Attack on Titan VR Unbreakable Review

Attack on Titan VR Unbreakable Review – Fumbling Titanic Potential

Over the past several years, virtual reality has changed how we interact with video games. The barrier between the media and the user continues to thin, and VR allows us to embody fictional characters and explore digital environments in all new ways. That’s why it’s exciting when we see popular IPs push into the virtual reality space because it opens up the possibility of living out those fan favorite moments with more direct control and input. Attack on Titan is one such property that has gained a massive following, making it one of the most popular anime series—it first existed as manga years prior to its small screen debut in the pages of a Japanese magazine. The series’ larger-than-life Titans square off against the agile forces of the Survey Corps. Living out these epic battles by embedding the player’s own movements and lethal slashes should be a strong formula for success. The question is, does developer UNIVRS have the chops to fully realize these mega showdowns between the cannibalistic monstrosities and those brave enough to stand against them?

Despite being among the most influential anime with over a decade of accumulated material from the manga in existence, Attack on Titan VR Unbreakable is very contained and welcoming to newcomers. UNIVRS outlines the plot at the beginning, allowing newcomers and pre-existing fans alike to jump in without issue. In Attack on Titan VR Unbreakable, players assume the role of the Survey Corps’ newest recruit, one who almost met a miserable end at the hands of a Titan before series’ mainstay Levi intervened. That new lease on life is going to be spent cutting down all manner of Titans that are hellbent on wreaking havoc within the three walls of the once shielded city.

Wreck the Neck

Jumping into the control scheme of Attack on Titan VR Unbreakable is easy enough. Thanks to the omni-directional mobility (ODM) gear granted as a new member of the Survey Corps, the player can zip around the city at breakneck speeds. The Meta Quest controls are pointed at anchor points independently to launch the player in a desired direction. That means an anchor can be planted in two walls sitting on opposite sides of the street to launch forward between them. Or both anchors can be placed in the same spot to focus the destination point. It was surprisingly easy to get used to these movements mechanics, staying above the city streets with effortless, consecutive pulls.

Of course, it’s not all rooftop sightseeing; there are Titans causing trouble and it’s up to the player to deal with them. Given their large stature, Titans can also be selected as viable anchor points, enabling players to maneuver towards their most vulnerable part: the nape of their neck. Swinging around the humongous humanoids, which are designed like nightmarish Ken dolls, is necessary to gain access to that critical point since they are often charging the player head-on. Cutting off their limbs is a viable option to slowing their pace, gaining a breather, and repositioning for a deadly strike. But be sure to keep in mind that those arms and legs will grow back.

While combat may boil down to swinging and slashing, there are mechanics of which the player needs to be aware. ODM gear is not only a traversal tool; it doubles as the player’s primary weapons. There are several blade variants that can be unlocked throughout the game, such as katanas and protoype saw blade, to ensure that the Titan-slaying is done in style. Regardless of the blade chosen for the job, each has limited durability. Lopping off Titan limbs takes its toll on the ol’ steel. Eventually, the blades will need replacing. At the press of a button, the worthless dull blades can be popped out and with a quick downward turn new blades will sprout out. These replacements are limited, and players will need to seek out red-aura restocks if the battles are chewing through weaponry at a steady pace.

Attack on Titan VR Unbreakable Review

Flawed at the Corps

Interestingly enough, this is the only real item management piece to be found in Attack on Titan VR Unbreakable. The health system adopts the common regeneration approach. Taking too much damage shifts the screen to black and white, accented by bits of red blood. Avoiding further damage returns the screen to normal, signifying full health restoration. The lack of health items means the solution to taking hits unexpectedly is to disengage and hide. This breaks up the otherwise fast flow of gameplay. Standard health items would have allowed players to decide how aggressive they want to be in the midst of battle. Additionally, all of that swinging from anchor point to anchor point can be modified through using the gas system to boost in different directions. Again, no gas pickups exist to fill these meters. Instead, it acts like a stamina system, regenerating by itself after a few seconds. I almost question why it’s a feature to begin with.

What I have outlined is the core gameplay loop, and there’s not much else here. A ~4 hour campaign and a survival mode are what this $20 “complete edition” has to offer. If you’re wondering why it’s called the “complete edition,” this is where things get weird. The all-inclusive version bundles all of the early access content in Part 1—this purchased as a standalone costs $8, a markup from its $5 early Access pricing—and the new additions brought in with Part 2. While you can buy Part 2 separately for $12, it requires Part 1; it’s existence is solely for those who already bought in during the early access period. So what does $12 of extra content look like? An additional two chapters (including a showdown with an Armored Titan), the aforementioned survival mode, a handful of new weapons and the ability to play the game in co-op. It’s an odd divide of content, especially since Part 2 adds most of what players wanted from Part 1.

Playing in co-op may bolster the experience a bit, especially since the companion AI isn’t always a great deal of help (and sometimes a hindrance). Even with a friend along for the ride, the whole package feels shallow. The environment and Titan combat becomes repetitive quickly, which is an accomplishment given the short campaign runtime. Then there are moments of annoyance, such as getting grabbed by a Titan and frantically trying to slash away at its fingers with inconsistent success with contact. All of this is wrapped up in a visual presentation that can only be described as bland. Everything looks flat. Perhaps shooting around the small maps at blistering speeds, accompanied by blur, helps negate the eyesore that is the graphical style.

Attack on Titan VR Unbreakable Review Verdict

Attack on Titan VR Unbreakable: Attack on Titan VR Unbreakable fails to make the most of both its source material and virtual reality. There are glimpses of fast, frantic fun as those killer neck cuts are struck, but little else impresses. A bland presentation and minimal content make for a brief distraction that is likely only to enlist diehard fans. Joshua

5.5
von 10
2025-01-25T16:31:18-0800

Editor’s Note: Attack on Titan VR Unbreakable was reviewed on the Meta Quest 3, and a copy was provided to us for review purposes.

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