I’m really enthusiastic about virtual reality technology. However, due to its immersive nature, I don’t get to explore it as often as I’d like. But when I do slip on the headset, it’s an extraordinary experience. Learning that a Deadpool game was being developed for VR filled me with excitement right away. Unlike some who might prefer a conventional third-person action Deadpool game, the idea of merging VR with Deadpool’s chaotic antics seemed intriguing. Just recently, I got to try out an hour of the game spread across two different levels. It was enjoyable, yet there were quite a few issues I encountered during my playtime.
Virtual Reality (VR) can be quite an enveloping experience, drawing players into a captivating realm. I believe for VR to be effective in many instances, it needs to be richly detailed and offer a multitude of activities the player might opt for. You essentially become the character, and your hands serve as theirs. Unlike watching from a third-person perspective through a TV screen and controller, where there’s a sense of detachment, VR aims to create the illusion of being the character you are controlling. This immersion is particularly evident in titles like “Marvel’s Deadpool VR“, though with certain limitations.
Marvel’s Deadpool VR Has a Lack of Interactivity
Whenever I picture Deadpool, it’s of a character who finds great pleasure in fighting, particularly killing. He revels in conflict and frequently finds himself in situations requiring inventive methods to eliminate an entire room. Marvel’s Deadpool VR partially encapsulates this essence, yet not to the extent I believe it ought to. However, there were instances where my ingenuity was appreciated, like throwing my sword and pinning the adversary against a wall or employing a grappling hook to drag someone into my weapon’s path. These moments are always gratifying and crucial for an action-packed VR game; however, when functionality malfunctions, it disrupts your immersion.
Initially, Deadpool lacks the ability to physically engage anyone through punching, slapping, or even grabbing. Instead, his hands pass right through their bodies without making contact. It would be more immersive for a character like Deadpool if he could seize an adversary and toss them around, or utilize them to make them susceptible to attacks. An additional feature that would enhance the gameplay experience is the ability to employ an enemy as a protective barrier against a storm of bullets. Unfortunately, none of these actions are feasible in the game. While I try to be forgiving when it comes to games, the fact that each hand can be independently controlled yet cannot be used to strike or interact with characters on a tactile level seems unusual.
Beyond just weapons, this rule applies to various objects in the surroundings too. It’s quite limiting that Deadpool can only pick up things specifically identified as weapons or mission-critical items. It would be exciting if Deadpool could pick up random items scattered around and hurl them at enemies, or improvise by turning everyday objects into makeshift weapons. Enhancing interactivity with the environment would make the world feel more realistic and immersive, less like a simulated backdrop and more like a rich, tactile space to explore and manipulate.
Marvel’s Deadpool VR Still Manages to Be Fun in Spite of its Flaws
Although I crave a level of immersion comparable to games such as Bonelab and Deadpool VR, Deadpool VR remains highly enjoyable. You’ll find an array of weapons available for tackling the waves of enemies you’ll encounter, including grenades, shotguns, pistols, katanas, assault rifles, and even Gambit’s magical playing cards. While Deadpool himself wields dual handguns and katanas, enemies often drop their weapons, allowing you to take them and fire them at one enemy before hurling them at another’s head.
Engaging in battle becomes exciting when you’re combining your weaponry in creative ways. Over time, you acquire a grappling hook that allows you to navigate the environment by swinging and catapulting yourself into the air. Once you become proficient with it, it can prove to be both an effective method for combat and movement. I found myself moving around like Spider-Man while shooting enemies like Max Payne, sometimes even attempting to throw my sword while flying through the air just to see if I could impale someone before landing on the ground.
Deadpool has the ability to traverse walls like in games such as Titanfall and Star Wars Jedi: Survivor, enabling you to cross gaps and engage enemies simultaneously with his twin pistols. This gameplay style consistently exudes a feeling of continuous motion. If you’re not moving, you might be playing it incorrectly. The key is to explore your surroundings, creating chaos wherever possible.
As a gamer, diving into Marvel’s Deadpool VR, I can tell you it’s jam-packed with thrilling scenes that, while scripted, truly immerse you in the action. The sense of scale and grandeur is unmatched because you’re right smack in the middle of it all! One of the initial sequences finds me on a turret, blasting enemies left and right in true Rambo fashion, but it’s not just about destruction – I’m also carving out a new path for my mission to continue.
Marvel’s Deadpool VR Captures the Humor of the Merc With a Mouth
Initially, I had concerns about a VR Deadpool game due to potential overuse of risqué and offensive humor. However, I found the writing to be clever and entertaining, with Deadpool’s continuous humor keeping me amused throughout. While more could change in the complete game, I rarely felt the need to ignore what Deadpool was saying. Additionally, there’s some excellent physical comedy that effectively utilizes the VR format.
The demonstration commenced with Deadpool’s decapitated head resting on a table, isolated from the rest of his body in another part of the room. In this state, I took charge of controlling Deadpool’s disconnected body and maneuvered it towards his head. Unfortunately, an unknowing scientist obstructed my path. Predictably, Deadpool aggressively smashed the scientist onto the table repeatedly… and repetitively. The graphic violence is a key element in Deadpool VR, and one of the game’s charming aspects is that Deadpool can lose his arms during combat, rendering them momentarily useless. You can then peer down to observe the amputated limb regenerating, developing from a miniature newborn arm to a fully grown one. This thoughtful detail always brought a smile to my face.
Neil Patrick Harris skillfully infuses Deadpool with his unique touch, yet maintains the characteristic voice and humor associated with this role. His ability in this regard may stem from his extensive use of witty, yet endearing sarcasm during his time on How I Met Your Mother, which allows him to balance delivering offensive lines with maintaining a likable screen presence.
In the end, although I wish for a greater level of interactivity in Marvel’s Deadpool VR, it still proves to be an entertaining game. There are some aspects that disrupt immersion, such as Deadpool’s hands passing through people like Casper the Ghost, but there’s pleasure derived from listening to Wade Wilson comment on the numerous battles you instigate. I look forward to seeing how the game holds up during extended playthroughs, as it appears that the team at Twisted Pixel is effectively providing fresh experiences by introducing new toys as you advance.
Marvel’s Deadpool VR releases on November 18th for Meta Quest 3 headsets.
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2025-08-29 17:43