
Slay to the beat as the award-winning score of Metal: Hellsinger VR thunders through your body. Experience the smash-hit rhythm FPS like never before and enter a state of unparallelled flow. Show the Hells the meaning of metal.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Irritating as all get. If you've played the normal version of this game it makes sense but to a new player this is incredibly frustrating. For some reason it needs to calibrate the beats. But this introduces human error. I assumed I was nailing the timing when calibrating but I must not have. You calibrate with a trigger pull so you'd assume you start the game with a gun. NOPE. You start with a melee. Who designed this? So I spent way too long trying to find the recalibration. It's not in any normal menu, no. It's gotta be in some books. Ok so It's in the rythem book. NOPE. It's all incredibly small font which locks disables movement and makes it hard as ♥♥♥♥ to pick up and move the book. Game might be fun but I spent .3 of an hour just trying to launch the game. Stupid design. JUST MAKE A MENU THAT MAKES SENSE.
bad ''port'' of a game straight to VR boasts how its gonna have amazing features. yet. has no way to turn off the TUNNEL vision. so if you get sick from that quite literally. welp you screwed. i do hear theres a original game mod that makes that one VR and i bet its leagues better. TLDR devs made a lazy day/week port and called it a day. 1 / 10
This game was not fun for me: 2) Vignette that cannot be turned off 3) Bad controls
This works astonishingly well in VR. Even shooting / throwing boomerangs with both hands in rythm. Even the sword did work with some timing in the torments where it's necessary. Edit because some comments claim otherwise: You CAN turn the vignettes OFF. It's in the menus/books. First i was struggling a bit, but set audio and visual calibration back to zero instead of 80ms and it works ultra smooth now. Probably did something wrong during the automatic calibration. Fanstatic music/singers, great shooting, if you like very active VR games with a lot of motion and rhythm games, this is a pure treat. It's even a lot of fun on the Kat Walk VR with a bit of practice.
I already played through and loved Metal: Hellsinger but I still wanted to try it in VR. It's a pretty good port but it's better with a keyboard and mouse. The game itself is a ton of fun. Who doesn't want to blast demons to the beat of some great metal songs? First off, this is not a beginner VR game. This is the kind of game for someone who has played a lot of VR and has their VR legs comfortable because you will be moving A LOT and quickly. I have thousands of hours in VR so I had no problem playing this but I can absolutely see this causing serious motion sickness for people who aren't used to VR. The controls are a bit wonky with Vive wands. I found myself dashing a lot unintentionally. Fortunately, it didn't affect me on a motion sickness level, but it made fights a bit harder than they should have been. The movement feels a lot slower in VR compared to the standard version which also makes avoiding attacks a lot more of a challenge since they didn't seem to change any of the balance for VR. The last boss actually didn't feel fair to me with how slowly you move in VR and I ended up giving up on it rather than battling through. However, even though I didn't complete the game, I still enjoyed my time leading up to the final boss. Some of the weapons did not feel right at all. The sword felt worthless and the game forces you to carry it, taking up a weapon slot. The boomerangs also didn't feel like they went anywhere close to where I was trying to throw them. Reloading the revolvers also felt really strange and delayed. There were some hang ups with the VR port but I still enjoyed it enough to recommend it. I would absolutely recommend the standard version over the VR version but if you have a lot of time in VR and want to give it a go, I think it's still worth your time.
VR версия - полное говно. Управление - говно. Постоянно не хочет регистрироваться, что безумно усложняет поддержание комбо (в ритм игре, где ты хочешь послушать музыку). Графон - говно. Ну без комментариев тут, хз зачем было его так резать. Сценарная работа - полное говно. Вместо того, чтобы слушать крутую музыку, ты постоянно будешь слушать ♥♥♥♥♥♥ этого дебильного черепа + это говно тебя будет выбивать из ритма постоянно. Геймдизайн - говно. Между боями специально сделаны пробежки как можно дальше, чтобы у тебя сбилось комбо и ты пытался набрать его обратно. В итоге: говно. Если хотит послушать качающую музыку - просто послушайте ост на ютубе, в этой версии вам точно не дадут её послушать
Better than the non-vr version honestly.
