Friday, 12 December 2025

The Seamless Dream: Killing The VR Loading Screen

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In games, nothing breaks player flow like a loading screen, and in virtual reality this problem is amplified tenfold. ‘Presence’ or ‘immersion’, the magical yet fragile feeling of ‘being there’, is what makes VR so special. When a player is suddenly teleported out of a fantastical world and into a cold, black expanse with a solitary loading bar, the illusion is instantly shattered. Worse yet, unaccounted mini-loads can cause frame rate stutters and subsequent VR sickness. In this Guest Article, VR developer Charlie Cochrane explores a range techniques for designing around immersion-breaking loading screens.

Guest Article by Charlie Cochrane

Charlie Cochrane is a solo VR dev running Crooks Peak studio. With a background in robotics, programming, and a cookie delivery company, he started making hobby VR games in 2016 and went full time in 2021. His sci-fi action horror game ‘By Grit Alone‘ released winter 2024, and the upcoming Victorian zombie train sim ‘Full Steam Undead‘ is due Spring 2026, both available on Meta Quest and Steam.

A loading bar in VR doesn’t just pause the game; it teleports the player to a disorienting black void, completely breaking the sense of ‘presence’.

It’s a problem I took as a core design pillar for my previous game, By Grit Alone, and my upcoming title Full Steam Undead. Both feature a ~4 hour campaign with a hard rule: zero loading screens and no framerate stutters.

In this article, I’ll share some of the high-level techniques, from technical wizardry to deceptive tricks, that developers use to minimize or hide loading entirely. The reader should come away with a new appreciation for these invisible systems and a better understanding of why there are so many elevator scenes in games.

The Background Load (Streaming)

The best loads are the ones players don’t even realise are happening. Enter ‘Asset Streaming’; the goal here is to load the game’s assets (models, textures, sounds) in small chunks in the background before they are needed, rather than all at once in a single, game-halting block.

This can be tricky, as the game needs to predict what needs loading and when, so that it’s ready and preloaded at the moment it’s required. It’s a careful balancing act; if you preload too much then you’ll eat up all the memory, while not enough and you may be caught out needing unloaded assets. This can be extra tricky in VR, where memory and processing power can be tight on standalone systems and even the shortest blocking load can cause a noticeable stutter.

Asset streaming can be as simple as loading an MP3 audio file a few seconds before it needs to play. In By Grit Alone, each time you get an NPC radio message, I play a little radio static buzz at the start of the call. This two second clip frames the call nicely, but also buys me two seconds to load the actual message in the background!

A more complex but common example; chunking up a large open world map and loading/unloading those chunks depending on the player’s location and view direction. Asgard’s Wrath 2 is a lovely example of this; done properly the player is able to ride around the massive map without a loading bar in sight. Done poorly and the player will see parts of the world or enemies teleporting in and out of the game.

The Hidden Load (Deception)

Asset Steaming is great, but even then, sometimes the engine just needs more time or memory. For example: the player is moving from one massive area to another, and the new area is too big to be streamed in ‘invisibly’ without first removing the old.

Enter ‘The Elevator’. The player steps in, presses a button, and is forced to wait as they slowly ascend or descend, perhaps while NPCs chat or some stuffy elevator music plays. That (often unskippable) ride is a loading screen in disguise. By placing the player in a small space, the engine can unload the previous scene, free up the memory and then load in the new scene, while the ride gives the engine time to do this in the background.

That long elevator ride isn’t just for dramatic tension. It’s one of the most common and effective ways to ‘mask’ the loading of an entirely new, complex environment.

Of course the elevator is just one example, but once you know what to look for, you’ll see these hidden loads everywhere:

  • The Tight Squeeze: The player has to shimmy through a narrow rock crevice or between two walls.
  • The Slow-Open Door: A character struggles to pry open a heavy gantry door or waits for a high-tech ‘decontamination’ scan before the door opens.
  • The Crawlspace: Forcing the player into a vent or low tunnel, where movement is slow and the view is restricted.

These aren’t lazy designs, they are non-intrusive solutions to keep player interactivity in the world, while giving the engine the time and resources to perform loading in the background.

