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Sniper Elite VR

Sniper Elite VR

56 Positif / 355 Peringkat | Versi: kapan: 1.0.0

Just Add Water (Developments), Ltd.

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Unduh Sniper Elite VR di PC Dengan Emulator GameLoop


Sniper Elite VR, adalah permainan uap populer yang dikembangkan oleh Just Add Water (Developments), Ltd.. Anda dapat mengunduh Sniper Elite VR dan game uap teratas dengan GameLoop untuk dimainkan di PC. Klik tombol 'Dapatkan' maka Anda bisa mendapatkan penawaran terbaik terbaru di GameDeal.

Dapatkan permainan uap Sniper Elite VR

Sniper Elite VR, adalah permainan uap populer yang dikembangkan oleh Just Add Water (Developments), Ltd.. Anda dapat mengunduh Sniper Elite VR dan game uap teratas dengan GameLoop untuk dimainkan di PC. Klik tombol 'Dapatkan' maka Anda bisa mendapatkan penawaran terbaik terbaru di GameDeal.

Sniper Elite VR Fitur

OUT NOW

About the Game

One bullet can change the course of a war…

Southern Italy, 1943. Fascist forces occupy your homeland. Using stealth, authentic weaponry, and your skilled marksmanship as an elite sniper, fight for the Italian Resistance in this exhilarating first-person shooter.

HEART-POUNDING GUNPLAY – Grab your rifle, gaze down the scope and take aim, as realistic ballistics and immersive weapon interactions bring a whole new dimension to this intense sniping simulation

EXCLUSIVE CAMPAIGN – Take on a new explosive stand-alone campaign with 18 replayable missions and hours of thrilling gameplay

FREE MOVEMENT – Use stealth and cunning to distract and outmanoeuvre enemy troops and vehicles across levels packed with tactical possibilities

AUTHENTIC WW2 WEAPONS – Experience the firepower of historically accurate WW2 weaponry, with an armoury of rifles, SMGs, pistols, shotguns, grenades & explosives

VISCERAL X-RAY KILL-CAM – Witness the devastating effect of your shot as Sniper Elite’s signature kill-cam returns, rebuilt for VR

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Unduh Sniper Elite VR di PC Dengan Emulator GameLoop

Dapatkan permainan uap Sniper Elite VR

Sniper Elite VR, adalah permainan uap populer yang dikembangkan oleh Just Add Water (Developments), Ltd.. Anda dapat mengunduh Sniper Elite VR dan game uap teratas dengan GameLoop untuk dimainkan di PC. Klik tombol 'Dapatkan' maka Anda bisa mendapatkan penawaran terbaik terbaru di GameDeal.

Sniper Elite VR Fitur

OUT NOW

About the Game

One bullet can change the course of a war…

Southern Italy, 1943. Fascist forces occupy your homeland. Using stealth, authentic weaponry, and your skilled marksmanship as an elite sniper, fight for the Italian Resistance in this exhilarating first-person shooter.

HEART-POUNDING GUNPLAY – Grab your rifle, gaze down the scope and take aim, as realistic ballistics and immersive weapon interactions bring a whole new dimension to this intense sniping simulation

EXCLUSIVE CAMPAIGN – Take on a new explosive stand-alone campaign with 18 replayable missions and hours of thrilling gameplay

FREE MOVEMENT – Use stealth and cunning to distract and outmanoeuvre enemy troops and vehicles across levels packed with tactical possibilities

AUTHENTIC WW2 WEAPONS – Experience the firepower of historically accurate WW2 weaponry, with an armoury of rifles, SMGs, pistols, shotguns, grenades & explosives

VISCERAL X-RAY KILL-CAM – Witness the devastating effect of your shot as Sniper Elite’s signature kill-cam returns, rebuilt for VR

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Pratinjau

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Informasi

  • Pengembang

    Just Add Water (Developments), Ltd.

