C-Smash VRS Hands-On: This Could Be The Multiplayer Game PSVR 2 Needs

C-Smash VRS reimagines an obscure Sega classic for PSVR 2, and we went hands-on to preview its upcoming demo.

We’re facing tough times in the VR community with multiplayer. Games like Gorilla Tag continue thriving, but Echo VR’s upcoming closure still stings for many, while smaller games like Nerf Ultimate Championship barely got off the ground before announcing closure. As a mix of Squash and Breakout, C-Smash VRS isn’t emulating those games, but on PSVR 2, I believe it could fill a crucial multiplayer gap.

Developed alongside The Last Worker by Jörg Tittel and Wolf & Wood, C-Smash VRS is a passion project 22 years in the making, and 2001’s Cosmic Smash is arguably one of Sega’s most obscure games. Developed by Sega Rosso, the Dreamcast edition became a Japan-only title following the console’s discontinuation, relegating the Western release to arcades only. I recently attended a C-Smash VRS preview event and tried the arcade edition.

C-Smash VRS requires a sizable play area as you’ll move left and right across a wide distance, and this preview was based on the upcoming demo with solo training and 1v1 online multiplayer. Solo or not, your goal involves hitting colored pads across this room. Call the ball forward through a pulling motion with your Sense controller, use the other controller as a racket, and start hitting away. Some require multiple hits, others move position, and a few are blocked by indestructible grey tiles.

Similar to Squash, the ball bounces back toward you and play doesn’t stop until each tile has been hit; there’s no penalty for missing shots. It’s a simple arrangement that feels easy to jump into, backed up by a retro-futuristic soundtrack and I quickly got into the rhythm. Annoyingly, a couple of shots didn’t track correctly and hit behind me when serving, but I’m hopeful this will be fixed before launch. I was also cautious of my surroundings in may playthrough because there was another player not far behind me on a separate demo unit.

C-Smash VRS

After a few practice rounds, I moved onto 1v1 online multiplayer. Gameplay doesn’t drastically differ but this time, you’re clearing a set group of tiles from behind your opponent, which comes in several groups, and the first to clear them all wins. I didn’t win but I enjoyed the competitive gameplay this adds, and I could feel myself working up a sweat. There’s other modes coming, like two-player co-op against an AI, but these weren’t available to try.

Understanding the fundamentals didn’t take long, and the vibrant blue and orange visuals against this grey space station contrasts well. It‘s immediately clear how much care C-Smash puts into recreating the original game and Tittel highlighted his staff’s efforts in development. Calling this his “dream team,” that includes game director Ryan Bousfield from Wolf & Wood (The Last Worker), designers Cory Schmitz (Tetris Effect) and Arkotype (Polytron), alongside musicians Ken Ishii (Rez Infinite) and Danalogue (The Comet is Coming), many of whom also attended this preview.

Tittel told me in an interview after the demo that development began last year after he approached Sega in 2019. He said he’s wanted to do this since 2001 and I asked how he went from an anti-capitalist adventure like The Last Worker to racket sports.

“This is anti-capitalist too, in the sense that we’re adapting a game that didn’t make bucks. It’s almost an anti-product but to me, the Dreamcast was also that,” he said.

He said he holds a lot of love for Sega’s last major console and worked for the Official Dreamcast Magazine at one point: 

It was the purest console because it dared to be original and fostered independent game development. That invented indie game development as far as I’m concerned, because United Game Artists and Sega Rosso, these teams were autonomous creatively, all founded by people that had earned their place within Sega. The team size was akin to indies today. The ambition is perfect for an indie since it’s not confined by commercial norms.

C-Smash VRS

Asked whether it was challenging adapting Cosmic Smash for VR, he tells me that C-Smash VRS “felt natural from the beginning.” Working with Arkotype and Schmitz, he then approached Bousfield during development on The Last Worker. “I was quite shy at first about convincing him to do another game at the same time, which is kind of mad. The fact that we did it is completely insane.”

It’s easy to draw parallels with Rez, which was originally  developed by United Game Artists for arcades and Dreamcast before Enhance Games brought it to VR, and Tittel confirms it was an influence for C-Smash. He said it was the first PSVR 2 game he bought and that the influence historically goes both ways:

Cosmic Smash was also an influence on Rez because of Kenji Sasaki, he was the executive producer at Sega Rosso and director of Sega Rally. Sega Rally was produced by [Tetsuya Mizuguchi], who then founded United Game Artists and Sasaki-san founded Sega Rosso. Cosmic Smash and Rez started development at the same time. Rez came out in the arcades a year before Dreamcast, so it had an influence visually, aesthetically and philosophically.

