Easily the most recognized IP to launch in a VR game this year, Assassin’s Creed Nexus VR is quite anticipated and has a lot riding on it. But as we know, translating existing flatscreen games into VR is never an easy process. Did Ubisoft nail it? Read on to find out.

Assassin’s Creed Nexus VR Details:

Available On: Quest 2, Quest 3, Quest Pro
Reviewed On: Quest 3
Release Date: November 16th, 2023
Price: $40
Developer: Ubisoft


Assassin’s Creed Nexus VR manages to stay true to the core tenets of an Assassin’s Creed game. If you’ve played the franchise before you’ll feel at home with the game’s mix of parkour, stealth, and combat.

The systems feel largely similar too; enemies will keep an eye out for you and their alertness levels will change if hear something or previously saw you; and the flow of parkour feels just like you’d expect in terms of what the game considers a valid jump or handhold. Combat is the outlier though (more on that later).

The game’s underlying story structure is also similar—you’re a dude in the future who is using a VR system called the Animus to jump into a simulated version of the past. The game leans into the concept of VR in a neat way by showing that the main characters are meeting in VR itself, alongside a very cool touch of using the headset’s passthrough cameras to sometimes use a backdrop of your own home before you’re fully connected to the system (though I wish they would have reinforced this more narratively).

However, the game has you jumping between three different characters, story lines, and locations (four if you count the Animus meta-story), which predicably leads to a scattered story and no attachment to any of the characters. This only reinforces the game’s habit of basically just saying ‘go here and do this’, leaving you with little internal motivation or sometimes even an idea of what you’re doing and why.

As is par for the course with Assassin’s Creed games over the years, you will be constantly—and I mean constantly—guided around by objective markers. “Go here, do that” is what the game is constantly telling you, often with 2D pop-ups floating in front of your face telling you about your next objective or which one was just completed (sometimes even overlapping each other).

It’s makes for a very ‘flatscreen’ feel that can start to be distracting and annoying, especially early on when the game is also constantly popping up tutorial tips attached to your controllers, accompanied by a heavy haptic buzz to get your attention.

And also well known about the franchise, the only thing to do other than the main objectives is to find randomly scattered collectibles. Most are collectibles just to be found, but there’s also some points which are parkour challenges, shooting challenges, or historical markers. None of which I found fun enough to bother with after a handful of times.

Even an hour and a half into the game I still felt like I was in heavy tutorial mode. The game has a lot of systems to teach you (even after the explicit tutorial stages); I guess it’s gotta do that somehow, but it wasn’t until about two hours in that I felt like was really starting to have some fun. Things also got better as the game started to open up to larger spaces that acted as a better playground for your capabilities.


Parkour generally works. And given that it seems largely adapted from the franchise’s existing third-person parkour system, I’m surprised it works as well as it does. While running, holding the A button initiates parkour, causing you to relatively fluidly jump from one obstacle to the next.

The variety of places where the game will you to jump to feels really good and it’s pretty great at inferring where you want to jump (it considers where you’re looking to do so). You get a reliable sense for what constitutes valid terrain which gives you that feeling that the rooftops are your playground.

The only place where this system stumbles is mantling. If your next jump is high enough that you can’t land on your feet, then you’ll need to grab the next hold with your hands and pull yourself up. When this works it’s a great way to get the player physically involved in the parkour without making them do too much.

But the game’s hand-holds (while plentifully and mostly predictable) feel finnicky and only work maybe 80% of the time that you expect them to when mantling.

That means that when you’re running from guards in a high speed chase, 20% of the time your next hand-mantle will fail leaving you to slide down with your face through a wall. As you can imagine, that really kills the momentum and immersion.


It took a little while to click, but once I got a feel for the enemy behavior, stealth did start to feel pretty fun. Sneaking and trying to avert their gaze makes for a fun cat and mouse game, especially when you identify opportunities to sneak up behind a guard that no one else can see and use your hidden blade to quickly dispatch them—that’s one less pair of eyes you need to worry about.

You can drag dispatched bodies to hide them, which is fun in theory, but doing so makes you move so frustratingly slow that it often feels like a greater risk than the potential reward. You can also only grab bodies at specified points which felt cumbersome.

The game does a good job of giving you multiple ways to approach your target, whether that’s sneaking around on the ground, or sticking to the rooftops.

At any time you can use the Animus Scout view to look at the whole area from a birds-eye view, allowing you to tag guards, watch their patrol paths, and spot good routes for infiltration. I really liked the little detail that when you exit the Animus Scout view you remain looking in the same direction. That makes it seamless to decide on a route you want pursue from above, then translate that to what you’re doing on the ground.


The game not only includes different levels of difficulty, but thoughtfully lets you tune stealth and combat difficulty individually. The default stealth difficulty felt like a good combination of fair and fun. Unfortunately even at the highest combat difficulty, combat is a weak point of the game.


