A good sucessor to the original, but updated with modern VR controls. If you like the original, this is a great continuation. There is also a lot of intuitive design, too which is always nice. This might not be the best game for someone's first VR title, but would be a great second or third game. Pros: -Good difficulty; some parts were easy while others were hard but beatable. -No jumpscares or horror. However, plenty of tense parts. -A big improvement over the original, while keeping the same feeling and tone. -Good (but not outstanding) graphics. (An improvement over the original Arizona Sunshine) -Game ran well for me, have few issues with setup (but it did lack a height adjustment setting in game) -Controls were easy to pick up and intuitive when doing new things. Unlike a lot of other games I didn't have a lot of picking up the wrong thing or grabbing ammo out of my inventory when I was trying to pick something else up. I didn't have many missinputs, and when I did they were understadable ones, and largely my fault. -The time period the game is set in (I'm guessing early to mid 2000's) looks good and is consistent throughout the game world. -I had very few glitches and only saw a rare few parts of the game world that were left clearly left under developed (I mean like looking through a window and seeing an empty house with no furnishings.) -Good weapon selection and accurate animations. Swords and axes worked well. Cons, with recomendations to the devs: -The position of the holsters was too far away from the body, you can control the size but not the location. A bit more control would be great. As it was I felt like a was pull my guns from hips of the holster of a 330lb Reddit moderator, my actual hips. There were quite a few situations where I reached for my gun and only pulled out a finger gun instead of my weapon, that isn't good in the heat of fight. -There is a lack of a tutorial, besides the opening few mins. Also, no recap of plot of the first game or its world building. You can get context clues but still, the original game came out in 2016. A bit of a refresher would be great; where are we, when are we, how and where did the last game end, how long ago did the zombie virus end the world, who are we, why do some zombies have hard parts of their bodies (should I not shoot those at all or just shoot those spots more), why are they called Freddie(s), are we immune or do we only become a zombie if we die? There wasn't a lot explained, and I feel it hurt the game. -I didn't know until halfway through the game I could you the grip button and grip a pistol with my off hand and stabilize my shots (it did tell me to do that with rifles). A tutorial would have fixed that -There is a lack of information on the guns we pickup. You just pick it up and look at it, you can shoot and count how many bullets are in each mag, see the part of the gun you need to move to reload light up with and indicator, but nothing else. While they are all reasonably accurate to their real world conterparts. If you don't know what the real gun is chambered in (e.e. 9mm, .45 cal, 50AE, .223, .308, ext) or the ammunition capacity the only way is to test by hand. That is not great, for example early on I had a 1911, but then found a Glock. The Glock holds more ammo, but does it do more dmg? Only way is to test it, and it may be hard to tell. Is the revolver better than the Desert Eagle? Is one of the revolvers better than the other? Does the full auto Glock do less dmg than the semi? Does one shotgun have more or less pellets, or tighter choke than the other? Is the frying pan or pot a melee weapon (no they aren't, I found out the hard way)? Does this gun penetrate targets? Does this melee weapon have greater durability than this one? You have no idea unless you test every gun. This could easy be solved, I would recommend solving this with info on the pause screen; a "my inventory" or "what I carrying" with info on what is in each of your slots. - There is a basic crafting system, but I found I collected way more crafting supplies than I could ever use. There should be more occasion to use crafted supplies. I might suggest a grenade pouch that would take the place of a pistol slot as weapon, letting you carry a few extra grenades you could pull out of the pouch. As is, the crafting mechanic was nice but underutilized; there wasn't reason to use it as you have so little storage space to use any thing crafted you rarely need to craft more than one or two items. You also didn't often know that to expect around the next corner, so you don't know what or how much to craft on a first playthrough. - I had a some issues with my controllers when using advanced reloading (it was managable but still harder than needed at times). I had to get my controllers very close together and often banged the light rings together and had to fight them to reload sometimes. This was more frequent with revolvers and lead me to not want to use revolvers unless I had to. In the same vein when I two handed a pistol, I had issues with consistently doing it (there were time is the middle of a fight were I couldn't two hand a pistol even though my real hands were together.) It wasn't too bad, and the controllers overall were actually notably above average, my gripe is that the tolerances were a little too tight on a few things and could be let out by like 10% or so and would improve a lot. However this one may just be my setup. I was running the game with: 3070 TI HP Reverb G2 (it uses inside out tracking) the G2's controllers dookie CPU Mid/high settings with few frame-rate dips Finished the game in 7 hours Used second easiest difficulty Standing not sitting the whole playthrough Used advanced reload the whole time die 5 or 6 times managed to not punch the wall at all (only tap it a few times) Had a decent time. Worth getting, but not mind blower. If you see a sale of more than 30% I recommend it, but still worth getting at full price (right now it is $40). Great one for the wishlist, if you see it for 75% off or cheaper; get it.
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