He expresses strong admiration for “Mizuguchi-san”, who’s since developed Tetris Effect and Humanity, and praises him for sticking to his vision across his entire career. “Synesthesia…becoming one with feeling, reducing things to the gameplay essence, he’s a fucking incredible game-maker.” 

C-Smash VRS

I suggest this naturally leans into VR’s immersive nature well and Tittel agrees:

Video games started with arcades as a social thing, they weren’t a nerd thing in basements…Games are theatrical, physical, social; that’s what I love about them. You can also have a solo game experience that other people watch. That’s social and we do that with books; we read a book and talk about it. When we watch theater, we enjoy it alone, you don’t fucking babble during it. I want to be part of this new game development movement that makes games you want to talk about. 

C-Smash VRS arrives later this year on PSVR 2, with a demo launching on March 23. As for post-launch plans, Tittel doesn’t confirm any specifics, though I’m told C-Smash VRS doesn’t end with its full release.

“There’s a whole sort of roadmap ahead and there’s a journey in the game for a reason. The universe is a large place.”

Divine Duel Gets A Surprise Release Today On Quest

Divine Duel, the competitive free-to-play 1v1 VR fighter from Immersion Games, launches today on Quest.

A mix of sci-fi and fantasy with “crazy weaponry,” Divine Duel is a big departure from Immersion’s previous VR games, Disc Ninja and Extreme Escape. Bringing us 1-on-1 duels in a realm called Evergarden, there’s four playable Celestials with unique abilities: Vaya the Bioalchemist, Arvald the Solid, Necra the Underqueen and Ishi the War Forger. Following January’s beta test on Quest, Immersion announced the release date through a new launch trailer.

Offering over 40 different weapons, Divine Duel places considerable focus on your character’s customizable loadout. Alongside merging weapons like staffs and swords into new combinations, magical creatures can also be summoned mid-fight to assist you. You can read the official description below:

Divine Duel is a tactical fighting game that mixes Fantasy and Sci-Fi themes to bring you a fresh take on PVP. Forget about ordinary weaponry and prepare to experience an outlandish arsenal that includes weaponized musical instruments, mythical creatures, and a meteor. The game combines fast-paced gameplay with a strategic layer, rewarding players for quick thinking and creative ideas. Duel others in a never-ending struggle for the fate of the Multiverse and prove that you have what it takes to win the Divine Duel.

Divine Duel is available now on the Meta Quest platform via App Lab. A PC VR release via Steam is also planned, though a release date remains unconfirmed.

CoasterMania Launches Today On Quest

CoasterMania, a sandbox rollercoaster VR experience, launches today on Meta Quest headsets via App Lab.

A cross between traditional rollercoaster games and sandbox builders, CoasterMania sees you creating physics-based courses before directly riding them. Featuring a terrain editor and environmental decorations, courses can be shared across the online community. A mixed-reality passthrough mode lets you create rollercoasters around your home, while a puzzle mode update is also planned. You can read the official description below:

CoasterMania is a physics-based VR rollercoaster game where you create, ride, and share the roller coaster of your dreams! Use wacky contraptions and elements to fly through the sky, then experience your creation by jumping in the front seat. Once you’re done, you can then upload your coaster or experience community-made rides in online sharing.

Back in January, we interviewed solo developer Stephen Rogers, whose previous credits includes Brushwork. Asked about his inspirations, Rogers informed us that he wanted to give players “an infinite amount of replayability,” stating that “the vast majority [of rollercoaster simulators] don’t allow you to create anything.” You can check out our full CoasterMania interview for more details.

CoasterMania is out now on Meta Quest platform via App Lab for $9.99.

Firewall Ultra Is Being Developed In Unreal Engine 5

First Contact Entertainment reveals Firewall Ultra is one of the first PSVR 2 games running on Unreal Engine 5.