Of the three core gameplay systems—parkour, stealth, and combat—the latter feels the worst to me. It’s missing the kind of game-feel that you’d want from a AAA production (let alone much smaller studios that have delivered better VR combat). It’s not challenging and extremely easy to exploit (even on the hardest difficulty). You can basically just keep swinging and enemies will steadily die in front of you.

Functionally the game tries to approximate something like Until You Fall, which is a great choice as a model; Assassin’s Creed Nexus VR allows for blocking and parrying (largely gestural) which is fun, but it just doesn’t deliver the polish that makes Until You Fall work so well, nor does it achieve the visceral physics-based action that we see from something like Blade and Sorcery.

Ultimately combat has very little flow, especially when fighting multiple enemies.

And because combat isn’t particularly fun, being spotted and swarmed with guards often amounts to a feeling of annoyance (that you’ll now have to dispatch them all by brute force) instead of looking forward to the fight.

Assassin’s Creed Nexus VR uses a recharging health system which really undercuts what otherwise could have been great tension between stealth and combat. Because your health regenerates, you can simply limp away from a fight, wait until you’ve become hidden again, then just continue on your way and fight again when the time arises.

Had the game instead employed discrete hit points (ie: you can only get hit three times without healing before you die), then getting spotted and forced into combat could mean losing a crucial hit point or two. Then, if you get away and become hidden. The desire to truly remain stealthy is very high because with only one hit point there is a genuine desire not to fight—not because the combat isn’t that fun—but because there’s a real risk of death.

As far as I can see, this small tweak to the game’s health system would make it significantly more tense and fun as a stealth game. I know it’s unlikely, but I’d love to see it introduced in an update, perhaps as an alternate difficulty setting.

In the same way that Ubisoft wasn’t able to escape the flatscreen feeling of objective markers and pop-ups, the game’s menus are sluggish and use a weird combination of laser pointer and button presses, making them rather strange to navigate. Many common actions require you to hold down the A button for what feels like a good three seconds, even in cases where the outcome isn’t something that needs a ‘super confirmation’, like simply swapping from one objective tracker to another.

And then there’s the game’s boot sequence. It takes a good one minute and thirty seconds to go from game launch to loading into your last level on Quest 3, and probably 75% of that time is because of painfully slow disclaimer pop-ups, logo pop-up, and of course the dreaded ‘Connect your Ubisoft account’ pop-up that comes up every single time the game freshly opens. This isn’t an issue if you set the headset down and put it to sleep without leaving the game, but if you do anything with your headset between sessions of the game, you’ll be greeted with that same sequence every time.

Yes, one minute and thirty seconds doesn’t sound like a long time, but when you’re stuck in your headset just watching slow logo animations, re-reading the same disclaimer, and re-dismissing the Ubisoft account thing you already told the game you don’t want, it’s really quite annoying—especially because this is all artificial waiting time that doesn’t need to be there.

From a content standpoint, the game takes roughly 15 hours to finish the main story, or longer for those that want to find all the collectibles in each level. At any time you can jump back to previous levels to play them again and find more collectibles.


Assassin’s Creed Nexus VR certainly feels like it’s based on systems that were built for the the third-person Assassin’s Creed games, which don’t feel like they were made for first-person scrutiny. Specifically NPCs are consistently janky with a look that’s deep in the uncanny valley, consistently terrible lip-sync, and often creepy or glitchy expressions.

You’ll also see two of the exact same NPC talking to each other, as a third copy of the same NPC walks down the street nearby.

For the size of the game and the number of NPCs and objects that are present at any given time, I’d say the game looks pretty impressive visually, even if it’s not the ‘best graphics’ we’ve seen from a standalone VR game.

Captured by Road to VR

In VR it’s rare to see such a large space that you can actually traverse in front of you, and that gives the game a unique feeling. This scale is emphasized by the Animus Scout view which lets you see the entire space at once from a birds-eye view, including NPCs strolling around even several streets away from you.

The game generally has the interaction systems that you want, but it’s just lacking VR-specific polish.

Assassin’s Creed Nexus VR does the old ‘magically invisible inventory’ thing where to ‘pick something up’ (like arrows or a smoke bomb) you grab the item then release, which just magically teleports into your inventory.

The same thing happens with objective items, keys, etc. And when you need those objective items, they just appear on demand when you grip your hand. For instance, if you need to hand an objective item to another character who is holding out their hand, you reach your hand near their hand, then grab the air—and the object appears in your hand for you to give it to them.

I just don’t love this ‘point and click’-like interaction in VR; even asking the player to just stash items over their shoulder feels way more immersive and hands-on.

Speaking of immersive interactions: the hidden blade feels generally good. You pull it out by holding your trigger and flicking your wrist, which is very reliable and definitely gives you a sense of being a badass with this unique weapon. But the gratification of air assassinations (jumping down to stab from above) is really undercut by the fact that your arm janks out almost every time and looks like a broken twisted mess. This is indicative of the missing polish in many of the game’s interactions that are essential to fulfil the fantasy of being a master assassin.

