
I didn’t know what to expect going into my hands-on session with Deadpool VR, though in retrospect, I feel a bit naive for not expecting it to start with a bang. The demo opens with you taking control of Deadpool’s decapitated head, which is sitting a few feet away from the rest of his body. After administering an ass-whooping to the scientist experimenting on you, your body and head are soon reunited, and that’s where the Neil Patrick Harris-led game properly begins.
It should come as no surprise that Deadpool VR has a strong focus on gunplay, but more importantly, the moment-to-moment gameplay is never dragged down by more conventional shooter mechanics. Our profanity-loving hero isn’t terribly concerned with realism or technicalities; whatever weapons you’re holding can be tossed away or dropped at a moment’s notice, but can easily be replaced by grabbing a fresh pair of pistols from your waist.
Similarly, your trusty katanas can be retrieved from your back and are invaluable for deflecting enemy fire. It doesn’t take long before you gain access to a replenishing supply of grenades, and towards the end of my hands-on session, I unlocked a new grappling gun, which lets you zip around combat and traversal areas with ease; that is, assuming there’s a grappling point nearby.
Thankfully, Deadpool VR’s combat encourages experimentation and doesn’t task players with juggling ammo reserves and health to an insane degree. Weapons can be tossed and scavenged with relative ease, encouraging players to experiment and try out new weapon types. The shotgun, in particular, can melt through most enemy fodder, but there’s also something hilarious about using a sniper rifle (without aiming down sights/using any scopes) to just rip through enemies by shooting from the hip, literally.
“We designed a combat system where you can play the game however you like,” explains Matt Schmitz, director of animation at Twisted Pixel. “You can use all these different weapons the way Deadpool would, and you can utilize them in clever ways. For example, you’ve got this grapple gun. If you choose to grapple an enemy toward you, you can hold your sword up and slice them in half. You can dismember enemies. You can punch them in the face with a grenade. So we wanted to make sure that with our arsenal of guns, that we give the player the option to play the game however they choose.”
With all these options at the player’s disposal, there’s a lot of freedom with how one chooses to tackle any given combat encounter. In a daring move (my VR legs are still wobbly at the knees), I chose to use everything Deadpool VR had to offer: wall-running, jumping off balconies, and dive kicking right into an opponent’s face. Despite playing with snap turning and left thumbstick movement, I never once got sick during my hands-on session. Some of this can be chalked up to the consistent frame rate, but a lot of credit has to go to Twisted Pixel, and their many years of working on VR games.
“So, I think being our fifth VR game, we’re pretty much leveraging all of our experience into some really, really good comfort options,” says Phil Therien, lead designer at Twisted Pixel. “We’ve got everything from vignetting to snap turn fluidity. You can control the angles of your turns, the amount of vignetting also. So really, depending on what you’re more comfortable with, you can choose some or all of the options. We have presets, but you can also customize it, so it doesn’t really matter what you need as a comfort option. It’s all present and it’s all customizable, and really, it’s the culmination of five VR games’ worth of experience. And so far, results have been really good. Everybody who takes the time to set up their options is very comfortable playing the game.”
Whether you’re a VR veteran or newcomer, you can check out Deadpool VR when it launches for Meta Quest 3 and 3S later this year.
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