  • Versi Terbaru

    1.0.0

  • Terakhir Diperbarui

    2021-07-08

  • Kategori

    Steam-game

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Ulasan

  • gamedeal user

    Jul 11, 2021

    I have to say that I really looked forward to this game. Sniper Elite in VR? Sign me up for it. I´ve seen the mixed reviews and still decided to give it a try. The game is fun. The story is alright. I´d really recommend this game if the following things get fixed: VR mechanics: This game is lacking by this time VR industry standard settings like: -Movement orientation (Dominant hand, non-dominant hand, head). The latter one is the default and can´t be changed. -Virtual stock (Yes/No) -Magazine release button -Some weapons are hard to reload since they lay not quite correct in your hand (e.g. insert new magazine in the pistol) -Sometimes it´s hard to grab the rifle after chambering another round. Weapon handling: -Some guns dont shoot where you aim (e.g. the Luger or the scopeless K98k). You´ll have to aim for the hip of the enemy in order to hit the head. For me this makes these weapons unusable. -The weapon meachanics could be more accurate (this is a nice to have). -Some weapons seem a bit out of scale (e.g. Luger) -Virtual hands are holding some weapon in a weird/unnatural way. Enemys: -If you get detected suddenly enemies rush towards you (this is okay), but enemys might spawn right behind you and empty a magazine in your back before you can even turn around (not okay). These are just some points which should get fixed. The game should get a bit more polish and should have all the settings/options which are basically VR industry standard. @Devs: This should not discourage you. The game is fun. But mentioned points really dampen the fun. All mentioned points are fixable. I think you have a good game. But I think you could have a great game. I´ll continue playing this game after a few patches.
  • gamedeal user

    Jul 11, 2021

    Five years of consumer VR and AAA devs have learned nothing... I'm sorry to put it like this, but these were my initial thoughts after playing this game. While I cannot recommend the game in it's current state, most of my negative points (that I will go into detail below) can be somewhat addressed with updates, so let's see if that will happen. The devs are responsive and already released a hotfix for some issue, also they seem to listen to feedback in the forums and reviews, so there is hope for further improvements. The issues I have with the game are as follows: - The gunplay isn't as fun as in other (indie) VR shooters. Pistols can only be played one handed and it seems that grenades cannot even be thrown by motion (just by pressing a button, aiming with a visual indicator and then letting go of the trigger to throw). - Instead of physical crouching there is a button to crouch. Well you could say you don't have to use that, but it seems like physical crouching is not giving you more stealth because the game is not recognizing that you are actually crouching and therefore more quiet in movement - The controls are also not thought through. For instance, instead of using the trigger to move the bolt of the rifle, you have to use the grip button. Therefore it keeps happening that you accidently grab the bolt again after reloading, instead of the weapon stock - Sometimes you get kind of stuck for a second and the game tells you that you are out of bounds while you are not (often when being close to objects). That can also happen when trying to grab stuff (without using the remote grab) - The graphics could be much better with some decent lighting and better shadows but the devs probably didn't care to improve it for PC since it's a multi platform title developed for PSVR and Quest as well... - The first missions I played were kind of restrictive, linear and full of scripted events. That might change in later missions though, at least in the gameplay preview it seemed to be more open I also wanna mention some things that I do like about the game: + The x-ray kill cams in VR are very fun and especially with the option to follow the camera, it feels great! + The environmental art and overall the amount of detail is good, it creates a nice atmosphere + Stealth can be fun if it works, though I hope the physical crouch issue will be addressed to make it more useful
  • gamedeal user