The ‘Pause’ as a Load (Diegetic UIs)

Opinion alert: good VR design integrates UI into the world as a core part of maintaining presence. To me, a pause menu that unnecessarily teleports you out of the game is just as bad as another loading screen. Excellent VR examples of putting menu components into the game world include:

In Cosmodread, an updating map of the spooky ship is wrist mounted and always glanceable:

In The Lab, you load a level by pulling an orb onto your head rather than using a menu of listed levels:

In Into The Radius, you manage your inventory by pulling items out of a physical backpack rather than an inventory menu:

All of these avoid the ‘pause’ and keep the player in the world. Even better, in doing these actions without pausing, the player may be looking over their shoulder when doing so, aware that their environment might not care if they are stopping to check their bag or map.

The ‘Failure’ Load (Instant Resets)

It can be very hard to hide failure (sorry mum), but hiding a load on failure? That we can do!

In a challenging, restart-heavy VR game, failure can be part of the learning loop. Think of Beat Saber or Pistol Whip; having to wait 10 seconds for a ‘Reloading Checkpoint’ between every reset would completely kill the flow.

Restarting in Beat Saber is instantaneous, so as not to punish the player

These games use ‘Instant Reset’. The reason they can restart in a fraction of a second is that they never unload the level. Think of it like a stage show: when an actor flubs a line in rehearsal, the crew doesn’t rebuild the entire set. The director yells “From the top!” and the actors simply reset to their starting positions.

The game is doing the same thing. It’s not reloading the level; it’s just hitting a giant ‘rewind’ button. It teleports you back to the start and resets the enemies and objects to their initial state. The level’s assets never leave memory. While more complex than simply reloading the level from scratch, it respects the player’s time and keeps them in the zone, turning frustration into a simple, “Okay, again!”

The ‘First Time’ Load (Shader Compilation)

When I said my games have no loading screens, that was a little lie; as with many games, the very first time a player starts one of my games, I do a ‘first time load.’

The most common reason for this is for ‘Shader Compilation’. A shader is a small program that tells the GPU how to render a surface—this fire, that wet-looking rock, this glass window. The first time the game needs to show you ‘fire’, it may have to compile that shader, causing a noticeable hitch or stutter in the headset, and this can happen when any new type of surface is shown for the first time.

As with many games, By Grit Alone opted for a simple trade-off: make the player wait once.

By Grit Alone first time load helps avoid shader compilation stutters down the line

When you first boot the game, it runs a one-time shader compilation step. In exchange, the player gets to traverse the entire campaign without a single stutter from a shader being compiled on the fly. It’s a classic ‘pay now or pay later’ problem, but for VR, paying for the load later during gameplay can mean a VR sickness inducing frame stutter.

When You Just Can’t Hide It (The “Honest” Load)

Sometimes there’s no way around a loading screen so obviously keep it as speedy as you can.

It is also important to keep the player’s head tracking active during the load (i.e. if they move their head, the loading bar will stay in place in the tracked environment rather than be stuck to the player’s view). Having a loading bar stuck to your view is the worst reminder that you have a headset strapped to your face.

It can also be a great time for a well placed tip; adding a tip about difficulty settings on By Grit Alone’s first time load saved a lot of player frustration.

Even better is an interactive loading screen. Is it possible to actually enjoy a loading screen? Black and White 2‘s interactive loading screen was a little game unto itself:

– – — – –

In the end, all these techniques serve a single purpose: give the player the best experience possible by reducing or removing unpleasant loading screens and unnecessary pauses. By combining smart technical decisions with clever, context-aware design, we can protect the player’s flow state and deliver on the seamless dream of virtual reality. This is paramount in VR especially, where a loading screen can render the player completely blind in a black expanse or cause sickness-inducing frame rate stutters.

As hardware gets faster, these techniques will certainly evolve, but I have a feeling we’ll still be waiting in elevators and crouching through vents in the far future of VR gaming.

The post The Seamless Dream: Killing The VR Loading Screen appeared first on Road to VR.



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Thursday, 11 December 2025

Meta Reportedly Set to Raise VR Headset Prices, Keep Existing Devices in Market Longer

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Meta appears to be planning to raise the price of its VR headsets moving forward, according to a recent internal memo, which company leaders hope will combat rising costs. Meta may also be retiring the Quest 3 and 3S line a little later than expected.

The News

As reported by Business Insider, a December 4th memo from metaverse leaders Gabriel Aul and Ryan Cairns notified employees that Meta has “made a shift” in its VR efforts which could include price increases to combat costs associated with tariffs, as well as keep existing hardware in the market for longer.

“Our devices will be more premium in price going forward, but we’ll have a healthier business to anchor on and free ourselves from feeling existential about any singular device’s success,” Aul and Cairns’ memo reads.