Following confirmation that PSVR 2 has Unreal Engine 5 projects in development last April, First Contact was recently interviewed by Epic Games about how the upcoming tactical first-person shooter improves on its predecessor, Firewall Zero Hour. Asked about Early Access Unreal Engine 5 VR development for Firewall Ultra, First Contact detailed the challenges involved:

It’s fair to say, it’s uncharted waters. There is literally no guide as to how to do it. It’s been a journey of discovery, and to be honest, we are still learning. Our hope is that others will see what’s possible with this engine and on this platform and understand that it is more than possible to build experiences that are absolutely best-in-class. We don’t want to rely on the qualifier of being “good for a VR game” at all, we just want to make great games in VR. We’ve never been good at accepting that this or that is not possible in VR.

Detailing how Firewall Ultra benefits from Unreal Engine 5 specifically, First Contact cites the focus on real-time lighting and claims UE5 is a good fit for live-service games, stating how “future-proofing our engine choice was an important factor.” Calling lighting a major focus for Ultra across this interview, the team explains why this is important for Ultra’s gameplay:

We don’t consider this merely dressing. When your goal is to create as immersive an experience as possible, the closer we can get to people’s real world experience of light and dark, the richer the experience becomes.

Beyond Unreal Engine 5, First Contact discusses the benefits PSVR 2 brings, clarifying why additional peripherals like the PSVR Aim Controller aren’t required, HDR support, and touching on previously announced features like eye-tracking. 60fps gameplay was confirmed, meaning Ultra will use reprojection to hit 120hz similar to Horizon Call of the Mountain and Gran Turismo 7.

Firewall Ultra arrives later this year exclusively on PSVR 2.

Saints & Sinners – Chapter 2 Gets New PSVR 2 & PC VR Trailer

Skydance Interactive released a new The Walking Dead: Saints & Sinners – Chapter 2: Retribution trailer, offering a fresh look at the PC VR and PSVR 2 editions.

Arriving next month on both platforms, this new trailer follows last year’s Quest release for Saints & Sinners – Chapter 2: Retribution, which shambled at launch with performance issues. Developers have been issues fixes, though, and this latest trailer is called “Save the City” and aims to highlight the “greater visual and graphic heights” on both platforms. Footage is captured from the PC build in the trailer. You can watch that below: 

A new hotfix is also available for the Quest version, while a larger update on March 21 will bring “more improvements” and a new weapon recipe for The Orphan. You can find the hotfix patch notes below:

  • Missing Open Chem Vials can now be found.

  • Steel Pipe material spawn rate increased.

  • Bugs related to Sable have been corrected.

  • Enemy spawns during certain Sable missions are corrected.

  • Salvaging crash fixed.

  • When players complete the “Scribe’s Boon” task they will now be properly rewarded and the task will be marked in your journal.

We had mixed opinions in our Saints & Sinners – Chapter 2 review on Quest last December. While we praised Retribution’s storytelling and “outstandingly visceral” combat, Retribution’s buggy launch performance with gameplay systems “almost identical” to the first Saints & Sinners left us unable to recommend it at launch.

At launch, The Walking Dead: Saints & Sinners – Chapter 2: Retribution is reasonably allegorical with its own subject matter. Something that was once alive, visceral and vibrant has been reanimated into a pale imitation of itself, shambling aimlessly and consuming the world it once created… The deeply atmospheric world of post-apocalyptic New Orleans, complete with its rich characters and its brooding, oppressive sense of desperation remain fundamentally intact.

We’ll be looking to revisit Retribution on PSVR 2 and PC for graphics comparison and updated thoughts as soon as we can. The Walking Dead: Saints & Sinners – Chapter 2: Retribution arrives on March 21 for PC VR, PSVR, and PSVR 2. Otherwise, it’s available now on the Meta Quest platform.

5 Best PSVR Games That Need PSVR 2 Ports

PlayStation VR2 is finally here, but with no backwards compatibility for Sony’s older headset, we’re looking at PSVR games that need PSVR 2 ports.

Alongside big hitters like Horizon Call of the Mountain, Gran Turismo 7 and Resident Evil Village, PSVR 2 is already home to some of the best PSVR games and experiences, like Moss and Tetris Effect. Better yet, some ports like Job Simulator,  Song in The Smoke and Pistol Whip offer free cross-generation upgrades if you bought them for the original PSVR.

