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Pass The Controller > VR News > ‘Zombie Army VR’ Review – Arcade Zombie-Slaying Done Right(ish)
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‘Zombie Army VR’ Review – Arcade Zombie-Slaying Done Right(ish)

June 11, 2025 12 Min Read
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‘Zombie Army VR’ Review – Arcade Zombie-Slaying Done Right(ish)

Table of Contents

Toggle
    • Zombie Me VR detail:
  • Gameplay
  • Immerse yourself
  • comfortable
    • ‘Zombie Army VR’ Comfort Settings – June 11, 2025
      • Turning
      • Movement
      • posture
      • Accessibility

Zombie Me VR It offers iconic arcade style shooting with all major VR headsets. Like a flat screen game, it’s all about blowing up every make and model of Nazi zombies, upgrading some cool World War II guns, and experiencing the dark neon green draining universe of the game. meanwhile Zombie Me VR It adjusts the action of the zombie horde to fit a VR headset, but despite its best efforts, it feels a bit too tied to the flat screen roots.

Zombie Me VR detail:

Publisher: Rebellion Game
Developer:
Rebellion, Xtended Realities
Available at: Quest, Steamvr, PSVR 2
review: Quest 3
release date: June 12, 2025
price: $30

https://www.youtube.com/watch?v=tgf_zfqwphk

Gameplay

You are a member of the elite “Dead Hunter” team on its mission to drive away the zombie world and help the team leader Hermann Wolf find his mysteriously missing daughter in the wreckage of Nuremberg. If you’re looking for a fascinating story with lots of lore beyond that small summary, you should probably look elsewhere. Zombie Me VR It’s about getting as many leads as possible in Zombie Brain, not anything else.

Like all great arcade shooters, stories delivered via voice over onscreen are built to be skipped, as the game’s replay value can be played and campaign missions that have already been beaten, or you can choose a campaign level in Co-op mode to kick with friends. I have not had the opportunity to go to the cooperative for reviews, but I think it’s hard to believe that no game will benefit from a good bud on your side.

That being said, the meat of the game is in its vast variety of zombies, blown away with many World War II weapons you find along the way. This includes various submachine guns, scoped rifles, pistols, axles and allies’ shotguns. Also, the singular one-off guns found at some levels, i.e. Large scale A machine gun with only 100 shots.

Image courtesy

There are also some hand-rena bullets, mines, and TNTs at your own disposal. Zombie Army It’s all about pouring pedestrian trains into the chokepoint and letting go boom, Also, new VR entries are no exception.

You can also pull the pins of a hand rena bullet and throw it naturally, but the game offers a secondary way to automatically throw hand rena bullets with a simple trigger pull. That was my first hint Zombie Me VR It’s still quite tied to the roots of that flat screen. The game knows you need to throw a literal hand rena bullet and offers options to make it “easy”, but it’s not that immersive either.

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Weapon upgrades are also here, with work benches scattered throughout the starting zone and mid-level break area, allowing you to load out and tack any bits needed to step into the game’s difficulty ramp. Upgrade packs can be obtained in the range of base guns for top marks in time trials. You can complete certain levels of challenges, such as killing 300 zombies or not using health syringes, or be seen in the form of satchels that promote thorough investigation. There are several other collectibles, including extra weapon skin and creepy dolls for extra XP.

ah. Gold MP44, don’t worry if I do | Image captured on the road to VR

XP is the name of the game. Shoot more zombies in a more accurate and quicker and in a row, and earn XP Multi-Ria. This increases your chances of creating the next rank and upgrading another weapon. It’s a good system in which players not only do their best, but reward players by going back and trying their levels again.

However, the upgrade feels a bit Too much It offers standard, expanded magazines, better shot stability, more penetration, and more, but the missing one is an upgrade of any kind of optics or site. At the moment, I feel that iron sights are basically unusable with all guns. This can be addressed by providing better visual contrast in the model. As it stands, shooting is basically a practice of squeezing out from the first shot, and then re-adjusting according to the faint white trails left behind.

Melee weapons are also scattered throughout, providing some brain and scattered distortions for some options, for when you’re defeating Yombi when you have little ammunition. Anything Whether it’s a hammer, arm bone, or wrench.

Holster melee weapons are not possible, making them even more “spiced” in the overall diet. However, you can use your gun as a melee weapon as it burns anyway when the ammunition is dry.