    Jul 9, 2021

    Why can't AAA studios seem to make a VR game that handles well? No really, just about every small studio seems to have game mechanics on lock but the bigger companies can't do it? This review isn't so much about whether this is a good/bad Sniper elite game or whether the graphics are good or even if it performs well as the game doesn't even make it that far as I'm concerned. First off is your hands..... Yes, your hands are off. You'd think that since the platform you are using to play VR games already has an absolute position of your head and hands in 3D space this wouldn't be an issue but it is. Its like you are holding a stick in each hand and on the top of those sticks are your VR hands. This is the worst, imagine you are playing a flat shooter and the point of rotation wasn't in the center of your screen but off to the left. This causes big problems when trying to aim, reload, grab objects, or really anything needing muscle memory/coordination. What makes this worse is the weapon handling. Medal of Honor got this wrong too. Its funny that Boneworks, Pavlov, and Onward all do things different but they still got them right. In a good VR shooter the method for handling the weapon is not the same as manipulating it's action. In SEVR (this game) you use the grip to both grab the rifle and grab the bolt. This combined with the funky hands pretty much ruin the experience. You'll end up grabbing the bolt when trying to grab the handle as well as the opposite. Speaking of handling, the bullets don't actually exit the muzzle in a straight line all the time, for instance while using a sniper one handed. While not a good idea in real life and very ineffective past a couple yards a VR game should always have the bullet exit the same way every time. Adding wobble or making your arm limp when trying to aim a sniper with one hand wouldn't feel like being cheated as much as seeing a round leaving the barrel 30 degrees off center. Speaking of hands, pistols only get one. No double handing pistols for better handling in this game. Honestly I love the xray kills, the scope is fantastic (besides magically getting bigger) but just the handling alone is a deal breaker. Also game doesn't run that great even on a 2080ti/9900k.
  • gamedeal user