There are many PSVR titles we’d love to see leap onto PlayStation VR2, like Superhot VR and those published by Sony. Considering Meta acquired Camouflaj in October, Iron Man VR seems unlikely, while games like Firewall Zero Hour and Until Dawn: Rush of Blood have upcoming sequels or spiritual successors on the way. Still, plenty of other excellent VR games are currently restricted to Sony’s older headset, and it’s time they had a second chance.

As shown in no particular order, these are our top five PSVR games that we’d love to see on PSVR 2.

Resident Evil 7: Biohazard

Resident Evil Village is one of PSVR 2’s major launch games, so we’re hopeful that Resident Evil 7 will eventually follow. While official VR support remains PSVR exclusive for RE7, Capcom remastered the flatscreen version of this acclaimed survival horror for PS5 last year, adding ray-tracing support, improved framerates, haptic feedback and resistance triggers. This remains one of VR’s scariest games, and we’d love to see it back with further enhancements.

Blood & Truth

PlayStation VR Worlds might have been little more than a PSVR demo disc, but the London Heist minigame remains a standout. Sony London expanded this into a full release with Blood & Truth, which sees you saving your family from a London crime boss. With its high production values and entertaining set pieces, London Studio’s hit FPS deserves a second chance.

Wipeout Omega Collection

As the remake of a remake, Wipeout Omega Collection can feel overfamiliar for long-term fans, but it’s one of the best entries in this beloved sci-fi racing series. Elevated further through its optional PSVR support, Wipeout’s campaigns for HD, Fury and 2048 are all playable alongside multiplayer, and you can access three VR-exclusive ships. Omega Collection is highly polished, thrilling, and easily worth a second look.

Astro Bot Rescue Mission

Astro’s Playroom is an enjoyable showcase for the DualSense controller’s abilities on PS5, and we would love to see Astro Bot Rescue Mission back on PSVR 2. Initially featured in Sony Japan’s The Playroom VR mini-game compilation, Rescue Mission took this petite and adorable robot on a 3D platforming adventure to save his friends. It’s an absolute joy that remains the no.1 pick in our best PSVR games list.

Star Wars: Squadrons

Star Wars is already on PSVR 2 in Tales From The Galaxy’s Edge – Enhanced Edition, but we’d never turn down more adventures in a galaxy far, far away. Alongside Vader Immortal, EA Motive’s Star Wars: Squadrons also released on PSVR and provided something completely different. Swapping lightsabers for X-Wings and TIE Fighters, this space dogfighter comes with a full campaign, online multiplayer, and optional VR support. Considering EA ported Jedi Fallen Order to PS5, we hope Squadrons will follow one day.

Gran Turismo 7 PSVR 2 Review – Start Your Engines

Gran Turismo 7, Sony’s flagship racing series, arrives as a PSVR 2 launch title. Available as a free update for existing PS5 owners, here’s our full review.

Gran Turismo Sport promised greater things to come on PSVR. With VR support limited to 1v1 races against an AI opponent and time trials, it amazed and frustrated many back in 2017, and Gran Turismo 7 shows us how it’s done on PlayStation VR2. Polyphony Digital claims this latest entry was always designed for VR, and you can play the entire experience in your headset – split-screen multiplayer aside. Outside of the driver’s seat, most of Gran Turismo 7 remains flatscreen.

Polyphony Digital is clearly passionate about motorsport and the wider car industry, and Gran Turismo 7’s campaign goes beyond a few races strung together. Progression occurs through the GT Café where the menu is more of a shopping list. You’re tasked with collecting cars based around a specific theme which are earned through good performances in races. Some challenges require you to hold a National License obtained by completing set challenges.

Gran Turismo 7 Review – The Facts

Platforms:  PSVR 2

Release Date: Out Now

Developer: Polyphony Digital

Price: $69.99

Completing menus gives you a brief history lesson and the café owner details the legacy these cars left behind. This adds some appreciated context, making this more than a pretty vehicle sim. Your selection is initially restricted to basic used cars before more expensive dealers become available. There are currently 460+ cars available and more are likely to come through regular updates, too. Every car is also upgradeable from road vehicles to racers for better speed, handling, cornering and more.

You’re not getting a Ferrari or Bugatti straight away, though the campaign has clearly defined progression through these menus that works toward fancier options. Campaign races usually require a top-three finish to clear them before moving on; winning isn’t always necessary. Some races mandate specific vehicle types, like Japanese vehicles only, encouraging you to try other cars. There’s also a VR showroom for viewing your collection, and though it’s a fun novelty to pad out PSVR 2 support, that wears off almost immediately.