When it comes to scoped rifles, I didn’t even mind much of it even most of the time. When I saw the scope I got a full screen overlay of the shot, hemming a bit as the zombies popped out from the left, right and center. Anyway, there were few moments when I actually needed scope. Because levels are generally too small for them to really make sense.

Despite occasionally carving out each other, the zombies were the highlight. Most of the fan favorites are here. This is recognized from other games, including various pedestrians, helmet pedestrians, heavy armored pedestrians, MP44 shooting zombies, screaming Kamikaze zombies, and sniper zombies that can magically fly to different ranges. Character models and scripted movements are felt at the point as they charge at closing time and utter increasingly grunted moans along the way.

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However, it would be difficult to see more than a dozen zombies on the screen at once. As soon as you kill the final straggler of the waves, you don’t have to wait long for the next wave. While I wanted to get Really At some point, with a large wave, the game hardens the zombies to increase the difficulty of the amp.

lastly, Zombie Me VR The boss fight is a bit disappointing. There are some continuity in how you beat them, but the bosses generally felt like a summoner who could just lay your standard zombie range on track. I was waiting for some big one-off releases, or something to make me “wow” but it never came.

Immerse yourself

Zombie Me VR I have it largely Of the true VR-Native trimming, I think it has a bit of identity crisis in the hands of it.

At first, manually reloading weapons feels really attractive and is a good source of friction to increase the threat of zombies. It becomes clear as the horde grows and starts consuming more bullets per second than you can reasonably find Zombie Me VR It’s not taking a pace because this really doesn’t make sense in the later stages of the campaign. At least not for me.

Image courtesy

I’ll admit this here. In the middle of the game, I toggled the “auto-reload” settings and was much happier about it. Even now, after defeating the game’s five-hour campaign, it felt like a too-unfortunate sacrifice at an altar of immersion, allowing me to keep the friction down and keep pace.

I hate to feel intentionally “happy” in order not to let the VR game immerse myself, but while the sniper zombies film overhead, on the way to the four Kamikaze bombers, armored mega zombies and half a dozen helmet runners stomp me and send back the final checkpoint, I was asked reasonably To drain used magazines, you need to grab a new magazine from your pouch, recharge the first round, and then do it again within 30 seconds.

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It’s probably a matter of skill, but maybe (probably) Zombie Me VR We know that reloading is generally too troublesome for such a fast-paced game. Therefore, the automatic reload toggle that exists in all the difficulties of the game is simple, medium, hard.

Image courtesy

That said, the game’s visuals are very impressive when played in Quest 3. The levels are quite bleak, but there is a lot of interesting decay and environmental diversity. Check out the game as well as standard strips of regular items, such as wine bottles, pairs of boots, and posters for motivation in German garbage. It feels like the apocalypse happened a few days ago. Quest 3 has environmental mists on a larger level, but it didn’t distract me.

When it comes to object interactions, there’s a bit on the “cheap” side as the game expects to always highlight highlight items. However, the game puts great effort into creating physical objects of weapons with appropriate weight.

Often, the stock of the three slots was full, and another hand, dedicated to keeping another previous bait ren bullet in hand, pushed a button with the gun barrel. In that respect, the world works as you expect. That’s a wonderful feeling. Switching the gun from left to right felt a bit less intuitive, so I had to throw it into the air a bit, catching it with my other hand.

comfortable

Zombie Me VR Provides all standard moving options and rotation methods. Killcome and the story’s reveal can quickly accelerate you from your body in the middle of the map. Killcams can be toggled in settings, with only a handful of stories revealing “Zoom,” making the game almost comfortable for most people.

‘Zombie Army VR’ Comfort Settings – June 11, 2025

Turning
Artificial conversion
Snap turn ✔
Quick turn ✔
Smooth turn ✔
Movement
Artificial movement
Teleport Move ✔
Dash Maube ✖
Smooth move ✔
Blind ✖
Head base ✔
Controller base ✖
Swapable movement hand ✖
posture
Standing mode ✔
Seating mode ✔
Artificial squatting ✔
A real squat ✔
Accessibility
subtitle
language

English, French, Italian, German, Spanish (Spain), Japanese, Korean, Portuguese (Brazil), Chinese (simplification, traditional)

Dialog audio
language English
Adjustable difficulty ✔
You need both hands ✔
You need a real crouch ✖
Hearing is required ✖
Adjustable player height ✖

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Reading: ‘Zombie Army VR’ Review – Arcade Zombie-Slaying Done Right(ish)
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