
World of Guns: VR lets you delve into the inner workings of guns from the largest gears to the smallest screws now in VR
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Languages: English, French, Italian, German, Spanish - Spain, Czech, Dutch, Japanese, Korean, Polish, Portuguese - Portugal, Portuguese - Brazil +6 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Truely this has the potential to be absolutely awesome, if done right - *SO* much potential it's criminal to waste it like this. Because it has very very much *NOT* been done right, it's been simply given the absolute minimal treatment you could possibly think you'd get aay with until people try it out so you can, technically, say it's got a VR version. There isn't even "depth perception" ffs on the gun you're field stripping, it's plastered on the friggin horizon and looks like it's the size of Andromeda and you're just floating there in space getting motion sick in single digit amount of seconds because the thinking is so back to front about how to control the world around you in stead of actually *being you in that place* as VR is meant for, the moment you try to do anything you instantly hate this ridiculous implementation. This is not how this was supposed to be ported to VR, you were supposed to use your controllers, as hands in a world shared with the gun, to grab and influence the components in a physics-like way and move and orient them individually using the grip for larger items, pinch for smaller and then twisting, pulling, bending, poking, tapping each part after you grab onto it so that it feels like holding the thing IRL, or as close as possible. You were *supposed* to be sat at a table, with a vice or somesuch to hold the gun in place for you and some trays laid out for the components and maybe a few tools required for each weapon. You were *SUPPOSED* to have this implemented as a total shoe-in concept for winner of least motion sickness inducing VR game ever - there is absolutely no good reason to ruin a perfectly good game by implementing VR like this, please fix it. The way this port has been done, as poorly as it has been, makes it clear that one of two things has happened. Either the devs never use VR at all and constructed the interface from pure theory and with no knowledge about VR except how to code to it and are simply looking at VR as a different controller to make a keybinding for, or someone pulled the plug on funding for this 2min into demanding it be made. Well, if it's the funding, please please know that this has a lot of potential, *IF DONE RIGHT*, do not take the fact that everyone quits after 15s as an indicator that VR version isn't wanted, it's purely because it's done all wrong, if you can make it like I described above, there will be no motion sickness and it'll feel a million times better in VR for everyone.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wasn't really what I thought it would be. Didn't think controls would be this difficult, and who thought it was a good idea to make this kind of background, one color floating around? This game might as well be motion sickness simulator, just buy the pc version it's much better.
Зашёл в игру - не смог ничего нажать. Отличная игра (нет)
WOW! Now i know what they mean when they say "flat" games.
i got the game and i got in on my steam VR and the main menu didn't work i got it for free so i don't know what to do now
I love it!!!!!
this is not a vr game, its a game in vr
或许本该这样
Leider unmöglich zu spielen. Das Spiel reagiert überhaupt nicht, wenn man auf etwas klicken will.
Doesnt work with Valve index controllers, doesnt register any inputs.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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