Gran Turismo 7 - PSVR 2

Naturally, racing is where VR gameplay truly shines, which usually begins with a rolling start before placing you in the driver’s seat. I was immediately impressed by Gran Turismo 7’s attention to detail with its working speedometer and realistic interiors, and you can minimize the heads-up display (HUD) elements like driver names for greater realism. Watching the raindrops fall across the windscreen and seeing the sun accurately reflect in the mirrors all complemented this. 

Your avatar responds to your headset position and if you lean out too far, everything turns into a wireframe outline, so no sticking your head out the window. I wished for more interactivity here, though I’d say the same for most VR racers. It feels incredible being out on track in VR and I found myself driving more cautiously. AI cars won’t hesitate to shut the door on you so you’ve got to carefully time precisely when to overtake. Executing some tricky passes and seeing that checkered flag as you enter 1st place feels incredibly rewarding.

What’s here is highly polished but not always consistent. It’s one thing that replays can’t be viewed through VR, but pitting mid-race oddly goes back to flatscreen view temporarily. Admittedly, not many campaign races would ever need you to pit since they usually last 2 or 3 laps, but swapping between these views during a race doesn’t feel right.

Gran Turismo 7 - PSVR 2 screenshot

That aside, Gran Turismo 7 packs some enjoyably varied circuits, and as a Formula 1 fan, I was pleased to see Suzuka, Nurburgring and the Red Bull Ring. Combined with off-road tracks and wet weather options, I’m thrilled at what’s here. If you’re struggling in races, there are three difficulty settings you can switch between, alongside on-track assists like racing lines and auto braking options.

There’s also a multiplayer mode gated behind campaign progression, but it doesn’t take long to unlock. As mentioned, split-screen multiplayer isn’t available on PSVR 2, which is understandable. You can take this casually through standard races, host lobbies with friends, or do ranked matches at the Sport Pavilion. 

As for controls, Gran Turismo 7 doesn’t support the PSVR 2 Sense controllers at review time. Granted, VR racing sims often rely on more traditional gamepads, though more minor things like pointing at where I’d like to go on the world map would be nice. This leaves you with two options: a standard PS5 DualSense or a choice of steering wheels. Using DualSense has merits like haptic feedback which lets you feel changes in the road surface, while adaptive triggers add resistance when braking.

I preferred the steering wheel, and for this review, I received a Thrustmaster T248 from the manufacturer. You don’t get that same buzz from the DualSense haptics, but controls feel tighter and more realistic with its force feedback, and putting my feet to the pedals and handling the wheel directly adds considerable immersion. The T248 requires three wires: a power supply, a connector to the pedals, and a USB cable to plug into the PS5. Overall, it’s a great steering wheel for racing fans. The T248 and alternative wheels aren’t usually cheap, but they can absolutely be a fantastic way to enjoy the Gran Turismo 7 VR racing experience.

Gran Turismo 7 PSVR 2 - Windscreen Wipers

Gran Turismo 7 Review – Comfort

Gran Turismo 7 is bare on PSVR 2 comfort options. Outside the VR Showroom you don’t explore beyond the driver’s seat in VR. Headset vibration during collisions and impacts can be turned off, while force feedback on steering wheels and DualSense trigger strength is adjustable. The controller’s vibration strength can be changed too. Haptic feedback can be entirely switched off from the PS5 settings menu.

GT7 reprojects its 60 frames-per-second gameplay to 120Hz, something previously confirmed by Polyphony’s CEO. I didn’t notice any issues relating to ghosting but it’s possibly apparent or uncomfortable to some. For more details on reprojection, check out our PSVR 2 tech analysis.

Gran Turismo 7 is a solid racing game made better in VR. Unfortunately, GT7’s problems from the original PS5 release haven’t disappeared because it now uses a headset. Most egregious is the always-online requirement, meaning you can’t play the solo campaign mode without a connection. Polyphony claims this requirement prevents cheating. Only 13 cars and a limited arcade mode with ten tracks are available when playing offline. That isn’t terrible for a quick fix, but with 30+ tracks total, most of the game becomes unplayable if there’s an internet outage. 

