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Reading: Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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Pass The Controller > VR News > Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel

June 7, 2025 7 Min Read
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Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel

We watched early Marvel’s Deadpool VR, the upcoming title of first-party Meta Studio Twist Pixel.

You can see reports of the game’s announcement, but here’s Deets. Deadpool VR It was developed by the Twisted Pixel and is expected to be released later this year. This game is limited to Quest 3 and Quest 3s. Check out the trailer for gameplay ideas.

I recently met meta and twisted pixels and go practically with the early version Deadpool VR And while we found out that the game has a strong visual and understands the “atmosphere” of Deadpool, it feels like there’s a lot of tuning left to make the battle-VR interaction satisfying and enjoyable.

After the hiber set by both Ironman VR and Batman Arkham Shadow, I went to Deadpool VR Ready to enjoy in another superhero VR game.

Starting with the good, the visual presentation of the game is an obvious strength. The screenshots in this article are not justice. The cel shade appearance fits well with both the gaming style and the limitations of a standalone headset. The overall art direction is clearly at the point, with a cohesive look. Deadpool VR It was sharp and ran smoothly throughout the entire time I played the game.

The Twisted Pixel did a good job of capturing the essence of Deadpool in the game. Neil Patrick Harris (known as both the face and voice in film, television and video games) feels like his voice is perfect for the broken energy of Deadpool’s sarcastic fourth wall. I also feel the writing for the characters in a sense.

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Regarding gameplay, Deadpool VR Positioned as an action shoot (and stab’em-up), Twisted Pixel says he spent a lot of time making the exciting and dynamic combat sandbox full of fun and engaging mechanics. “If you think you can do it, try it” was a mantra that the developer team repeated several times.

Certainly there are many tools at your own freedom. The demo allowed us to use pistols, shotguns, SMGs, dual katana, hand rena bullets and grappling hooks. And both movement and attack are slides, wall running, jump kicks and grappling.

Image provided by Twist Pixels

In theory, this should all be stylish and fun gameplay, but there are some that haven’t landed in terms of the game as a whole.

I feel that guns are pretty good when pulling the trigger (especially I like the way that recoils feel), but in an effort to streamline combat there is no practical interaction with the weapon. It’s really a point and shot. For weapons I’ll do it When you reload, it will automatically occur after the entire clip is used.

Despite lacking functional range, the sniper rifle felt surprisingly satisfied | Image courtesy of Twist Pixels

But hey, I’ll get it. There’s more going on, and the studio clearly wanted to keep the weapon simple, so players can use the rest of the tools.

The katanas is coming… what could be even worse? ! Of course, what you’re trying to do first when you pull out the two sick samurai swords is tying them together to strike fear on your enemies! Except that it cannot be done because the blades are located between them. Listen, I’ll get it, Deadpool VR It’s an Arcade Y action game, not a Sim. But other arcade VR games with swords Until you falllet your blades sniff and crush together in a very satisfying way.

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That was my first clue that melee combat requires some attention. Perhaps this is just a tutorial issue, but as far as the game feedback suggests, it was unclear whether the players were primarily hoping to stab or slash the sword. One seemed to work better than the others at different times (perhaps on enemy-to-fore bases?). Beyond that, much of the battle feels like “swaying on horseback” using a stick, rather than “silly” to attack with a sword. Fighting this way does not provide a “sword-wielding fantasy” very effectively.

Image provided by Twist Pixels

Perhaps this is just a tutorial issue. The demo had some tutorials to show players what you expect, but there may be more clear tutorials in the full game (or things become clearer with more playtime).

However, there are some details that don’t feel are correct in VR at all. Like when I throw a katana at the enemy and stick to my body, but I can’t approach them and pull it back (it respawns on my back instead). Still, you can If you stab them (instead of throwing a blade) pull your skin out of the enemy you stabbed.

There were many such contradictions. Another thing that stood out to me was when I tried to activate the big red button by pressing it with the heel of a pistol. After two attempts and the button not responding, I holstered the pistol and then pressed the button again with my hand.

In 2025, this kind of “note to interaction consistency” is almost considered a table stakes for serious VR games, even if it’s not a title that focuses on “SIM.” Without that, the game starts to feel like it was designed for flat screens before being ported to VR.

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What really stood out after my time at the demo was that Deadpool VR on paper has a fun and dynamic combat sandbox. But it didn’t feel as good as anything Robo recallAnother VR action arcade game that’s been over 8 years ago.

Certainly, the Twisted Pixel fully states that he knows there are still many mechanical polishes, especially when it comes to brawls. We hope that between now and the “late of the year” release, the game will get an important tuning path to fill the gap between presentation quality and the feel of gameplay.

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Reading: Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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