In the overcrowded genre of VR shooters, with quite a few of the zombie variety already out in the wild, Vertigo Games have a take on zombie slaughter that makes enough tweaks to the formula to ensure that Arizona Sunshine stands head and shoulders above the competition.

Arizona Sunshine Details:

Developer: Vertigo Games & Jaywalkers Interactive
Publisher: Vertigo Games
Available On: Oculus Rift, HTC Vive (Oculus Home & Steam)
Reviewed on: Oculus Rift with Oculus Touch
Release Date: December 5th, 2016


Although it offers an expanded scope compared to the competition, Arizona Sunshine is still very much a wave based shooter.  The twist?  Rather than warping between areas you walk between them.  That shouldn’t suggest a casual stroll, because this is anything but relaxing.  You get some down time, allowing brief opportunities to stop and smell the virtual roses, but you will also have to clear out zombies along the way.  This is more like training, or a buildup before the next big encounter.  The rhythms of the game – two player campaign co-op and all – are reminiscent of a slower paced Left 4 Dead.  These walks also ease you into the game world as it offers up some scavenging opportunities for rifling through abandoned cars and houses looking for guns, ammo, and health-replenishing food.  Taking a walk through the world lets it sink its hooks into you.  It’s not an highlight reel, it’s a place.  This being VR it feels very solid, very real.

On the armament front you start with a fairly standard pistol.  You’ll need to manually aim down the sights, squeezing one eye shut, to get any accuracy at range.  This feels as difficult as shooting a gun in real life would be – although being a Brit I can only use my imagination, as the sight of a gun in real life would probably cause me to faint – so there is some considerable skill required before you can start acting like a starring cast member from The Walking Dead.  Over the course of twenty minutes or so you’ll notice that your stance gets better, your aiming skills increase, and you can feel yourself becoming the badass the game desperately wants you to be.  Then you’ll find a better gun, perhaps one with a torch or a red dot laser sight, and you’ll breathe a sigh of relief that things just got a little easier.  At least until the next encounter when your more powerful arsenal will be put to the test.  It’s a nice escalation and feels like earning the upgrade rather than bumbling into it, because the major encounters can be very challenging to progress past, and even on the middle difficulty it’s no cakewalk.  It’s made harder still when you’re fighting the occasionally clumsy and pernickety teleportation movement system or the Rift’s lack of full room scale with the standard two sensors – but more on that later.

arizona-sunshine-screen-13A satisfying assortment of pistols, shotguns, machine pistols, uzis, sniper rifles, and grenades await.  I’ve heard tell of a rocket launcher, although by the end I’d only discovered 18 of the 24 weapons and that wasn’t among them.  In truth, within each class of weapon there isn’t much to choose between them.  Any pistol kills with one headshot or four body shots.  Any shotgun is (un)death incarnate at close range.  Any submachine gun is great for spray-and-pray moments when you get mobbed.  It’s really more down to whether your tastes run to a sleek Bond-esque pistol or a hulking great Dirty Harry-esque Magnum.  It’s nice that the choice is one of style rather than a MIN/MAX rush to obtain the most viable weapon.

One thing that may prove divisive is the reload mechanism.  When a clip runs dry, you need to tap one of the face buttons to eject it before pulling your controller to your belt to get a fresh one. It’s another small change, but it has a remarkably big impact. Non-VR games have us trained to expect a reload button to reload – end of story.  Other VR experiences have trained us that pulling the gun to our belt or chest, or a simple gesture, will reload.  Having to both press a button and then make a gesture caused a really surprising brain freeze in me.  I resented it for the longest time, until I realised that it was heightening the fear and panic in the larger battles.  You can’t help but respect a feature that takes you out of your comfort zone, but I suspect a lot of people will take issue with it.  I do remember laughing at myself when in the pitch black, torch held at shoulder height with my left hand and pistol in my right, I emptied my clip in a panic and just didn’t know what to do to reload.  It was a disconnect like trying to pat your head and rub your stomach at the same time – I wanted to use my other hand rather than a button to swap the clip, and ended up making an hilarious hash of it while zombies ate my face.

