Analyzing A VR Experience( RAYGUN COMMANDO VR)

Analyzing A VR Experience( RAYGUN COMMANDO VR)

RAYGUN COMMANDO VR

Mode: Room-Scale

You should try Chun Y’s RAYGUN COMMANDO VR if you’re looking for some arcade style shooting action.

This analysis will be focused on the fun I had experiencing the Sci-fi style on-rails shooter in room scale VR. I suggest you check out the experience too.

The game consists of rooms and corridors. In the beginning, you spawn in the middle of a room with a dead robot that you need to shoot out of the way for the door to open. After the door opens, you can enter the corridor where you have some seconds to look around before the enemy enters the corridor and start shooting at you. You are a floating gun that shoots a few enemies. You proceed from one staged firefight to the next, and try to save your ship from invading robots.

Enemies come from every direction at anytime. Almost every time I died, I felt that it was my own fault and never the games fault, whether it was my awful accuracy or inability to take in the situation around me.

From my experience, the enemy placement never varies, it is the same every time. There is only one weapon in the game. You can fire a few shots before a new magazine appears in your hand. There is no indication of this other than there is no pew when you pull the trigger. When you take a hit the view flashes bright red and the obstruction stays there for a second or two, making it incredibly difficult to see anything. You can take a few hits before you are killed and then teleports to level 1 again.

Since the game is roomscale, as you spawn in the middle of the corridor you can not move more than your static room-scale play area. That being said, the enemies coming from every direction at anytime maximizes 360 turning (and possible chord tripping). Lastly of note, Shooting mechanics work well, reloading is a bit of a pain and some audio clues when the robots are sneaking up on you will be awesome.