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Gamexplore > My Bookmarks > VR News > Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel

June 7, 2025 8 Min Read
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8 Min Read
Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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We obtained an early have a look at Marvel’s Deadpool VR, the upcoming title from first-party Meta studio Twisted Pixel.

You’ll be able to see our protection of the sport’s announcement, however right here’s the deets: Deadpool VR is being developed by Twisted Pixel and deliberate for launch later this yr. The sport will likely be unique to Quest 3 and Quest 3S. Take a look at the trailer for an thought of the gameplay.

I not too long ago met with Meta and Twisted Pixel to go hands-on with an early model of Deadpool VR and located that the sport has robust visuals and understands the Deadpool ‘vibe’, nevertheless it seems like there’s a whole lot of tuning left to do to make the fight and VR interactions satisfying and satisfying.

After the excessive bar set by each Iron Man VR and Batman Arkham Shadow, I went into the Deadpool VR demo able to have enjoyable with one other superhero VR sport.

Beginning off with the great things, the sport’s visible presentation is an apparent robust level. The screenshots on this article don’t do it justice; the cel-shaded look matches effectively with each the sport’s type and the restrictions of a standalone headset. The general artwork path is clearly on level, with a cohesive look all through. Deadpool VR was sharp and ran easily all through my complete time enjoying the sport.

Twisted Pixel has additionally completed a great job of capturing the essence of Deadpool within the sport. Neil Patrick Harris (effectively referred to as each a face and voice in movie, TV, and videogames) because the voice seems like an important match for Deadpool’s sarcastic, fourth-wall breaking power. And the writing for the character feels on-point too.

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As for the gameplay, Deadpool VR is positioned as an motion shoot-’em-up (and stab’em-up), and Twisted Pixel says it has gone to lengths to make an thrilling and dynamic fight sandbox filled with enjoyable and zany mechanics. ‘In the event you assume you’ll be able to, strive it’ was a mantra the dev staff repeated on a number of events, highlighting its efforts to reward participant creativity.

Certainly, there’s loads of instruments at your disposal. Simply within the demo I used to be capable of wield pistols, shotguns, SMGs, twin katanas, grenades, and a grappling hook. And there’s sliding, wall-running, jump-kicking, and grappling as each means for motion and assault.

Picture courtesy Twisted Pixel

In principle this all ought to make for trendy and enjoyable gameplay, however there’s one thing that’s not touchdown for me in terms of the general game-feel.

Weapons really feel moderately good upon pulling the set off (specifically, I like the way in which recoil feels), however in an effort to streamline the fight, there’s no hands-on interactions with the weapons. It’s actually simply point-and-shoot. If a weapon does reload, it occurs routinely after the entire clip is spent.

Regardless of not having a purposeful scope, the sniper rifle felt surprisingly satisfying to make use of | Picture courtesy Twisted Pixel

However hey, I get it. There’s much more happening and the studio clearly needed to make the weapons easy on objective so gamers can extra simply put the remainder of their instruments to make use of.

So out come the katanas… what might be extra badass?! After all the very first thing you’re going to attempt to do once you pull out two sick samurai swords is clang them collectively to strike concern into your enemies! Besides you’ll be able to’t as a result of the blades section by means of one another. And pay attention, I get it, Deadpool VR is an arcade-y motion sport, not a sim. However different arcade-y VR video games with swords, like Till You Fall, allow you to clang and grind your blades collectively in an oh-so-satisfying means.

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That was my first clue that the melee fight wants some additional consideration. Possibly that is merely a tutorial challenge, however so far as the sport’s suggestions confirmed, it was unclear if it needed gamers to primarily stab or slash with the swords. One appeared to work higher than the opposite at completely different occasions (maybe on an enemy-to-enemy foundation?). Past that, a lot of the fight depends on synthetic movement utilizing your thumbstick that attacking with the swords feels extra like ‘jousting’ through the use of the persist with glide towards enemies as a substitute of actually swinging your swords at them. Combating this manner doesn’t ship the ‘sword wielding fantasy’ very successfully.

Picture courtesy Twisted Pixel

Maybe that is only a tutorialization challenge. The demo had some tutorials to indicate the participant what was anticipated, however perhaps the total sport could have clearer tutorials (or issues will develop into extra obvious with extra playtime).

However then there’s the small print that don’t really feel fairly proper in VR. Like when throwing a katana into an enemy and it sticks into their physique, however I can’t stroll as much as them and pull it again out (as a substitute it simply respawns on my again). But, you can pull your katana out of a stabbed enemy if you happen to stab them up shut (as a substitute of throwing your blade).

There have been quite a few inconsistencies like this. One other one which stood out to me was once I tried to activate an enormous purple button by urgent it with the heel of my pistol. After two tries and the button not responding, I holstered my pistol, then pressed the button once more with my hand… which brought about it to reply as anticipated.

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In 2025, this type of ‘consideration to interplay consistency’ is essentially thought-about desk stakes for a severe VR sport, even when it isn’t a closely ‘sim’ centered title. With out it, a sport begins to really feel prefer it was designed for a flatscreen earlier than being ported to VR.

The factor that actually stood out to me after my time within the demo was that, on paper, Deadpool VR has a enjoyable and dynamic fight sandbox. But it surely didn’t handle to really feel even nearly as good as one thing like Robo Recall, one other VR action-arcade sport which is now greater than eight years previous.

Granted, Twisted Pixel talked about outright that it is aware of it nonetheless has a whole lot of mechanical polish to do, particularly in terms of melee. I’m hopeful that within the time between now and the ‘later this yr’ launch, the sport will get a major tuning move to shut the hole between the standard of its presentation and the texture of its gameplay.

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Reading: Hands-on: ‘Marvel’s Deadpool VR’ Nails the Vibe, But Needs Work on Feel
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