arizona-sunshine-screen-5Many VR games, usually for budgetary reasons, omit a story entirely.  Some have modest, predictable, tales told through written logs, audio logs or bursts of radio chatter.  Arizona Sunshine tweaks this with a story told via observational quips from the character you play as you make your way through the game world.  It’s human, it’s believable, it’s sometimes funny and – best of all – it sometimes says exactly what you were thinking. The wry observations come with a regular cadence, keeping your interest levels ticking over when the pretty but mundane and repetitive environment threatens to bore.  There are moments of gallows humour, others where the slightly manic delivery reveals a mind in turmoil, grounding the experience in a believable way. That’s not to say the game has any pretence at real drama, it’s all firmly tongue in cheek but with just enough humanity in its delivery to hit the mark, whether wryly suggesting a decaying corpse needs to take a shower or just shouting in exaltation after mowing down a horde of rushing zombies with a minigun.

The game will take you on a 24 hour journey in the life of the protagonist in his search for other survivors of the zombie apocalypse.  Starting in a cave you will venture into the stark Arizona sunshine and make your way through ravines, over bridges, through towns, various complexes and underground.  The game has an impressive array of grand vistas.  Ravines with sparkling rivers carving their way through vast rocky edifices, sheer cliff faces, and stark expanses.  The varied times of day and the excellent lighting do a lot to offset the reused assets and rather lacklustre settlements plonked in the otherwise very grand scenery.  When the credits roll at somewhere North of three hours (way more on higher difficulties) you will really feel like you’ve undertaken a journey.  It is to the game’s credit that it kept me away from many of the other games that landed with the Touch launch, and is probably the first VR game whose single player component I’ve felt compelled to complete in one sitting.  It’s also slightly damning that I could, of course, but it’s a sad truth of the VR marketplace right now that this is one of the longer experiences out there.

When you’re done with the story there is a horde mode that can be played with 1-4 players.  It has a somewhat anachronistic option to key in an IP address (good luck memorising that before going into VR) which suggests that Vive and Rift players could theoretically play together but I haven’t tried – if it works this could do wonders for sustaining a viable player base.  It seems like a fun mode, placing the group in a fixed position with stacks of ammo and tasking them with defending it from all sides while a large scoreboard totals up people’s kills and their accuracy.  I’ve only been able to play it solo, sadly, due to the usual wasteland that seems to be most VR multiplayer modes.  Even so, it’s good fun and it’s hard to resist glancing at the board in the middle of a battle to check your score when you really should be concentrating on those headshots.  If you can get a couple of friends together, there’s fun to be had here.

On the control front the teleportation system for getting around works smoothly about 80% of the time, but is a pain for the remaining 20%.  On the Touch controllers you press forward on the stick to bring up the targeting region which you aim by pointing the controller, and you can then rotate the stick left or right to orient where you want ‘forwards’ to be when you release the stick.  A stamina meter stops you from gaming the system and unfairly escaping the grasping hands of the zombie horde.  The control gesture is natural, and the system great in theory, but the process is fraught with the inconsistencies.  In a panic, which happens frequently at first as hordes of zombies gallop towards you, it is difficult to get where you want to be.  This isn’t helped by combat arenas effectively going into lockdown during these surges.  Staircases you could climb moments ago are now artificially inaccessible, as are arbitrary parts of the map.  This is maddening, and responsible for many reloads until I understood where I was and wasn’t allowed to go.  Trying to navigate yourself close to desks and cabinets likewise can be like pulling teeth, in fact anything in close quarters is likely to trip it up.  Pulling back on the controller turns you 180 degrees, but the natural expectation is to be able to back away from the onrushing horde – a style of play that’s simply not possible here.  Left and right rotate you in steps, which is useful for realigning if you find yourself falling foul of the Guardian system.

arizona-sunshine-screen-4On that subject, you’ll want to go into the Guardian settings and disable the Wall.  Unlike the Vive Chaperone, when a controller intersects the Guardian Wall a solid circle appears and grows the further outside of the region you push your hand.  In frantic moments of zombie slaughter, especially if your play space is close to the minimum, it’s easy to get a little turned around and have a Touch controller leave the play area, and this circle makes aiming a shot impossible as you can’t see through it.  In the end I felt the only workable way to play the game was to embrace the Oculus ‘face front’ method.  Every instinct wants you to turn, even if just to pick off that one errant zombie coming at you from behind, but you need to keep those feet planted and use the teleportation controls.  I can’t help but feel that Vive owners are going to have the better experience here.

