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So there I was, smack in the middle of World War Z VR on the Quest. First VR version of the beloved zombie franchise, right? Like, I’m talking novels, that 2013 movie, and some flatscreen games before this. And yep, it’s loaded with zombie hordes, joined by two AI buddies who are, let’s be honest, about as smart as a rock. But the big question here—Is more zombies even… better? I mean, really?
Here’s the thing about zombie games: fewer zombies usually equals scarier vibes cause they hit harder. But in World War Z VR, nah, they flipped that script. You’re barely noticing solo zombies—they’re just there for you to casually smack down while you reload. But when you get clusters? Yeah, they get kinda freaky big. VR-sized big, if you know what I mean.
Gotta admit, single zombies are like those pesky flies at a picnic—annoying but harmless. Whack them with a rifle butt or pop their heads off, no sweat. You’re caught in a horde, though? It’s a whole different ballgame. But they’ve got that martial arts flick thing going, where they politely take turns to try and bash you. It’s oddly considerate, almost.
Okay, so variety’s not abundant—yet. I dabbled through the tutorial and hit the first Tokyo mission. But now and then, a red-marked zombie waltzes in, and I’m like, “Oh, there’s something spicier!” Keeps you on your toes, mixing up strategies amidst mazes of paths, claustrophobic rooms, and sprawling arenas.
Weirdest thing? The different zombie types from gas-reekers and goo-spitters to screamers that summon bigger swarms, and the walking bombs—yeah, literal exploding zombies. I went in expecting a frantic run-for-your-life like in the movie, but turns out the VR game’s more about tactics than terror.
Do more zombies equal more fun? Hard to tell. Everything’s definitely dialed up, that’s for sure. I’d mow down crowds of 20 like nothing IF the bullets hold out. But those narrative pushes, man, they shove waves on you, so you’re not just shooting—you’re wrangling undead, hitting chokepoints, herding your AI partners to give you a hand (when they remember they have hands).
About those AI pals? Kinda pathetic. I had this epic arena skedaddle, scooping up ammo while they got stuck shooting at walls or something. They’re as much help as a chocolate teapot. Seriously, this game screams for multiplayer but nope, nada. Which bums me out.
Oh, but props to the game at least for the surprises. Like in Tokyo, there was this sequence trying to arm a bomb—twisting primers, mixing liquids, all that jazz. Plus, goodies! There’s machine gun nests you need keys for, so exploring is a must. Once you’ve wrapped your head around all that, they hit you with a horde so nuts it calls every ounce of skill you’ve got.
What I didn’t expect? The depth. Well, more than expected anyway. Tokyo left me curious, in a surprisingly good way.
More details? Yep, coming your way in my full review when World War Z VR drops on August 12th for Quest and SteamVR. Stay tuned to hear me rant about the shooty-zappy stuff (so far, it’s decent), weapon options (none of that upgrade malarkey, but variety), movement styles (yep, they exist), and plot (which at the moment just sounds like ‘bang bang’).
Until then, hit up the Horizon Store for pre-orders on Quest 2 and beyond, or hop on Steam for PC VR, running you $20. Catch you later!
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