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Review: World War Z VR

During my preview of World War Z VR on the Meta Quest 3 in July, I encountered several problems related to performance, visuals, and AI in the Meta Quest version. Therefore, for my review, I opted to test it on PCVR to determine if there were any enhancements in performance. Have there been any updates since my initial preview?

Release Date: August 12th 2025
Developer: Saber Interactive
Publisher: Saber Interactive
Price: £14.99
Reviewed On: DPVR E4 Black
* Access Provided For Review *

Impressive Amount Of Zombies

In World War Z VR, you’ll embark on missions set in New York, Tokyo, and Marseille, which are reimagined from the flatscreen game for virtual reality. The gameplay follows the same loop as the original – traverse through locations, taking out smaller groups of zombies, battling larger hordes, and ultimately confronting a mega-horde at the conclusion. Essentially, this process repeats across the various missions in the game, adhering to the proven formula of the successful flatscreen version.

When it comes to weapons and progression, the advancement is quite similar. You will have a selection of characters to choose from, each providing unique perks. Furthermore, as you level up, new options for your initial load-outs will become available, and the upgrade tree enables you to customise your character’s buffs to create a build that suits your playstyle – although this system is notably more streamlined and restricted compared to the flatscreen version of the game. Nevertheless, with the unlocks for your load-outs and the buff tree, you can begin a game with a character setup that fits your preferences. As you progress, you’ll encounter various tiers of firearms, ranging from rank one to three, with the three-star weapons being significantly more effective at taking down hordes of zombies. Be on the lookout for concealed higher-level weapons within the levels, as there may be hidden areas waiting to be discovered.

You will come across different kinds of zombies, starting with the basic ones that can be easily taken down with gunfire as they approach. If they get too close, you can also push them away using your gun. Following that, there are specialist zombies with unique abilities. For instance, Infectors can attack from a distance by spitting on you; if their fluid hits you, it will blur your vision and slow your movements. Then we have Gasbags, which release toxic gas when attacked, endangering anyone nearby. Next up are Screamers, who let out loud screams that draw in more zombies with every cry. Then there are Bombers, which you need to deal with from afar; if they get too close, a countdown starts before they detonate, inflicting damage on anyone close by.

The Saber Interactive team has been quite transparent about the fact that the VR version of the game will focus solely on single-player gameplay, unlike the flatscreen version that supports multiplayer with friends and other players online. This raised one of my concerns during the preview, as I found myself longing for human teammates; the AI in the game was not particularly effective. Although you have two AI companions, they often just stand still and absorb damage when zombies come near, rather than dodging or retreating. Essentially, they become nothing more than hunks of meat for the zombie hordes and don’t survive long on Hard difficulty, leaving you as the primary target. This makes completing missions on Hard nearly impossible. I had hoped that this aspect would improve beyond the preview build, but sadly, it remains unchanged – which truly makes you yearn for the multiplayer experience.

Despite this, the team has created an impressive zombie horde shooter featuring unmatched waves of zombies attacking simultaneously. This results in an engaging and action-filled game, highlighted by the overwhelming number of zombies in massive waves as they surge over distant buildings and scale barriers. The sheer volume of zombies charging at you is a distinctive aspect that sets this game apart.

More Zombies = More Restrictions

One concern I had with the preview was that the game’s visuals reminded me of an early Quest 2 title. This prompted me to review it on PC to determine whether the team would leverage the power of PC or simply deliver a straightforward Quest port. I’m pleased to report that if you’re playing on PCVR, you will experience improved graphics, although they may not reach the quality of the flatscreen game or other zombie titles like Arizona Sunshine Remake. The visuals are sufficient to keep you engaged and immersed during gameplay. Nonetheless, there are certain issues that can disrupt immersion, though these might just be minor details that affect my experience.

The mouths of the characters don’t move when they make sounds or when NPCs speak to you at certain moments in the game. This became particularly noticeable in VR, and I’m not sure if it’s just a VR issue that makes it so off-putting. Another problem I encountered was with dismemberment. It occurs occasionally, where an arm or head might detach, but these instances are quite rare. This is probably due to the sheer number of zombies in the hordes; having body parts flying off all the time would likely strain performance. However, if that’s the case, I would much rather have no dismemberment at all than have it happen randomly – it stands out too much because it only occurs at very sporadic and limited moments. If it hadn’t occurred at all, I wouldn’t have truly thought about its absence.

As mentioned earlier, there are massive hordes of zombies to defeat at certain points, and the sheer number of zombies is quite remarkable, with hundreds appearing on screen simultaneously. While I experienced some performance hiccups on the Quest, these were resolved on PCVR thanks to the additional power – the only instance where I noticed a minor frame drop was when I failed to meet an objective and was overwhelmed by the relentless stream of enemies until I completed the task to finish the level.

Given the number of zombies displayed on screen and the necessity for consistent performance, this is probably the reason why the graphics have certain limitations and cannot match the visual quality of titles like Arizona Sunshine 2/Remake or Walking Dead: Saints and Sinners. While those games are visually stunning, the number of zombies you encounter in them pales in comparison to the hundreds you will confront in World War Z VR.

The audio quality of the game matches that of a flatscreen, as one would anticipate. The deserted cities are eerily silent, complementing the abandoned environments. The atmosphere feels lifeless yet pulsates with the presence of zombies and the occasional distant gunfire from other survivors – which is truly all the game requires. There is some background music, but it never really overshadows the sounds of the zombies; instead, it sets a tone for the hordes more than anything else – personally, I found myself turning it down as it didn’t significantly enhance the experience. The voice acting throughout the game is competent enough to maintain immersion.

Comfort

The Verdict

World War Z VR successfully translates its solid and proven gameplay loop into virtual reality. It features a variety of characters to choose from and a progression system that, while functional, feels somewhat limited compared to the flatscreen version of the game. The gunplay remains enjoyable, and the sheer number of zombies charging at you is a unique aspect that helps it stand out in the VR zombie game genre – though it can be quite overwhelming as they rush towards you like a crazy fanbase. However, while this initial thrill is engaging, I found it challenging to complete more than a few missions at a time, as playing solo lacks the same enjoyment as teaming up with friends. This issue is exacerbated by the rather inept AI teammates, who are only truly helpful on easy difficulty; beyond that, they often struggle to survive the hordes, leaving you to fend for yourself. Additionally, in their quest to display up to two hundred zombies on screen, other aspects, such as visuals, have suffered. While they do a satisfactory job, they don’t impress as much as one might hope. Minor details, like the lack of movement in the zombies’ and NPCs’ mouths and sporadic dismemberment that stands out more in VR than in any other medium, can disrupt the immersion. If you’re looking for an overwhelming number of zombies to battle at once, a straightforward progression system to enhance your characters, and a decent variety of zombie types, then World War Z VR is certainly worth considering – I just hope for a multiplayer update in the future.