There has been a clear call from the VR gaming community to offer direct control options for getting around. Games like The Solus Project set the benchmark here, with almost every mode of locomotion supported.  It’s a brave game that launches without said options, and while there are rumblings from the developers in this area, there’s nothing concrete at this point and no guarantees.  If the teleportation were implemented perfectly it would be less of an issue, but as a result of the controls I had to drop the difficulty from Normal to Easy about halfway through otherwise I was tempted to walk away in frustration.  Now that I know some of the internal logic of the game, I suspect it will be less frustrating on a future run through.

'The Solus Project' VR Review

Those issues aside, Arizona Sunshine is a welcome departure from more static VR shooter experiences, and exudes a special atmosphere all of its own.  It is guilty of wearing its modest budget on its sleeve – and launching when it could probably have used another pass or two to tighten up the controls, fix some niggling bugs, and inject a bit more variety into the world – but this is a definite step up in quality from the norm.  It’s a fun, memorable, but still brief journey with satisfying gunplay.  You’ll revisit the single player, if only to hear the protagonist quip some more.


The world feels very solid and real.  The lighting is gorgeous at times, and the landscaping is spectacular.  Offset against that are the houses and their interiors which reuse too many assets, and are fairly barren, which does take you out of the experience somewhat.

Something else that takes you out of the experience is the large numbers of twins you’ll meet.  I’m not entirely sure whether the zombies are taken from a fixed set of assets, or if they’re remixed on the fly from modular components, but there’s nothing more likely to remind you you’re playing a game when you’re faced with two identical zombies at close quarters.  The animation of the enemies also occasionally frustrates, with sudden snaps between directions or different animations robbing you of a perfectly aligned headshot.

Opening doors is unintentionally hilarious, as you’ll grip an handle and thrust your controller forward to be rewarded with a door that swings about three inches.  This would be more comical were it not for the fact that zombies clip through doors and walls and can damage you before you can even get a bead on them to take a retaliatory shot.  The game also eschews the usual gaming convention of doors swinging both ways – often you will pull a door open and, due to your alignment, pull it through your body. See also drawers, cabinets and fridges – as mentioned all of the townspeople must have shopped in the same store, so get used to seeing the same furniture over and over.

The cabinet and desk drawers deserve special mention, because they frequently feature multiple drawers and the one closest to the ground is always non-interactive.  It doesn’t take long to realise why, when the default setup guidelines from Oculus for the sensors will leave you with a tracking volume that starts somewhere between the shins and the knees and any attempts to go lower will often cause tracking to fail.

Watch Us Test Oculus Touch Front Facing Tracking to its Limits

It also annoys when some objects can be interacted with in one room, but the same objects in the next cannot.  It’s a small issue, a niggle, but it does grate after a while especially on the harder difficulties where searching for valuable ammo is a key part of the experience.

The excellent character commentary often loses context.  He will panic at imagined onrushing zombies that are actually behind the next door, or laugh at something you haven’t quite seen yet.  The game makes an attempt at environmental storytelling, with corpses propped in mundane poses of day-to-day life, but again the asset reuse here robs the moments of any impact.

Immersion also takes a knock with that old scripting chestnut: pick up an item and it triggers a bunch of zombies to spawn.  Occasional efforts are made to disguise this, or introduce new adversaries in believable ways, but just as often you’ll find yourself clearing an area completely, picking something up from a car boot or inside a house, and turning around to find it magically replenished with a dozen more targets to pick off.

There’s a lot to poke holes in, then, but there are also some tremendous set pieces and a truly terrifying journey through the darkness underground.  It hits as much as it misses.


As the game uses a teleportation system for movement, comfort is very high throughout.  Being rushed by zombies might make you flinch, but that’s about as bad as it gets.

