Gun Club is an interactive first-person shooter that breaks off the typical branch of VR shooter games that we have been seeing in the last few years from virtual reality game developers. There is a lot about this game that you won’t be seeing from other games, and that is for the better. Any more than one title like this, and the idea would be old. Although there is plenty of guns to choose from, that
In Gun Club VR you are only going to be shooting cardboard cutouts, and the most exciting part of the game is getting to choose and customize the gun you will be using to shoot the fake zombies that are spastically moving throughout the level. This game feels like you are being trained the entire time, and it wasn’t until we were half an hour into the game that this was the full thing. We weren’t being trained for any combat, just training to train for our next FPS that we are going to download.
Getting Up and Running
This game is $24.99 on all platforms it is sold on, but it is often on sale as that price is not worth nearly the game you are going to be getting. You can find this game on the Oculus Store, the Steam Store, the Viveport Store, and even the PSVR store from PlayStation. If you do have the Viveport Infinity subscription, we suggest using that, as the download will be free there.
The game comes in at 8 GB, and without any story, you might be wondering what all of that storage is going to. The detail inside of the game is pretty impressive. Each gun has its own custom mods, and there are hundreds of guns to choose from. This is the main purpose of the game. If you have fast internet, this game will be pretty easy to download in less than 10 minutes. If you are slower connecting to the internet, the game will take anywhere from 20 minutes to an hour to download. Sit down, grab a snack for this one.
Type of Game
This is a first-person shooter, but it also is a bit different that any other game with that classification. You aren’t going to download this game for the purpose of shooting zombies. You are going to be drawn to this game with the purpose of customizing your weapons and the ability to see how each real weapons would fire if you were able to shoot it in real life.
Each weapon in this game is completely unique. You aren’t going to find a lot of repeats, and that
Player Perspective
This game is played from the first-person perspective, just like most great VR games. You won’t be seeing your arms, legs, or body in this game, but you will be seeing your hands and the entire gun. The Valve controllers do a good job of representing each finger in the game too, so your perspective is only enhanced because of that. This is the only perspective you will experience in this game and you won’t be changing out of your character at all in this game.
Theme and Story – Score: 8/10
If you have played this game and you see the 8 here, you might be surprised. It surprised us too, but not for the same reasons that we thought. There is next to no story in this game, and the theme carried this score to the promised land.
Controls – Score: 3/10
We decided to do each in-depth game review with the same headset and controllers to make it fair. We have played this game with headsets that weren’t the Valve Index, but that is what we did this review with. The Valve controllers simply don’t work too well with Gun Club VR. It was complicated to reload, teleporting wasn’t easy, and there wasn’t a lot we felt we could do inside of this game. The controls limited what we did could do in this game, and you could even feel like a 3 is generous.
Music and Sound – Score: 4/10
The sounds in this game come from the guns, and the guns exclusively. There is next to no music in this game, and that could have enhanced this game and pushed it to new heights, but sadly they didn’t want to get a good soundtrack for the game. The reason the 4 is here though, and not a 2, is the sounds the guns made were all unique and gave a sense of realism that we weren’t expecting from the game. Impressive here, but some corners were cut along the way.
Player Movement – Score: 8/10
The player movement gets a good score here, and not because they mastered the movement engines in VR. They knew the type of game they wanted to make, and didn’t over complicate the movements. The gallery shooting games shouldn’t have crazy movements, and they stayed away from that. You have set points you can go to, and if thats not available, you are going to be landing in a predetermined spot.
Kinetosis – Score: 10/10
The lack of crazy player moment in this game plays into the perfect score for the motion sickness section. You aren’t going to be faces with a lot of movement in this game, so your head is going to stay on straight the entire game. You won’t be whipped around at all, and when you go into new parts of the game, its a fade to black and back into the world, not giving you the feeling of teleporting at all. This is how shooting galleries should be done, and they did it right this time.
Environment and Immersion – Score: 5/10
There is a lot that plays into this score, and a lot of it is by taking little samples from each of the other scores above. The sound was there, but not enough to wow us. The controls were weak with the Index bindings, but we know they can be improved on very quickly. The motion sickness is at an all time low, but there wasn’t enough movement to make us feel like we were in a new world. This is a middle of the road score for a game with the detail they put right in front of you, but not all around you.
Overall – Score: 6.3/10
This is an incredibly average score for a game that is slightly above average for the type of game it is.