Robo Recall: A Quick Review

Hands down the most fun I’ve had in VR.

I finished Robo Recall recently. It was a great experience overall. I would recommend it to a friend, or the stranger reading this post right now.

If you haven’t played it yet—it’s like Quake III arena meets VR with a hint of GLaDOS’ sass. Or maybe this analogy is a bit old at this point. How about Overwatch meets VR? You get the gist, though; it’s a kick-ass first-person shooter game for VR. I loved every minute of playing it.

I started the game in my Oculus Rift S then finished it off in Quest. I should have done the reverse, to be honest—the Quest hardware doesn’t do justice to the final levels. Everything was horrendously choppy.

Even so, it was not that big of a deal, as the game is incredibly easy to play. And, it’s literally impossible to get stuck at a level—unless you are one of those high achievers going for the maximum possible scores. It lets you respawn, with your progress intact, with just a 20% penalty. It feels like an odd design choice, however. The game would have been more intense, thus more engaging, if you could die in it more frequently. But, I guess that’s just a personal preference.

Besides, I felt like the game lacked any apparent sense of progression. The final level pretty much came as a surprise to me. I didn’t feel the game was getting any more difficult on my way to it. Most of the game has a very familiar borderline monotonic feel—except maybe for the boss fights. Odin, the meme spewing archvillain, is fun to fight. That is until you figure out his weak spot (spoiler: his drones). After that, he’s as easy to beat as any other Robo in the game.

Even with all my grievances, in my opinion, the game deserves a solid 10/10. It came to be when there were no standards in the VR FPS genre, and the execution is so damn near perfect, given the limitations of the time. I usually don’t revisit a game once I have finished the main story. But with Robo Recall, I might just do that. Some of the mods look ridiculously fun.