One strange issue occurs during the aforementioned trip underground.  The game requires you to hold a torch with controller inverted, slightly above shoulder level.  This is incredibly immersive, but after a short time becomes physically uncomfortable.  Unlike the Vive Wands the Touch controller doesn’t resemble a torch in any way, and was hard to keep a solid grasp on.  Its shape does not naturally lend itself to being held the way the game needs you to hold it.


A lot of small changes to the VR shooter formula add up to more than the sum of their parts, delivering an enjoyable experience somewhat let down by overly fussy controls and a lack of variety.  You’ll forget all the sleepy towns along the way but you’ll remember the protagonist, you’ll remember Fred and you’ll remember the ending.

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  • Get Schwifty!

    Sounds cool…. and after playing several hours last night in Touch-enabled games with well placed cameras (high enough to see the floor) I can attest that you can easily pick up objects off the ground (did it in multiple games/demos like Job Simulator, Dead and Buried, etc.) so hopefully this silly meme that has gotten started thanks to hack journalist “Drive-Bye” Kent and others that you cant pick up items low to the ground with Rift+Touch will die a quick deserved death.

    Can’t wait to get home and give this a shot. Hopefully soon I can even test out a two camera play space with diagonal cameras as opposed to front facing. I was surprised how well the tracking worked with you turned around 180′ away from the cameras in many cases with just two front facing cameras, which almost doesn’t seem possible due to LOS but seems to work well unless you tuck in the controllers for a time… In about three hours of time I only ran into two cases of tracking getting off seriously due to my spending extended time at an angle (again with just front facing cameras). The cameras easily caught tracking at 6′ on a side, I am very curious when I can to set the cameras up diagonally and see just how well the tracking works to match what the RealityCheck videos show.

    • Mattsomatic

      The Oculus setup vids and a lot of promos show the sensors either side of a monitor on a desk – much as people have had their single sensor since March. You’re right that if you mount them higher the tracking volume is more comprehensive, of crouse, but a lot of people (if only for convenience) will have them on desks which does mean low-down tracking will suffer as it’s occluded by the desk itself.

      It’s a problem with a solution, but it depends on how convenient it is for people to mount the sensors. I always preferred Rift over Vive because I didn’t have to sacrifice much to the setup (my lighthouses required stands in the end, which aren’t the most attractive things in the world) so I wouldn’t want to have to jump through too many hoops for a fun Rift/Touch experience.

      Turning with my back to the front mounted sensors in Touch games loses hand tracking very easily. I guess it’ll depend on the experience.

      • ummm…

        i clamp my lighthouses to my bookshelves. Im lucky to have well place and multiple bookshelves.

        • Mattsomatic

          Yeah, I have friends who have done the same. Sadly not an option for me – no bookcases in the right locations. Similarly nowhere to really raise the Oculus Sensors, but then I don’t spend a lot of time interacting with my feet in VR so it’s probable fine. ;)

          • ummm…

            you will now if you have touch. you will need your full body for all the great experiences, at least those on the steam store. anyhow, i hope you find a good setup for your rift. you guys really deserve robust roomscale, and when you get your setup down you aren’t going to sit EVER again lol. jp. i love my seated simulation experiences too. have a happy holiday!

          • Mattsomatic

            I have a Vive too, so I’m all set on the room scale front. Best of both worlds. :)

          • ummm…

            any games have cross platform that you’ve tried to do lan multi?

          • AndyP

            Screwed my back hitting balls out of the park, how ironic LOL! Now it’s morphine or sitting for a while; damn you roomscale ;o)

          • ummm…

            its awesome isn’t it! seated is great. but roomscale makes keeping this dang thing on your head worthwhile!

          • Get Schwifty!

            You can unscrew the cameras from the bases … and mount them on something else if you need to.

        • Get Schwifty!

          Bookshelves are God’s gift to VR sensors ;)

          • DM

            Im about to put up more shelves in our living room and I’ll definitely be clamping at least one of my sensors to them, and the other will go on top of a display cabinet in the opposing corner for the front tracking.

            These have been great so far

            After some testing front-facing only vs 360 degree opposing corners at about 9ft I’ve decided to stick with the opposing 360 setup, and I’ll get a 3rd camera to cut out dead zones.

            Having the trackers mounted high definitely works a lot better than waist height so far.

            Front facing only seems way too limited.

