In Death: Unchained brings the VR Rogue-lite to Oculus Quest for an untethered, wireless experience after its debut on PSVR and PC. Clever subtitle aside, the procedurally generated shooter has been expanded with all-new content to ramp-up the difficulty and keep players busy for longer. Packed with religious iconography, is this trip to the afterlife destined for heaven or hell?
Since unlocks aren’t a complete crutch, developing your physical skill is key. Aiming takes genuine finesse without crosshairs or any form of aim assist, and getting a feel for the gradual drop of an arrow or bolt also takes some time. At first you’ll be whiffing shots at close range, before eventually hitting headshots over long distances like it’s nothing.
Solid motion tracking on the Oculus Touch controllers makes things painless, which is handy, as combat requires juggling way more than just archery. There’s a defensive shield (which can also be turned to offence with a close-range shield bash), though it often pays to physically dodge incoming projectiles and melee strikes so as to not obscure your vision. The Quest’s lack of wires can really help out here.
It’s possible to briefly trigger slow motion by bringing up the real-time arrow switching menu, which helps if you’re in a small play area and need to be careful with regards to how you move. If space is at a real premium, you can even opt to play stationary and seated. Firing teleportation arrows is probably the best movement option to match, though there is also a free locomotion setting available at launch.
Regardless of your preferred settings, a short-range teleportation shard also occupies your arsenal for clutch dodges and quickly popping around corners or through doorways. You can best use it to your advantage in attracting enemies’ attention and then retreating slightly to draw them into choke points. The AI is pretty exploitable if you pull enemies gradually, though things get hairy when you mess up and they bombard you all at once.
Special arrows can save your afterlife in these situations, doing things like freezing enemies in place and sticking them with explosives, channelling the iconic Gears of War Torque Bow. They’re an absolute must during boss encounters as well; bosses annoyingly spawn in waves of minions, so your best bet is to end the fight before it has a chance to really begin using your heaviest artillery.
Emerging victorious will grant you access to the next level, though being able to start a run from that level (i.e. opting to begin from two at the menu instead of clearing one to get back there) requires hitting an arbitrary overall completion percentage first. Gating is probably intended for players’ own good, but when we’d nearly finished the final level and died it was annoying to learn that we’d need to backtrack and earn 7% more in order to spawn there for an immediate second crack of the whip.
Still, returning to the previous level, Paradise Lost, wasn’t all bad. Cathedral architecture is elaborately laid out amongst the clouds and we found that being mobile and aggressive worked best on the armies of flying cherubs and grounded witches. It can be easy to get lost in the lavish labyrinth and cherubs in particular have a nasty habit of appearing right behind you for cheap hits, but it's still a lot of fun to play the role of ordained executioner.
In Death: Unchained features an engaging sense of progression that helps to take the edge off permadeath.
A major strength of virtual reality gaming is the use of 3D audio, but the implementation here is underwhelming. Enemy sound effects never really cut through the bog standard atmospheric background score, which makes it hard to instinctively pinpoint their locations and can lead to missing enemies standing right by you.
In Death: Unchained is immensely replayable and, impressively, a grander prospect than its higher powered PC and PlayStation 4 counterparts. It’s challenging and moreish, while also being a great fit for the Oculus Quest platform specifically. Permadeath and towering reliquaries – shrines that serve as in-game shops and save points – make the game easy to play in short bursts, lending itself well to the headset’s portable nature and limited battery life.