Earning credits to buy new vehicles doesn’t feel too grindy, but some cars are priced so high it incentivizes players into microtransactions. Want that McLaren F1 ‘94? You better find 20 million credits, with $20 buying 2 million credits on PSN. That’s a more extreme example, but many vehicles aren’t cheap. Roulette tickets are awarded for free upon completing menus, offering five options that provide credits or cars, which lands on the lowest value choice almost every time.

Gran Turismo 7 - Dirt Track

Gran Turismo 7 Review – Final Verdict

Gran Turismo 7 is one of the most potent racing sims ever to grace VR and Polyphony Digital’s passion for motorsport is in every moment. GT7 is a love letter that celebrates cars old and new, offering a significant range of playable vehicles and racing tracks that take full advantage of the new hardware. A few lingering problems from the original release dampen things slightly but make no mistake; Gran Turismo 7 with PSVR 2 is a must for racing fans.

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Guardians Frontline Arrives Next Month On Quest and PC VR

Guardians Frontline is almost here – Fast Travel Games confirmed that the FPS and RTS hybrid hits Quest and PC VR on March 9.

Originally released as Guardians VR on App Lab, SideQuest and Steam Early Access, developer VirtualAge took direct inspiration from Halo and Starcraft with Guardians Frontline, which significantly expands upon the original version. Offering a single-player mode, four-player co-op and an eight-player PvP mode, the game also features an in-game level editor and custom maps can be shared with other players. Here’s the official description:

With a dangerous alien onslaught looming, players must take control of the battlefield to protect the federation as they work to extract a mysterious power source. Strategically place buildings for cover, call in space crafts for air support, or face the enemy head-on with powerful heavy weapons.

“Every encounter in Guardians Frontline is unpredictable,” claimed Carles Ballabriga, CEO of VirtualAge, in a prepared statement. “The strategy that worked for your first game isn’t guaranteed to work on the second, third, or even fourth game. Think outside the box, be creative, and give all of its mechanics a try to find the best combination to succeed.”

We went hands-on with Guardians Frontline last September, believing it offered a promising halfway point between the FPS and RTS genres. Calling Frontline “more than the sum of its parts,” we weren’t completely sold on the FPS mechanics but praised its strategic gameplay. “Individually, the FPS gameplay isn’t terribly exciting but it compliments the strategic side well, offering a nice change of pace.”

Guardians Frontline arrives on March 9 on Meta Quest 2 and SteamVR for $24.99.

Zombieland: Headshot Fever Reloaded Review – Always Double Tap

Zombieland: Headshot Fever Reloaded reimagines this arcade light-gun shooter for PlayStation VR2, significantly improving the Quest and PC VR release. Here’s our full review:

VR offers a natural successor to light-gun shooters, and I’d argue Zombieland: Headshot Fever is a better House of the Dead game than the recent HOTD remake. Undead shooters are a dime a dozen, so it’s tough standing out, and Headshot Fever’s poor visuals and short length hampered the original version’s charms. Two years later, XR Games is back with a Reloaded edition on PSVR 2, adding many new features. 

Zombieland fans should find plenty to like. It’s a self-contained story set after Double Tap, and Headshot Fever sees you playing “New Guy,” who joins the original quartet as they train for a sporting event called the ‘Zombieland Invitational.’ Headshot Fever retains the film’s humor and though most of the original cast don’t reprise their roles, Abigail Breslin (Little Rock) returns, while XR Games brought in Woody Harrelson’s brother, Brett, to play Tallahassee.

Zombieland: Headshot Fever Reloaded Review – The Facts

Platforms:  PSVR 2

Release Date: 2/22/2023

Developer: XR Games and Sony Pictures Virtual Reality

Price: $24.99

Using a mansion as your hub, there’s a practice range available and Tallahassee provides new weapons in exchange for TP (toilet paper), the new post-apocalyptic currency. New Guy can equip two guns that split into two categories: main weapons like pistols with unlimited ammo, alongside powerful secondary weapons with limited ammo best saved for trickier moments, such as your shotgun. Special perks can be equipped for bonuses like increased ammo supply, earning more TP per mission and steadier aiming. 

Zombieland: Headshot Fever Reloaded screenshot

Each level involves shooting live zombies inside an on-rails race course. However, Zombieland forgoes a traditional points system and ranks clear time, uploading these results to online leaderboards. Reloading weapons requires emptying your clip by flicking the joystick down, then moving your gun toward fresh ammo that hovers in front of you.

