With Inverse, developer MassVR is trying to bring a fresh perspective to the asymmetrical survival horror genre.
Where some games in the genre – like Among Us – focus on the social aspects of a group dealing with a killer in their midst, others – like Dead By Daylight – focus on the economic aspects. strange when running from a cold-blooded killer. With Inverse, MassVR is making the transition from a location-based VR experience to one made for headsets at home, while still trying to capture the basics that make fighting (or roleplaying) a The killer becomes interesting.
As far as the premise goes, it’s a pretty standard process. A group of four scientists confront one of the Nul, a race of demons determined to prevent humans from achieving their goals. Instead of relying on the imaginary power of wielding guns against demonic enemies, players must first activate four generators scattered across the map, which will require some skill thanks to a game funny little. During this preliminary round, players can use traps and other tools before unlocking guns. I mainly used traps because I found myself being chased by Reapers, but other tools are also available. There’s a radio that plays footsteps to confuse Nul, a window trap, and a healing syringe, all of which have distinct functions when used properly.
The gun depot containing the pistols will open when the generator comes online, allowing the player to fight against the demons. This section raises some potential concerns about imbalance, as it’s easy to take down Nul with a gun available. That said, the pre-release build I played allowed players to have a full revive tool for themselves as well as a defibrillator to revive other players, so a match Normal can turn out very differently.

Playing as Nul is especially fun. Reaper was available in the preview sessions I played, which felt quick and snappy to move around (more so than the scientists) with a small dash also available. The Reaper needs to get close to the player to take them down, so it’s great to go in for the kill when your victim tries to hide in a locker or close a door behind them.
MassVR has spent the past year and a half translating elements of its previous location-based experiences into something that can be played at home. The developers I spoke with specifically emphasized the changes needed for movement and mobility during that transition. While players can run around a space and interact with physical objects using location-based experiences, home VR is not yet complete.

While it’s no substitute for running on your two feet, Inverse’s gameplay provides a good sense of movement and momentum. One of my bigger issues with a lot of full-motion VR is that movement can feel sluggish or unwieldy, especially when it comes to floor height, guardian size, and the experience itself. effective. However, Inverse’s levels are relatively small, giving a greater sense of speed to the game’s movement. To amplify that, there’s also the feeling that you’re always on the move in Inverse as both a killer and a scientist. I found that really refreshing as a player who is often scared by horror experiences that often limit the scares to amplify the feeling of dread.
While stick-based movement feels solid, Inverse leaves players who need other movement options behind. I have some very mild sensitivity to stick-based movement in VR, and while I had no problems in Inverse, those who are more sensitive will be disappointed to learn that there are no additional movement options , such as teleportation. It might make sense from a multiplayer design standpoint, since teleporting would add an extra layer of difficulty in balancing different characters, but MassVR specifically praised its ability to create Artificial movement provides a pleasant feeling. While it’s understandable for balance and design reasons, it’s a bit disappointing that the studio didn’t make that concession from an accessibility standpoint.

Even though I couldn’t see every inch of the game, I liked most of what I experienced in Inverse. Its map design, movement, and production values are great. Its gameplay loop is decent – if a bit rote – but there’s enough to keep you enthralled here to easily recommend it to anyone looking for a new asymmetrical survival horror game in VR. MassVR has also promised some content updates but has not provided a roadmap. I’m excited to see how the studio perfects the post-launch experience.
Inverse is available now for $29.99 for Quest 2 and Quest Pro.
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