    • ummm…

      im super happy to hear that there is a simple, albeit annoying, solution to the conical tracking volume of the rift. its a great game. are you playing this game through oculus home or steam store?

      • Get Schwifty!

        I haven’t bought it yet, but as rule I buy from Steam when I can. I am not married to Rift, I chose it this round, but I could switch to Vive in say 1-2 years once i decide on upgrading, so I wouldn’t want all my eggs in one basket lol.

        • Pistol Pete

          Does Oculus Store have a game return policy like Steam?

          I am tired of zombie game and was planning to buy this game and return. Couldn’t do it, the game is that badass!

          • Get Schwifty!

            Good question – if they don’t they certainly should :)

    • Bryan Ischo

      I’ve officially reached my limit with your apologism. Blocked.

      • Get Schwifty!

        I know… the facts are hard to face…

    • AndyP

      Buy another sensor…. yawn ;o)

      • Get Schwifty!

        Its on order dude – cant get them until their release on the 13th ;)

        • AndyP

          13, unlucky for some ;o)

    • Pistol Pete

      Kent Bye is a great VR journalist. He really devotes most of his time to the VR movement.

    • CMcD

      Im LowlyKnight on Oculus rift, shoot me a friend request if you want to play some coop or horde mode in Arizona Sunshine

  • AndyP

    The granade launcher is in the tunnel with the trains – you have to turn back on yourself (turn left and go back on the other side of the train) just before the big group of zombies. I’m quite impressed you killed that large wave without it! I very vocally criticised this game before release because it looked amazing but was worried teleportation would ruin it. The game is still brilliant, so I’ll eat SOME of my words, but it would be MUCH better with free roaming movement. 3rd sensor is essential or your dead if you turn to the wrong angle!

    • DM

      I never got motion sick playing FPS games with VorpX, however standard locomotion whilst standing with Touch games makes my brain instantly think “OMG lets fall over right NOW”. I think its only an issue when I’m standing, which is ironically the most dangerous situation for me, my room and my Rift.

      • AndyP

        That’s unlucky, though as with most kids with car sickness I imagine and hope you’ll get over it with time; and the developers can help – some people used to get motion sickness with flat screen FPS games without the HUD (it acts as a reference point like the frame of a car). I played LOTS of Elite Dangerous at first (with the car like “frame”) which may have gradually introduced my brain to the motion. Like many people it now doesn’t affect me, so all I want is the option to choose for myself – but lots of developers seem to be afraid of giving us the choice. I’ve spent a small fortune of hard earned money on this and want more freedom in VR than in reality, not less!

      • Get Schwifty!

        Yeah I noticed the same thing –

  • Doctor Bambi

    Arizona Sunshine is currently the top selling VR game on Steam. Out of curiosity I checked out Oculus Home to see what the top sellers were.

    Interestingly enough, The Unspoken is in the list. I wonder if this is due to Vive owners purchasing it, or people who picked up Touch in store instead of pre-ordering. Any Vive owners out there who purchased The Unspoken or any other Touch game for that matter?

  • Raphael

    looks nice and I like zombie games but this one is made exclusively for the nausea clan so I won’t buy. Non-nausea VR gamers have been excluded. Don’t bother telling me what a great game I’m missing out on. If at some point in the distant future they add full locomotion I will buy.

    • ummm…

      ? the game made you nauseous?

      • Raphael

        let’s clarify what I said:

        The game uses blink teleport to stop pug-knockers falling over and being violently ill (possibly dying) from VR sickness. I don’t need blink teleport because I never have VR sickness and I don’t want to be restricted to moving around with blink teleport.

        • ummm…

          yeah i think onward showed people free motion is possible, and works well. Lots of people doing that now. however, nobody is dying. you are even more off the wall than i am – and that says a lot. chill out.

          • Raphael

            possibly joking about dying?

          • ummm…

            do you use many teleportation games? how extensive is your experience?

          • Raphael

            I tolerate it in Raw Data but I don’t like it there either. There are a few early access VR adventures I forget the name of. if it’s a myst style adventure it doesn’t seem so out of place. I detest it in action games. imagine Onward with teleport…and blink teleport is the worst.

