, and pay a tribute to gaming memories bound up with Silent Hill, Grim Fandango, and other components, that created our imagination.”

A Wake Inn

From the details released so far, A Wake Inn is going to be more action-based as you’re going to have to deal with hordes of living dummies using a selection of melee weapons. Interestingly, to ensure the experience is comfortable and easy to play for those without big play areas, in the videogame you’re confined to a wheelchair, so A Wake Inn is entirely seated.

This will also be used as a gameplay/puzzle factor as you won’t be able to use stairs or quickly hide if needed. There will be an element of stealth as you explore the hotel, looking for a way to escape the doctor and the creations wandering the hallways.

Take a look at the first teaser trailer for A Wake In below. The videogame is slated for a Fall 2020 launch for HTC Vive, Oculus and SteamVR platforms. As further details are released, VRFocus will keep you updated.