The memo, which thus far has only been viewed by Business Insider, also includes a call for high-quality software experiences meant to match the “excellence” of its devices. Additionally, Aul and Cairns’ said Meta will “ship new hardware at a slower cadence going forward.”

“We’re committed to VR for the long-haul so we need to align our business model and roadmap to an approach that will make this possible,” the memo says. “We’ve been working hard to bend the curve and accelerate ahead of the category’s natural growth rate, which means running multiple programs in parallel as well as carrying costs like tariffs and subsidies for content, GTM, and devices.”

Notably, the memo also included info on a critical delay of a puck-tethered XR headset, and a new Quest headset which is set to be a “large upgrade” in capabilities from current devices, and will “significantly improve unit economics.”

Meta currently sells Quest 3, starting at $500, and Quest 3S, starting at $300—the latter of which is currently on sale for $250.

My Take

Meta regularly subsidizes Quest in an effort to recoup on software sales, making them technically cheaper than they might otherwise be. It’s a strategy console platform creators have been doing for ages, and it certainly works at getting people through the door.

But now, it seems we’re headed for another rough patch that Meta needs to navigate if it wants to continue its role as the holder of the most popular VR platform. And above all, I’m curious how Meta will keep serving the entry level user while pushing prices higher. It’s basically stemmed the flow of cash to third-party studios, making platform exclusives few and far between nowadays. And competition is coming from both sides: Google’s Android XR represents a threat to the low end, and Valve’s Steam Frame on the enthusiast end of things.

While the memo said the next Quest will “significantly improve unit economics,” I’m afraid that doesn’t really mean much since it didn’t come with a supporting statement. Relative to what? Previous pricing estimations? Current prices?

Anyway, Meta could hike prices in a number of ways we’ll be watching out for in the coming year: Quest 3 may get a price bump over its regular $500 MSRP, leaving Quest 3S at the low end. This could keep the flow of new users coming at the regular pace, while effectively only “taxing” users looking for the technically better headset.

Quest 3S (left), Quest 3 (right) | Images courtesy Meta

Then again, both headsets may see a modest price bump, which is then teased down in successive sales periods, like it did with Quest 2 when that one was hiked from $300 to $400 following supply chain shock stemming from the COVID-19 pandemic. The company could also equally leave pricing the same, and only apply hikes on forthcoming devices.

Any which way, I’d expect Meta to attempt to soften price shock with included first-party games (even older ones) and possibly longer free memberships to Horizon+, its monthly game service.

And whatever the case, it’s pretty clear the Quest 3 platform is going to be around for a while, which means developers will need to keep it in mind even as Meta tries to push better hardware, which could include more powerful chipsets, higher pixel density displays, and stuff like built-in eye-tracking.

The post Meta Reportedly Set to Raise VR Headset Prices, Keep Existing Devices in Market Longer appeared first on Road to VR.



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Coldplay Immersive Concert Coming to Quest Soon, Music Pack Lands on ‘Beat Saber’ Next Week

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Meta has partnered with Coldplay in a big way, soon bringing the British pop-rock band’s music to Beat Saber, and an immersive concert to Horizon Worlds before the New Year.

The News

Coldplay’s Music of the Spheres tour became the most-attended concert tour in history this year, bringing the band’s live music to over 13 million people over the course of its 2022-2025 run.

Now, Meta announced it’s bringing Coldplay to the virtual stage on December 30th, as Horizon Worlds users can jump in for a free immersive concert, which is set to include hits like ‘Yellow’, ‘Fix You’, and ‘Viva La Vida’.

Notably, the concert was captured at Wembley Stadium with 15 VR cameras, which will bring virtual concert-goers front-row vantage points in 180 degree VR video.

When it goes live on December 30th in Horizon Worlds, available on Quest and mobile devices, fans will also be able to don free Coldplay-themed avatar merch to show their support.

The concert kicks off on December 30th at 11:00 AM PT (local time here)—you can RSVP here.

And the Coldplay digital takeover doesn’t stop there. Leading up to the event, block-slashing rhythm game Beat Saber is launching a 12-track Coldplay Music Pack on December 18th, priced at $15 (or $2 per song), with bundle discounts for new players. You’ll be able to find it on Quest and SteamVR headsets when it launches—just don’t expect it on PSVR 2.

Meanwhile, in the US and Canada, VR fitness app Supernatural will debut new Coldplay workout sessions on December 29th, mixing hits and recent releases into Boxing, Flow, and Stretch routines.