    Jul 9, 2021

    I really wanted sniper elite in VR but I don't feel like that is what we got. I understand that the state of VR means the market is tiny and developers have limited time and budget while also having to go for the largest market share in one game, but the issue here is that the quest acts like a big goddamn anvil that has to be dragged along for everything. Why is this an issue? For this game, it means tiny levels. Why is tiny levels an issue? Because Sniper Elite is supposed to feel like a fairly open world stealth action game. The compromise here, which I can only assume is so they could release on the quest has kicked out one of the core pillars of gameplay for the franchise. Anyways lets break down my initial impression. What is done right - The UI for the menus looks good, has a great range of options for comfort and movement as well as other settings. - The graphics are passable, honestly for VR great graphics are not needed, I already feel like I am somewhere else. - There seems to be a decent range of weapons - Looks like a fairly good chunk of content, props to the devs here. - X-Ray mode is in and it does what it says on the tin, great work. - Default controls for vive wands are okay - Left handed support works great out of the box. - Force grab for items and weapons. - Can pull the bolt which is nice. Could be optimized a bit. Minor Gripes - Adding a movement option for controller orient move would be great, currently only have HMD orient. This is just a simple gripe that I know can easily be fixed. - While realistic, the sniper scopes are too small and easily lead to scope blindness. I get this is how real scopes work (and if anything is a bit lenient) but this is a game and any inconvenience that doesn’t add to gameplay or immersion is an issue. Its quite hard to get an idea of what you are looking at down scope to get a target quickly. The Issues: The weapon handing is awful, really awful. For a game about shooting this should have been priority #1. - Weapon movement has a delay, I assume this was to give the weapon ‘weight’ but it feels awful. - Bullets fly off to the left/right after about 20m, I get that this was a mechanic in the SE games with wind, but there is no way here to know when its going to happen and it seems unnatural. - Your off-hand position will determine the angle of the gun, so when you let go to reload the gun stays in the same position it was in no matter if you move your main weapon hand. - When regripping the gun will move around a little, its not consistent, which again is important for a sniping game. This feeds into the ‘scope blindness’ issue as you wont know what you are pointing at when you ADS or if you will get a big black circle over most of the scope. Basically every time I reload and lift the gun I have no idea where it will be pointing. - Reloading is slow and doesn’t feel good at all. Mags/Clips ‘snap’ into position which is fine but it feels like it takes ages to happen and have to fight with the grip buttons through the whole process. When you pull a dead mag out it’s the same fight to drop it on the ground to get a new one. The levels are small and it just doesn’t feel like a sniper elite game. - Approaching an enemy base I don’t feel like I am vulnerable or trying to hide, I feel like I am approaching a clump of enemies that I will take out to then move onto the next clump. When enemies are alerted they will just run at me or fire at me, doesn’t feel like I can get flanked. The issue with this is that I never feel ‘exposed’ or that I have to retreat or do anything tactfully, I am just a slow moving tank that rolls ever closer to an objective. - It just doesn’t feel like they want the player to move much, I get that people get motion sick or flustered with teleporting and weapons handling but that is part of the fun, give them more health. To the devs: - Go and play some pavlov, pick up a weapon and feel how they have made it work and shoot and reload and how smooth it is and take notes. - Stop biasing everything for the quest, it hurts the game release on every other platform. I know it’s a lot more work, but a branch release would go a long way to bringing out the best and avoiding the limitations of the platforms. - Make weapons handling a #1 priority for your development and don't hesitate to see what else is out there! I really want SE in VR, I really want to like and even love this game, but I think that a better approach would have been them remaking SE2 in VR or something than trying to make their own experience (or more out sourcing it to another studio). I get that a hell of a lot of work and love went into this but I wonder to what end. We are reminded that VR does not have a solid ‘play book’ and we can’t rely on the rules we have used for the past 3 decades for games/shooters. We have to rebuild all these interactions basically from the ground up and it’s a huge unforgiving task (not to mention it has to work on far too many platforms which still fight over what standard to use). But the market will slowly grow and as it does we will see that time will not be kind to these early VR games, though with a larger market we will slowly get towards better games and a better standard. Until then we are forced to wait and endure. Edit: Well this was more popular than I thought it would be, I just wanted to add some more flavor text... If any devs read this and are disheartened don't be, lots of work and love went into this game and I think it is salvageable for the most part. Going to have to make some hard decisions on how the guns handle but if you do it I am more than happy to change this review to positive. I will remain harsh on the other things however the VR market is starving for content. What rustles my jimmies is that your play testers used the regular weapons handling and was like 'yeah this is good enough'. I am happy to sit with anyone and explain not only why the weapons are an awful experience, but also what makes good weapons in VR and hopefully how we can get there. I know its hard work and there are no standards, but we have to be vigilant or it will never improve.
  • gamedeal user

    Dec 28, 2021

    TLDR: Fix the gun controls! This game is a complete disappointment. This game has a lot of potential but it falls on its face every time it takes a step.  I have enjoyed the Sniper Elite series and looked forward to this game being fun.  I had read reviews that the game was difficult and didn't control well.  I chalked that up to the reviewers having not spent much time in other VR games.  There are times when I will read about a game and realize that the review has spent all of two hours in VR and are not accustomed to how the games handle. This game handles bad, really bad.  It feels like the people making the game had only seen Half Life Alyx.  The Devs idiotically tried to implement a "Gravity Glove" style pickup mechanic which I bet they thought was "cool" and "added something to the game play".  What would have helped is making it so the player could actually pick up something in the game.  The pickup mechanic just doesn't work well and half the time I end up trying to pick up something on the floor and then I have a grenade in my hand that the game thought I was trying to pick up. What works in games is letting players simply bend down a pick something up with a grip button on the controller. It's simple and lets the players enjoy the game and not get frustrated at it. The game is amazingly strict about the play boundaries.  You would think I mean the guardian system but no.  The game freaks the fuck out every time you get too close to a wall or crate.  You get too close, the game goes black in the headset and says return to the play area.  The odd thing is, I'm in my play area just trying to crouch behind a crate for cover but no the game says I'm not playing it correctly and has to punish the player for it.  It was really annoying when I was not moving at all but the game kept telling me I was not in the play space. Or when your trying to get to cover but your shoulder clips though an invisible wall and now you can't see anything. If your going to do this to your players, allow an option for that to be removed, it breaks immersion and makes the game just about unplayable. The menu is one of the dumbest things I've seen in a VR game.  The main menu comes in the form of a notebook or journal that's grafted to your left hand.  Someone in a conference room must have been like, "You know what's overdone?  Simple, easy to read, and concise menus.  We need to think outside the box and give our users something new and amazingly dumb to use to interact with the game."  Thank little baby Jesus, yes the christmas one, that the only time you have to use that crappy menu is only on the main screen and you can hit pause to use a real menu. What this game needs is to improve its crap controls.  Hey Rebellion, have someone show you a real VR game like Onward or Pavlov and just copy how those guns handle.  Rebellion, also you need to sit down and think about realism vs play-ability.  What is in the game is neither and the game suffers greatly for that.  Onward and Pavlov have bolt action sniper rifles that don't drift out of your hands for no reason.  Too many times I've grabbed the rifle off my shoulder in game and it's sideways in my hand.  This is just so surprising that a well known PC game's entry into VR is done so poorly.  It's so disappointing to find the core of the game doesn't work.
  • gamedeal user

