Review: Spider-Man: Far From Home VR is not so spectacular

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Virtual Reality plus Spider-Man: a spectacular time or a motion sickness nightmare? Weirdly enough, Spider-Man: Far From Home VR is neither. Not only does this free PSVR/Steam VR experience fail to churn my guys in the way only web-slinging through the streets of New York could do, but it also fails to be engaging outside of its opening minutes.

Taking place between Homecoming and Far From Home, Tom Hollandsโ€™s incarnation of the beloved comic book hero has returned in both looks and voice. The game opens within protagonist Peter Parkerโ€™s bedroom: a C64 keyboard decorates his desk and a chunky CRT rests in the left-hand corner. While it doesnโ€™t appear to be a correct recreation of Parkerโ€™s previous MCU bedroom, it shows character that the last VR Spidey titleโ€”the shockingly short Homecoming demoโ€”was severely lacking.

Also unlike Homecoming, Far From Home VR does include some actual gameplay. For many Spidey fans, the rooftop training faรงade of Homecoming VR caused a serious case of superhero blue balls. There was an inkling of a game there, but it was over way too short and left many wondering what the point of it all was. This time around, there are things to do, despite their simplicity.

The faster you move, the more you forget how barren the city is. Even with it’s tight boundary limits, there’s not much detail here.

Thereโ€™s a bizarrely brief story mode thatโ€™s present here. Starting on top of the miniscule mapโ€™s tallest building, youโ€™ll start your adventure by jumping off and getting right into web-swinging through the barren streets of New York. Just like the fantastic Enter the Spider-Verse taught us, Spidey aims with his wristsโ€”a tap of the trigger will fire a web and pull you in the direction of your target.

Skill isnโ€™t needed here: even with all of the assists turned off, swinging off buildings doesnโ€™t require any finesse because youโ€™re not really swinging. Itโ€™s a simple case of point and shoot with your webs acting more like a grappling hook than the loose slingshots Spideyโ€™s webs should act like. Once you learn how to web-swing properly you can ramp up speed and perform last-minute corrections, but it never feels as fluid or natural as it should.

Far From Home VR does include more than just its simple 15-minute story mode, but that is most certainly the gameโ€™s focus. Unfortunately, as its focus, there still isnโ€™t much enjoyment to be had here. After swinging around for a few minutes, a gigantic robotic foe appears, trailed by a few drones.

In order to take down the colossal foe, youโ€™ll have to point your web shooters at huge plates of rubble protecting the robotโ€™s body. Youโ€™re never explicitly told how to fight the enemyโ€”the only combat mechanic youโ€™re taught is a method of trapping your opponentsโ€”but itโ€™s a hilariously easy fight. All you do is aim your web shooters and fire rapidlyโ€”thatโ€™s it.

Upon completing the main campaign, you can swing around town in the new Spider-Man suit from the upcoming movie in free roam mode. While free roam does offer a couple of challengesโ€”time trials and combat challengesโ€”itโ€™s still incredibly basic.

Thereโ€™s no hiding the fact that Spider-Man: Far From Home VR is an advertisement. It feels cheap and bareโ€”a budget version of what a Spider-Man game could be. Just like with Homecoming VR, you can see more potential here than what developer CreateVR is letting on: youโ€™re given the prospect of actually being Spider-Man but itโ€™s only just a tease. Then again, itโ€™s free, so go wild.

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