

On its default settings, the game’s HUD is a serious detractor from immersion. The game’s idea of interacting with most objects is to reach your hand near them and pull the grip while watching a circle fill up and then something happens. While gun handling is decent, world interaction feels like a complete afterthought in Sniper Elite VR. At a minimum, the over-shoulder slots felt very reliable, which is good because that’s where your primary weapons are. From my time playing the game, I felt the holster system had too many slots, making it easy to misplace an item because it got put in the wrong slot, or accidentally replace one item for another, causing the first to drop to the ground. There’s also an ammo pouch and two grenade slots around the waist. The game uses a holster system that has six weapon slots: two over-shoulder, two chest, and two hip. Things can feel a bit wonky at times with hand and grip poses on many guns that don’t seem to line up to the controller’s handle very well. All guns are manually reloaded (this can be optionally disabled in the options), which involves placing a magazine into the gun and racking the charging handle. Ultimately it doesn’t create a deep sense of presence, but I was at least impressed with the graphical presentation on Quest 2, which struck me as surprisingly good and relatively uncompromising, while maintaining seemingly perfect performance. Sniper Elite VR does a few things well for immersion but a lot of things poorly. Once you’ve shot one guy in the head, you’ve basically seen it all. With no discernable reason to pick one over the other, the six-bullet sniper was the obvious choice for the entire game… right up until I found the seven-bullet silenced sniper (which almost felt like a cheat because you can always shoot it without alerting anyone else).Įnemies have the same issue as the weapons… there’s practically no difference between them, no reason to prioritize one over the other, and no reason to change the weapons used against them. Among snipers, the only difference I could really see was that one of them had a six-bullet magazine while the others had five.

Both are useful as a class of weapon, but I couldn’t find any meaningful difference from one sniper to another or one SMG to another. Pistols are largely useless as well, save a single silenced pistol that you get about 25% into the game, which makes it possible to kill enemies without alerting anyone nearby. Shotgun can basically be written off because they’re sluggish and get you too close to the game’s enemies (which kill you frustratingly fast at shotgun range). There’s four classes of weapon within the game, Sniper, Pistol, SMG, and Shotgun. Specifically, the game lacks meaningful differentiation between weapons and enemies. When it comes down to it, Sniper Elite VR shares a surprising number of flaws with its other WWII VR brethren, Medal of Honor: Above & Beyond. There’s some close-quarters combat sprinkled throughout, but the close-range weapons weren’t paid quite as much attention as the sniper rifles and end up lacking punch. The game’s levels are immensely forgettable due to the game’s inability to offer up more than a handful scenarios, leaving the game feeling like shooting gallery after shooting gallery.

So, the core sniping mechanics are pretty solid, but Sniper Elite VR unfortunately doesn’t create a particularly rich sandbox for you to play within. Props to the developers for making this an option. That being said, within the first level I had to turn down the frequency of the kill cam one or two notches to prevent it from happening too frequently that it became annoying. Seeing bone and teeth flying after hitting an annoying enemy is gruesomely satisfying. The cherry on top for the game’s sniping is the franchise’s signature x-ray kill cam that occasionally gives you an up-close and inside look at exactly what parts of the enemy you just obliterated.