    Jul 8, 2021

    Not going to recommend for now because there are a few issues with the game that ruin the experience. The first thing I noticed was that my vr hands were about four centimetres higher than my actual hands in real life (im using a rift s), which obviously was very distracting especially when trying to aim a sniper... this is Sniper Elite yanow.... Also there is a constant weapon smoothing to help while aiming but it is way too much there needs to be an option that allows you to lower it or disable it when you are not aiming because when I shifted my aim with a pistol or any other weapon it took the game like half a second to keep up because of the smoothing, this make it very hard to shoot things. When using the weapons it was very challenging because it didn't even feel like I was holding them because of the hand offset and the smoothing, it was like they were floating above my hands, i would have to constantly let go and regrip the weapon to get comfy and then it would just start shifting again floating out of my hands really weird. Weapon scopes are very dark and its very hard to see through them, i have to have my hands jammed in my face to be able to make the scope bigger because of the hand offset and the weapon floatyness. Also reloading and bolting the weapons is a bit jank and needs to be smoothed out. Im sure there will be a path but i just cant recommend when my weapons are floating around the place.
  • gamedeal user

    Jul 13, 2021

    Here's where I stand on this. Devs please listen. The system feels clunky just as others have said. One of the features, holding the book to choose your level is not a bad idea, I quite like that but the way in which the book is being presented is painful on the wrists. Now I use an Index controller so I have to point my fingers at me to use that book meaning I have twist my wrist. You put it on the front of the controller instead of it's side somehow. It's bad, very bad on the wrist. It's not natural at all and does affect game play as it affects that wrist before each mission. Test and correct this please. The scope mechanic isn't bad actually, I adjusted to it quite quickly and didn't need a stock to assist though using my stock improved my accuracy and stability before using the focus system so the game does translate if you want to use a stock instead. My next big gripe comes from loading pistols. The griping function is horrible when you need to grab mags out of weapons. It's just horrendous. Half the time you can't get it to register your hand near the mag of a pistol because of how close it is to the pickup indicator for grabbing the pistol. The other problem I find is that I end up accidently gripping the mag and yanking it out because of how the Index controllers operate. This could easily be fixed my making that grip a little further out from the gun and giving us a release button to prevent these issues(old pistols had heal releases on the bottom of the grips). In all honesty all these pistols have a release on them IRL so that should have been a dead give away. This issue alone makes playing the game more difficult than it needs to be. My fight should be with the enemy and NOT the controls. All in all, it's not half bad when your actually able to shoot but that's the problem, sometimes you accidently draw a mag from a gun and then drop it without realizing it and end up in a rough spot trying to either recover the mag to shove back into the weapon or your struggling to get it out. SMGs don't really suffer from this but in areas where you use Welrods it is just painful. It's sad that games like Onward have had this right since day 1 and somehow you didn't learn from it or it feels like you never handled these weapons IRL and didn't translate them in appropriately. Anyone buying this, you cannot use 2 hands on pistols. They are 1 handed only. If you try to 2 hand grip you will rip out the mag. I really want to put a thumbs up on this, I like the game. I seriously like the game but these controls need corrected horribly before I'll recommend this and allow my friends to break their wrists just trying to select a mission.
  • gamedeal user