Metal: Hellsinger VR is a bold and aggressive virtual reality reinterpretation of the rhythm-based shooter that originally stood out for its fusion of heavy metal music and high-speed demon slaying. Developed by Lab42 in collaboration with The Outsiders and published by Funcom, this VR edition is not a simple visual transplant of the flat-screen game, but a deliberate reworking designed to translate its defining rhythm-combat identity into a fully embodied experience. From the moment the first guitar riff kicks in, the game makes it clear that its goal is to turn the player into a living instrument of destruction, synchronizing movement, gunfire, and evasion directly to the pulse of the soundtrack. At the core of the experience remains the same ingenious design concept: combat effectiveness is directly tied to rhythm. Shooting, reloading, dodging, and striking enemies on the beat amplifies damage and unlocks layers of music, gradually transforming tracks from sparse percussion into full-blown metal anthems. In VR, this mechanic takes on a new physical dimension. Instead of pressing buttons in time, players must actively aim, fire, and move their bodies in sync with the beat, making rhythm mastery feel both mental and physical. Successfully maintaining flow feels less like playing a shooter and more like performing inside a violent, hellish concert. Gunplay has been carefully adapted to take advantage of motion controls while preserving the tight pacing that defines the game. Weapons feel distinct in hand, and firing in rhythm adds a tactile satisfaction that flat-screen play cannot replicate. Dodging projectiles and repositioning in arenas requires spatial awareness, encouraging players to turn, pivot, and physically engage with their surroundings. While the arenas are relatively contained to avoid overwhelming motion, enemy placement and attack patterns are aggressive enough to demand constant movement, reinforcing the sense that standing still is never an option. The soundtrack remains one of the game’s greatest strengths, and its role is even more pronounced in VR. The music is not just accompaniment but a functional system that drives progression and intensity. Each successful beat hit layers vocals and instrumentation into the track, making performance feel audible as well as visible. The combination of pounding drums, shredding guitars, and growling vocals creates a relentless atmosphere that pairs naturally with the visceral act of VR combat. The sense of immersion is heightened when the music feels like it is responding to your actions rather than simply playing in the background. Visually, Metal: Hellsinger VR makes calculated compromises to maintain performance across a wide range of VR hardware. Environments are stylized and readable rather than hyper-detailed, prioritizing clarity and framerate over spectacle. Demons loom large in VR scale, and even familiar enemy designs feel more intimidating when they occupy physical space around the player. While texture detail may not always match the flat version, the overall presentation remains cohesive and effective, especially when paired with dramatic lighting and particle effects synced to the music. Comfort and accessibility options are an important part of the VR adaptation, and the game includes a wide range of settings to accommodate different play styles. Players can adjust turning methods, movement speed, handedness, and rhythm assistance to tailor the experience to their tolerance and skill level. These options are crucial in a rhythm shooter, where frustration or discomfort could easily disrupt the flow state the game relies on. While some technical quirks remain—such as occasional collision oddities or minor synchronization issues—the overall experience is remarkably stable given the intensity of the action. Content-wise, the VR version delivers the full campaign experience, complete with escalating difficulty, weapon variety, and challenge modes designed to reward mastery. Although the campaign is relatively concise, replay value is built into score chasing, higher difficulty tiers, and the sheer satisfaction of improving rhythm accuracy. Like the original release, the game is less about length and more about intensity, encouraging players to return for better runs rather than simply progressing forward once. Overall, Metal: Hellsinger VR succeeds by respecting what made the original game special while embracing the strengths and demands of virtual reality. It transforms rhythm shooting into a physical performance, where timing, motion, and music merge into a single relentless feedback loop. While it may not convert players who disliked the core concept of the flat game, for fans of rhythm-driven action and VR shooters, it stands as one of the most distinctive and exhilarating uses of music-based mechanics in the medium. It is loud, demanding, and unapologetically intense—exactly what its name promises. Rating: 7/10
This is a poor implementation of this game into VR. Cut scenes were not transposed into VR well, npc character models flailing in the tutorial level, plus as a note, I ran into an issue where starting the game it refused to go full screen and so it forced me to walk over to the PC and hit alt+tab to get the game read some inputs, like it says press "a" to start the tutorial level with the Meta Quest 3 but it wouldn't read it because the game wasn't the "focus". Just skip this and get the 2D version, which I'm sure is honestly pretty awesome.
It's fantastic in VR!
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