          • ummm…

            eh its not so bad. i keep a 4m x 2m playspace, and do as much movement with legs as possible. in the end these are games and not reality. i dont think the locomotion limitations of vr will ever be solved to perfection – it is physically impossible. touchpad or joystick motion is great. there are a bunch of games out there now that use it. so, i think devs have already figured it out – we just dont have the long play and deep games just yet. if we want to move with our feet, then we’ve got to get a hobby irl.

        • David

          You are so great. We bow down to your Iron stomach. Now move along please…..

          • Raphael

            Thank you for recognizing my greatness. I will move along now with full locomotion rather than that blinking teleport you’re forced to get around with.

    • hazdude

      I honestly think it’s this sort of entitlement complex that’s going to keep the VR games consumer market a niche one for a long time to come.

      I mean come on it’s hardly “excluding” you is it? The developers have made and incredible, immersive experience and super fun game that makes you literally feel like you’re in the walking dead. There are a handful of games in the history of humanity that offer anything like the actual feeling of being in a world, actually opening drawers looking for ammo and actually aiming a gun and shooting zombies. No other game does it as well and you can be sure as hell that it was incredibly expensive.Then they made a design choice to make the game playable to the widest possible group possible (in an already very small market) and you sit here and throw your toys out the pram. It’s truly pathetic.

      I hope that the backlash from developers on this will continue – I don’t want a small group of keyboard warriors ruining the beginning of a the biggest gaming revolution since PC gaming began

      • ummm…

        yes, i agree. those that dislike teleportation probably just haven’t used it much. it isn’t perfect, but it is FAR from game breaking. 360 motion is good too – either by touchpad or your legs (roomscale duh).

        raphi has a habit of throwing his toys about. heck, so do i. its best to not let him get to you.

        • Raphael

          Great news that Serious Sam First Encounter is coming to VR with FULL Locomotion! That’s a croteam official game rather than user mod. Why would I buy a blink teleport game when I can get full locomotion! :)

          • Chalibard

            I don’t know if this is new but there is full locomotion with the touchpad of the vive controller in Arizona Sunshine.

          • Raphael

            Yes it certainly is new and a surprise… I might buy the game today. They released the full locomotion update while I was working away from home for 2 weeks.

    • Pistol Pete

      You’re missing out bro. It’s a fucking awesome game!

    • David

      You sound like a broken record…. Blah blah blah locomotion blah blah blah teleport. Can you just maybe not troll every game that uses teleporting?

      • Raphael

        You sound like a broken record complaining about a broken record. Can you just maybe not troll every thread about me complaining about teleport? Just accept that your favorite method of getting around doesn’t appeal to everyone blah blah.

  • Nice review. Thank you.

    Regarding the reload point, this isn’t just about increasing the excitement, it’s about “virtual reality”. Give onward a try and you’ll see what a proper VR simulation of a weapon can be like. If you don’t know how to use an M16, someone will have to teach you or you won’t even be able to reload, but it’s done well. A side-effect of this approach is the added fear/excitement, but that’s the nature of guns; a fact that’s been LONG LOST here in the US thanks to arcade shooters.

    A game like this isn’t meant to be “fun” for fun’s sake. It’s meant to scare you into feeling alive and the more realistic it can be made, the more it can achieve that. For that matter, there should be random jams and required gun maintenance to help reduce that (because that’s what happens in the real world).


    — a US Marine

  • VRgameDevGirl

    Best game ever. And I played co-op with my hubby. I was on vive, he was on rift about 10 feet away. He got it working in a pretty big space to. First 2 parts were with a friend. The rest were with my hubby.

  • David O’Neil

    I agree with this review 100% and I appreciate the fine detail. It’s a very fun experience only occasionally marred by the weird teleporting/orientation issue. I really like that it tris to tell a story and is more than just another wave shooter.

  • CMcD

    I love this game and I’ve played through it twice solo, the only downside is that I have yet to get auto connected to any type of horde or coop mode. SO if you’re reading this and want to play some Arizona Sunshine send me a friend request I’m LowlyKnight on Oculus… really wish there was an easier way to find people for coop/horde vr games as none of my friends have or will be getting vr anytime soon :(