    Jul 13, 2021

    Get this game on sale and hopefully after all the issues I'm about to mention get updated. I'm giving this game a thumbs down cause Rebellion has committed VR sins that games 2~3 years old have already figured out and VR devs need to learn these lessons now if we want VR to grow. The bad: -Motion smoothing: Dear god you put it on everything, EVEN MY EMPTY HANDS! Why?! I thought my tracking was lagging till I figured it out. I understand a lot of people are shaky when free handing a VR weapon, but at least give us the option to turn it off/tone it down/select which type of weapon has it. As someone who has 1K hours of VR shooter experience with zero motion smoothing or virtual stock I felt like I was moving through Jello (TM) the entire time. It dulled all my movements and made me feel handicapped. The only time it helped was when sniping but even then I wanted it to only kick in while in focus mode. And don't get me started on the rocket launcher! Y'all added so much smoothing to that thing that trying to move your arm to aim the thing is a suggestion at best. -Controls: Its simple guys, Grip button for grabbing the weapon, nades, and environmental items, and trigger to grab the weapons mag, bolt, and nade pins. I was constantly grabbing my pistol while going for mags or re-gripping my weapon while trying to charge the bolt. Pavlov, contractors, and other VR shooters have already figured this out YEARS ago. Its a good system, use it! -Weapon handling: While trying to swim in jello I was also constantly having to re-adjust my grip on my gun cause y'all were stupid enough to let the weapon stay in the position you un-griped it in instead of resetting it to line up with your hand like every other shooter does. This lead to the gun being shuffled around till it was 5 inches forward and 3 inches up making me punch myself in the chest just to use the scope. And I had to shuffle it back or just re-holster the gun to reset it. Wtf is that?! -Graphics/Environment: Now graphics don't make a game. But they sure as hell help. Especially when you have a WWII game as generic as this story wise. This game looks like it was made in 2006 by an indie team. And I know y'all wanted to have it viable as a Quest port, I understand that, but why did you use the quest assets on PC?! No PBR mats, minimal normal's, every NPC was a mannequin with lego hands, and the poly count was laughable. I'm pretty sure there have been other Sniper Elite game that look a decade better than this game. Oh and the levels were so dreary with the exact same color palette of brown, grey, and sometimes some green. All that while every environment was tiny as hell. I know you wanted to save GPU memory for the quest, but y'all should have designed around that and had in level loading or streaming for the quest so as not to neuter the other versions. -Level design: Boy when I saw that the first real level was a wave shooter I almost lost it. Luckily They got better from there, but not by much. I was excited to see that the level started getting bigger, but every time I got into the groove of a level it just ended. And the lack of level objective variety got boring after awhile. Just shoot, plant explosive, and shoot some more. And that wouldn't be so bad if that loop actually felt good to play (see below). -Gunplay: Man the only fun guns to shoot in this game are the scoped snipers and the silenced pistol. Everything that's full auto bounces around with the jankiest animation that has no ramp ups or downs and just feels like babys first full auto animation. -NPC Movement/Animations: While wrestling with the horrendous motion smoothing and janky full auto guns I had to battle one more hassle, the NPC's animations. None of the animations in this game are procedural or blended in any way. They turn on a dime with no ramp up (A pain while trying to take long range shoots) and jerk and drop like a sack when shoot then snap into a ground pose waiting to be shot again. It seriously feels like then went back and used the first sniper elite games animations from 2005. -"Realism": I originally wanted to go into this game with no assist at all on the sniping. But quickly realized that the bullet in this game are made of Quaker oats and fly a foot to the side every 25 feet life a nerf dart. As someone who does long range shooting IRL I felt like it was just luck based without the assist. I know ya'll want people to use hold overs, but jesus make them reasonable. -Collision: On more than one occasion I would be standing still near a wall or opening and the "You are out of bounds" Black screen would suddenly come up and not go away for 20 secs no matter where I moved. That combined with getting stuck on every little piece of environment geo really annoyed me. -Interaction (Or lack of): This is a VR game guys! Let us pick up things, let us slap things against other things, even basic physics would be ok. The environments felt so empty and lifeless. Lets us turn the valve and actually plant/arm the bombs, not just press a button. That's VR 101. The Good: -Sniping: The sniping in this game (with a scope) is the best in any VR game right now. Using the left trigger to increase the scope size and zoom in more is a great idea, and I would love to see it in other VR shooters (Plus apply a lil motion smoothing to steady the shot). -Kill cam: It's a sniper elite main stay and it's just as good in VR. Looks great (Which makes me think that's where most of their graphics budget went). We need to do better so VR can gain the reputation it deserves as a medium.
  • gamedeal user

