The visuals are functional at best, and the environment detail is very limited. While it is impressive that a mobile game can hold up at all, these are poor graphics for a PC game in 2016. It’s a testament to the quality of the original level design by Craneballs Studios that a mobile game can not only survive the transition to VR, but also make the move to first person without major problems in terms of object and environment scale. Overkill 3 was designed as a third-person, cover-based shooter, but Overkill VR’s action takes place in first person, and thankfully, it’s a reasonably satisfying result. It works well enough, but it’s not an encouraging start. The UI has barely changed, with a Vive controller acting as your pointer. In fact, it isn’t a VR interface at all it comes directly from the touchscreen menu of Overkill 3, a game developed for mobile platforms in early 2015 on which Overkill VR is based. Instead, you’re simply there to point at a large display on the wall, which functions as the main menu – pretty uninspiring for a VR game. You’re prevented from moving beyond your physical play space, and none of the objects are interactive. Beginning in a large armoury with a vast collection of weapons on the wall, the game immediately thwarts any notion of interacting in this inviting space. Overkill VR’s opening area is a strange one. Developed by Starloop Studios and published by Game Troopers, it offers a large arsenal of upgradeable weapons, plenty of levels and varied boss battles. Out now on Steam Early Access, Overkill VR is a First-Person Shooter available for the HTC Vive.
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