My Take

It seems like Meta is really looking to nail the holiday timing with its immersive Coldplay concert, not to mention embedding the band into its top-performing apps. While you may or may not like Coldplay, it’s a pretty smart move by Meta to leverage the band with pretty much the broadest appeal—since, well, the company isn’t funding exclusive game content like it used to.

Granted, there are a ton of great games on the Horizon Store for newcomers to grab, but Meta seems to have tightened the belt on content funding lately, which is odd since major competitors are just now entering the market—certainly interesting times ahead.

On one hand, we have Samsung Galaxy XR possibly making way for the release of more (and cheaper) Android XR devices, which could serve as more direct competitors to Quest in the future.

Steam Frame | Photo by Road to VR

Launching early next year though, we have Valve’s Steam Frame, which is likely to drive Quest developers to update their PC VR versions to include Frame-compatible play. I don’t expect Frame to unseat Quest as the most popular XR platform, as the company has built a core usership of younger consumers, although it does represent the first time in recent history when Meta may actually need to defend against platform apostacy among upgraders.

Meta is aiming to do this with some powerful new hardware in the future, but it could come later rather than sooner, according to recent reports—so there’s no telling how Meta will position itself in the future to maintain market share superiority.

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Wednesday, 10 December 2025

Meta Delays Puck-Tethered XR Headset to 2027, Next Quest “Large Upgrade” to Current Gen

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Meta may be pushing back the release of an upcoming XR headset that tethers to a pocketable compute puck. Meanwhile, the company says its next-gen Quest will be a “large upgrade” over the current generation.

The News

Meta supposedly planned to release the device, codenamed ‘Phoenix’, in the second half of 2026, which is said to include a goggle-like form factor—also slated to offload compute and battery to a puck-like unit tethered to the headset.

Now, according to internal memos obtained by Business Insider, the release timeline of Phoenix has been pushed back to the first half of 2027.

Maher Saba, VP of Reality Labs Foundation, announced the change in an internal memo released December 4th, further noting that the decision arose from a meeting with Reality Labs leaders and CEO Mark Zuckerberg.

Successive XR prototypes | Image courtesy Meta

Saba maintained that the project should be “focused on making the business sustainable and taking extra time to deliver our experiences with higher quality.”

“Based on that, many teams in RL will need to adjust their plans and timelines,” Saba added. “Extending timelines is not an opportunity for us to add more features or take on additional work.”

A separate memo from metaverse leaders Gabriel Aul and Ryan Cairns added that the release date was pushed back in order to “give us a lot more breathing room to get the details right.”

Continuing: “There’s a lot coming in hot with tight bring-up schedules and big changes to our core UX, and we won’t compromise on landing a fully polished and reliable experience,” the memo said.

Additionally, Aul and Cairns’ memo maintained the company is currently working on its next-gen Quest, which is said to focus on immersive gaming. It’s also said to represent a “large upgrade” in capabilities from current devices, and will “significantly improve unit economics.”

Meta is reportedly also planning to release what Business Insider maintains will be a new “limited edition” XR device in 2026, codenamed ‘Malibu 2’. It’s uncertain what sort of device Malibu 2 is at this time.

My Take

It’s difficult to say what the next Quest will shape up to be. Meta tends to run competing prototypes to see what fits best in the market, and may have a different strategy than anyone expects.

Here’s my current hunch: Quest 3S represents the company’s best chance to reach the low end of the market at $300 (cheaper on sale), and it may be in that position for at least another year. I don’t expect a cheap and cheerful headset from Meta for a while, even with the claim that the next Quest will “significantly improve unit economics.” Relative to what? Quest 3S? A potential Quest Pro 2? We simply don’t know.

Meta’s next real headset (not the limited edition thing) may likely be a high-end headset—think around $800 or $1,000 range—which ought to keep some hardcore Quest platform adherents on the upgrade pathway while possibly offering competition some new(ish) faces: namely Samsung Galaxy XR, Valve’s Steam Frame, and the current Apple Vision Pro M5 refresh. Okay, that’s less of a hunch, and more of a consensus from what everyone’s heard.

What is marginally more certain though is Meta doesn’t seem to be in the manufacturing stage just yet of anything, at least not according to the most recent supply chain leaks, or lack thereof, so I’d expect for a lot more hubbub midway through next year. Whatever the case, I’ve got my eye out for all of the above.

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Tuesday, 9 December 2025

HTC ‘VIVERSE’ Immersive Social Platform Hits 1 Million Monthly-active Users

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HTC announced today that its VIVERSE immersive social platform has reached 1 million monthly-active users, a major milestone. The platform is accessible on flatscreens and VR, so it’s unclear what portion of users are visiting with headsets.