    Sep 11, 2021

    I spent 100h in sniper elite 3, nice game, that's why I gave change for sniper elite vr regardless of bad reviews. there are some good things: - nice graphics, look at screenshots - kill cam looks nice, i like it. - nice story telling, beautiful family nest between mission =3 - Ока (the yellow car) buuut, everything else... - game about being sniper and it has the worst weapon handling mechanics I played, feels like you drunk and you have to do everything slowly. - grenades mechanics are too arcade, you don't throw it, you pull trigger, aim with visible trajectory then release trigger. - funny ballistics. bullets fly like stones. you have to aim upper even in close ranges lol, wind affects even in buildings. - interaction with objects also bad, you can only pull objects from distance, but this mechanic also done bad, you have to nicely aim them to pull. And, come on, there is no reason to pull objects a-la Alyx in WWII environment, you don't have gravity gloves there. - stealth is weird, for some reason you almost blind when you are in cover, AI is low. I played on hard mode, enemies don't hear gunshot next room, alarm clears in 3-5 seconds, that's really weird, you can shot enemy, and if he didn't see you in 5 seconds he is like "nah, it was nothing", they never try to find you or flank you or something. - even ladder climbing is done bad. Camera jumps every time you grip next crossbar. I played 90 min, I honestly tried to get fun of this game, but I could not. It does nothing to be immersive. I think developer should look more to other vr shooters like Pavlov, Onward and not be scared to make similar mechanics.
  • gamedeal user

    Jul 9, 2021

    I expected more. To have a VR game in 2021 with hands ghosting through surfaces, enemies clipping through walls and shooting you despite them not being visibly in front of you, items not having real time physics around you, just aint it. On top of that, the game isn't really set up for room scale, which is weird. If you try to peak left or right physically around corners in the game, the tracking gets all weird and your hands don't really follow you so it gets awkward. I'm sure the game will improve over some time, and i'm rooting for it to succeed because we need more AAA titles being released on any VR platform. I guess I expected VR games to follow in HL:Alyx/Boneworks/TWD SS footsteps and up their game (pun intended). These games are the benchmark of what the users expect moving forward. That being said, I'm going to continue to play though the game because shooting stuff in VR is still fun.
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Gamedeal is your one-stop shop to find all the best deals from your favorite retailers including Steam, Epic Games, Gamestop, and many more under one roof. Looking for games that cost you nothing? We have got you covered with our free games list that includes free PC and Playstation games.


We help you stay on top of the news with upcoming Steam sales and Gamestop promo codes to ensure you get the game of your choice at the lowest price possible. From old-school classics to modern AAA titles, there is something for everyone to play here.

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