Hardly convoluted, but for a game prioritizing quick reactions, an automatic Pistol Whip-style reload where you point guns at the floor would go a long way. After clearing an area, a marker appears to teleport you onto the next area and, in Reloaded, that’s activated by quickly staring at it through eye tracking, which feels intuitive.

Chasing faster times is tough, but that’s where Zombieland’s ‘adrenaline mode’ kicks in. Activated by two consecutive headshots, time slows down and that’s extended through repeated headshots. Blowing apart these zombies in slow motion remains very satisfying, and decent enemy variety keeps life interesting. Throwers, unsurprisingly, throw objects which can be shot down. Big Guys are the tank class Zombie, while Ferals charge you. Be careful not to shoot Homers; these large but harmless zombies add a 5-second penalty if killed, though you can disable that with perks.

Zombieland: Headshot Fever Reloaded screenshot

When it comes to gameplay, Reloaded largely remains the same Zombieland experience we saw two years ago. It’s not particularly ambitious and doesn’t take ages to complete but what’s here is good fun, which is more than I can say for most licensed tie-ins, and there’s strong replayability to each level.

However, similar to Cities: VR and Tales from the Galaxy’s Edge, Zombieland received major upgrades that puts it a cut above your average PSVR 2 port. There’s expanded content with an extra story level, three new remix levels, additional Gun Range challenges, new weapons and more. Adaptive triggers provide weapons with different resistances when pulling the trigger, and you can feel the headset haptics kick in when zombies attack you.

Zombieland: Headshot Fever Reloaded Review – Comfort

Zombieland: Headshot Fever Reloaded starts by asking what your preferred settings are. It supports seated and standing play, you can select your dominant hand, adjust both the vibration and adaptive trigger’s intensity, and choose a more comfortable height for your belt and gun holster. If you’re not comfortable with blood, or would prefer to tone down the action while streaming, bloody kills can be turned off in the settings menu.

More prominently, Reloaded uses a new cel-shaded art style with revised character models and new animations, which feels like night and day compared to the original game. It’s a highly welcome upgrade from the Quest and PC VR version’s distinctly low budget look and shoddy character designs. The new art style is noticeably cleaner, which looks better in the headset than it does across flat screenshots, and kills feel more stylish.

Zombieland: Headshot Fever Reloaded screenshot

Zombieland: Headshot Fever Review – Final Verdict

As someone who grew up playing arcade shooters like Ghost Squad and House of the Dead, Zombieland: Headshot Fever almost feels nostalgic, and the Reloaded edition addresses most of my previous concerns in the Quest version. XR Games put considerable effort into this revamp and while you don’t need long to see it all, Headshot Fever remains an enjoyable time that stays faithful to the source material. If you enjoyed the film series or simply love a good shooter, Zombieland’s worth a look.

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UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled. You can read more about our review guidelines here.

Demeo Gets Pico Crossplay Support, PSVR 2 Edition Out Now

Demeo now supports cross-platform multiplayer on Pico, which joins today’s PS5 and PSVR 2 release, Resolution Games confirmed.

First released in 2021, Resolution’s popular tabletop dungeon crawler continues launching on new platforms and, last year, Demeo joined the list of Pico Neo Link 3 games. However, unlike the PC VR and Quest editions, the Pico version didn’t initially support crossplay, leaving players restricted to that specific ecosystem. That’s no longer the case, and Pico players can now play online co-op with other platforms, including PS5 and PSVR 2.

That’s not the only Demeo update, either. On Steam and Meta Quest headsets, 38 achievements were added to match its PlayStation trophies, and Resolution confirmed to UploadVR that achievements are also planned for Epic Games Store edition. New visual enhancements give an improved look for the basement, while 3D models for several monsters have been refreshed.

It’s a busy time for Demeo and last December saw the launch of its fifth campaign, Reign Of Madness. Available as a free update for all existing owners, this promised an end to the Mad Elven King Saga and introduced a new playable character, Uhrak the Barbarian. At the same time, Resolution also released a first look at the upcoming PvP mode, Demeo Battles, and we went hands-on with a preview build.

Demeo is available now for $39.99 on Meta Quest, PC VR, Pico and PSVR 2, alongside a flatscreen release for PC and PS5.