The News

HTC’s Viverse is a user-generated immersive social platform, quite similar to Meta’s Horizon Worlds. It was launched less than a year ago, but the company says the platform has already reached 1 million monthly-active users. While still miles from the likes of Roblox, that’s still a pretty big milestone.

The milestone was helped, no doubt, by the platform’s web-based approach. Viverse worlds can be visited on any device with a compatible browser, including browsers on VR headsets with WebXR support.

The announcement of the 1 million monthly-active user milestone comes alongside the culmination of a Viverse student hackathon, which saw students from some 40 schools submitting experiences powered by Viverse across three categories:

HTC also recently announced that it has teamed up with Open Brush to make it easy for artists to share their immersive artwork. Open Brush is an immersive art tool which allows people to paint and sketch in 3D. Historically, it’s been difficult to share this kind of immersive artwork in a way that’s widely accessible. But a new version of Open Brush now has one-click sharing to Viverse, meaning immersive artwork can easily be viewed on the web across a wide variety of devices (including VR headsets). Here’s one such scene if you want to check it out!

My Take

Similar to issues faced by Horizon Worlds, the cross-device nature of Viverse means creators building for the platform are faced with the challenge of creating interesting content for vastly different modalities (flatscreen, mobile, and VR).

While HTC hasn’t shared the breakdown of flatscreen vs. VR players, a quick look through the platform’s top content shows few experiences that are marked as specifically compatible with VR headsets. That means they’re either sub-par experiences when seen in VR, or outright incompatible.

It’s great seeing the web-based approach working, and HTC’s commitment to maintaining WebXR compatibility, but it doesn’t look like VR makes up a meaningful portion of users on the platform to date. That probably won’t change with the Open Brush integration, but it’s a win-win for both; Viverse gets some cool immersive artwork and Open Brush users get an easy way to share their works.

The post HTC ‘VIVERSE’ Immersive Social Platform Hits 1 Million Monthly-active Users appeared first on Road to VR.



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Google Launches First-party ‘PC Connect’ Virtual Desktop App for PC Productivity & Gaming on Android XR

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Google is rolling out a beta version of PC Connect, a free first-party virtual desktop app for Android XR. With the app, users can stream content from their Windows PC. Desktop apps work, of course, but Google says it has also optimized PC Connect for streaming flat games, and ensured that content on the screen works with Gemini.

The News

Google announced PC Connect this week, saying it is rolling out in beta form. It will presumably require the latest version of Android XR (also rolling out this week), as well as a companion app installed on the Windows PC you want to connect to.

Google says PC Connect is optimized to stream desktop apps, with a focus on low latency and high framerate to make flat games streamed from the PC feel responsive.

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With input crossover, you can control the PC Connect virtual desktop with input from the headset, or from the keyboard & mouse (or gamepad) on the host computer. And, Google says, your computer mouse & keyboard extend into Android XR itself, letting you control the whole system from one input device.

In a brief demo I saw of PC Connect, Google showed desktop applications and games running from a nearby laptop. They showed how the system-level Gemini assistant can ‘see’ the streamed apps (just like local apps) which means you can seamlessly use Gemini on anything you stream to the headset.

More impressively, Google showed me Android XR’s new ‘auto-stereo’ feature working on flat games streamed from the laptop. Auto-stereo converts flat content into stereoscopic 3D in real-time, and it works at the system level. That means any window you open on Android XR (including the PC Connect window) can be converted to stereoscopic 3D.

I got to play Stray (2022) streaming from the laptop, using a gamepad. Considering the auto-stereo feature has no data other than the flat frames being provided from the game in real-time, I was quite impressed with how well it was able to add stereo depth to the game’s complex world. And, because auto-stereo is running on the headset itself, it adds no overhead to the game’s rendering on the host device.

However, there were some performance stutters as I played. It’s unclear to me at the moment if this was due to the streaming laptop not rendering the game smoothly, Wi-Fi stability, or the auto-stereo feature not quite keeping up. I look forward to putting both PC Connect and the auto-stereo feature through their paces once I have them on my own headset.

My Take

PC Connect is far from the first virtual desktop streaming application available on XR headsets. In fact, the longstanding Virtual Desktop itself has been available on Android XR since day one.

However, the launch of PC Connect shows that Google is recognizing that virtual desktop streaming is something that Android XR users want. And it’s free (compared to Virtual Desktop’s $25 pricetag), which makes it a good value-add to users who have never used a virtual desktop app and wouldn’t see the need to spend money on one.

At launch, PC Connect can’t stream PC VR content to the headset (an advantage for Virtual Desktop), but Google suggested this may be added to PC Connect in the future.

The combination of PC Connect with the auto-stereo feature is really interesting. If it works well enough across a wide variety of games, stereoscopic 3D feels like a real enhancement to flat PC games, and gives a genuine reason I’d want to play them in the headset rather than on a traditional monitor. Most likely the accuracy of the auto-stereo feature will be hit-or-miss with some games, but there’s reason to believe it will only get better over time as Android XR headsets become more powerful.

One big question that I’m waiting to hear back from Google about is if the PC Connect creates a direct Wi-Fi link between the PC and the headset (like with Vision Pro), or if both devices need to be connected to an intermediary Wi-Fi network. The former is ideal, as a direct wireless connection between the PC and headset is generally more reliable. And importantly, it means you can stream from your laptop to your headset even when Wi-Fi is inaccessible (or not high performance). Working or streaming media on a plane, for instance, is much easier if you don’t need to count on the plane’s saturated Wi-Fi network.

And last but not least, Mac support for PC Connect was not mentioned. I expect it isn’t included at launch, but it wouldn’t be unheard of for Google to add it in the future.

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‘Teenage Mutant Ninja Turtles: Empire City’ Hands-on – A Radical VR Beat’em Up in the Making

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Teenage Mutant Ninja Turtles: Empire City is coming to Quest, Pico and SteamVR headsets sometime next year, making it the first Turtles game in VR. Ahead of launch, Cortopia Studios gave us a 15-minute demo on Quest to show off just what sort of radical action this co-op beat’em up has in store.

In TMNT: Empire City, you get to tackle the Foot Clan with all four titular Turtles—Leonardo, Raphael, Donatello, and Michelangelo—which also means getting to grips with with each of their signature weapons: katanta, sai, bo staff and nunchaku.

And just like the cartoons (and live action films), you won’t be actually ganking dudes, but rather knocking them out as you explore deeper into the various levels, be it alone or with up to three other friends.

Image captured by Road to VR

I can’t say I was expecting much more beyond combat in the game, although there seems to be a fair share of adventure-style objectives too, like solving casual puzzles, exploring levels for specific items, and scavenging craftable bits to bring back to your humble sewer abode, which lets you craft upgrades for each Turtle.

You also have a nifty smart watch that can display your health bars, real-world time, and a map to help you navigate through what promises to be a good smattering of NYC-inspired levels. I saw tunnels (blocked off for me) to China Town, the Lower East Side, and some sort of ‘Port’.

Image captured by Road to VR

What’s more, the demo does an awesome job of showing off the game’s decidedly ’90s sidescroller roots, making it definitively Turtles to the core: you can jump, kick, dash, and ping around the place at high speed as you take on the dreaded Foot.

While melee isn’t physics-based, there is a block, parry and strike system in place that feels like it needs a little more refinement before I’d consider it super reliable.

Image courtesy Cortopia Studios

You can technically ‘play it by the books’ and engage with enemies like the game wants you to, i.e. by blocking or parrying and then striking them when dazed. Or you can do what I did, and just slice around without a care until dudes fell over.

That said, I’ll need to play a lot more to see how combat actually shakes out, although it has the potential to be a pretty good experience provided more difficult enemies can stop me from cheesing the combat system. As it is, some enemies do have unblockable moves, like the demo’s level boss, which could make combat a lot more tactical than the low level Foot displayed.

Image courtesy Cortopia Studios

It’s hard to tell for now if this is the Turtles VR game of my dreams, since the 15-minute demo is pretty heavy on the tutorialization of each Turtle’s weapon and secondary move, although it seems pretty promising at this point. I want to see more of the story, and also get in with a crew of three other heroes in a half-shell to see how multiplayer will work.

Reservations aside, one thing I can say for sure is it has absolutely nailed the Turtles aesthetic and vibe. Visually, the game has a consistently cool cel shading throughout, making it feel like it’s been ripped out of the comic books. Voice acting is also spot on, and really reminds me of the ’90s cartoons more than the various reboots.

While we don’t know exactly when TMNT: Empire City is set to launch, in the meantime you can wishlist on the Horizon Store for Quest, the Pico Store for Pico 4 and above, and Steam for PC VR headsets.

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