The game also applies extreme auto-aim on projectiles (arrows and throwing knives). You almost don’t need to aim. It really undermines the satisfaction of sneaking around and getting stealthy kills. Meanwhile, throwing things with your hand is really difficult to aim correctly (like when you want to throw an object out a window to distract the guards, but you end up hitting the wall so they come inside to find you instead). At a minimum, I liked that the game allows you to retrieve arrows and throwing knives from fallen bodies.

There’s also some weird interaction polish issues, like reaching over my shoulder to pull out the bow in my main hand… but instead pulling out an arrow first… which means now I need to pass the arrow to my other hand, then reach back over my shoulder to get the bow. Moments like this ruin that master assassin fantasy when you’re about to make a quick and deft shot at an enemy before they can ring the alarm… but you’re caught fiddling with this jank that kills the moment.

The key things that define a AAA game is typically scope and polish. Assassin’s Creed Nexus VR has the scope and it has the kind of features and systems you want in a VR game—but it’s missing the polish. It just doesn’t have that game-feel that’s even more crucial to get right in VR than flatscreen games. It’s difficult to explain why, but there’s just a diminished sense of satisfaction from many of the game’s mechanics. And it’s not that it does things poorly, but in almost every instance you can think of, there’s a VR game that’s done it better.

One immersive detail that’s a great touch however is the ability to whistle with a gesture. Pulling the trigger and holding the A button forms your fingers into a whistling pose, then holding your hand up to your mouth makes the whistle. As a tool, it’s useful to always have a way to attract guards toward you. As an immersive interaction, it feels natural.

And another place where the game deserves some props is lock-picking. It’s a simple but well executed and immersive mechanic. Pushing one hand forward and back selects the segment of the lock, while twisting the other hand finds the correct location. It’s clearly an adaptation of similar mechanics in flatscreen games—but hey, it works!

I would have liked to see this become a little more challenging at times, perhaps introducing ‘kill zones’ which would lead to a broken pick if you turned your cursor the wrong way. I liked that the game also sometimes gave you the option to pick-pocket a key from a guard (pretty challenging), allowing you to unlock most things in that area without lock-picking.


I was surprised how comfortable the game’s parkour felt to me. I was able to play for an hour or more without discomfort and with minimal comfort settings.

For those who are more sensitive to this kind of movement, thankfully the game offers lots of options, including some that are unique or specific to the game. For instance, you can enable a ‘virtual nose’ option (which is thought to help with motion discomfort by giving your eyes a frame of reference they’re used to seeing), or a ‘fear of heights’ option which puts a grid around you when you’re up high to help with that kind of motion sensitivity.

Image courtesy Ubisoft

There’s also some parkour-specific accessibility options to try to make things a easier or more predictable. I wish these were a little more immersive though (like the option that shows an indicator for an upcoming hand-hold, which is a very glaring UI icon, whereas perhaps a glowing edge would have been a better option).

Image courtesy Ubisoft

Assassin’s Creed Nexus VR also supports teleport, but it’s rather iffy and very slow. I mean… I’m glad they at least tried to add it for people who couldn’t play a game with this much artificial locomotion, but I found that it slowed the game down to an unacceptable pace. I can’t imagine playing the whole game with teleport; if you do, it seems like it would take one and a half to two times as long to complete than without it.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Gonzax

    I’m incredibly impressed with the game so far, far exceeding my most optimistic expectations.

    Still a lot of hours ahead but if I was to rate it right now it would be an easy 9.

    Graphics are impressive for Quest 3, the parkour is a lot of fun once you get used to it, the combat is good, controls are great, lots of options and possibilites and it seems like a long game.

    Drawing out your blade before killing someone is the coolest thing to do in gaming in 2023.

    • Gato Satanista

      After Grimlord and Battle Talent… why a AAA studio cant keep up with combat at the same level of the indies? Blade and Sorcery combat sucks for me. But Battle Talent and Grimlord had the kind of combat that I want to experience in AAA VR sword games. Disapointed to see AAA studios chosing the “until you fall” as the better template for combat.

  • Sven Viking

    Sounds like the VR mechanics are OK for an indie VR game and fantastic for the average AAA-developed VR game ;). Sounds better than I expected at least. Unfortunate that there’s no option to cut back on the objective markers etc.

    If they did add an extra combat difficulty, it’d be a good opportunity to also have it reduce or remove auto-aim.

  • Peter vasseur

    It’s a quest game, it’s not powerful enough to give you higher end polish.

    • ViRGiN

      Can confirm. It doesn’t run on Valve Index or Pimax Crystal either. I think we have to wait for quantum computing. All last hope for Valve Dickhard.

      • Baldrickk

        Well that’s thanks to meta being anti consumer and limiting the platforms they are releasing it on to… only their own.

        It would definitely run fine on any VR capable PC.

        • shadow9d9

          They don’t owe you a port to your favorite dead system, where they will make no money.

          • Baldrickk

            PC isn’t dead. How could PC be dead?

            Every quest is also a PCVR headset. Every other headset outside the bloody Go, Cardboard and gear VR is a PCVR headset.

            This quest exclusive game can’t run at more than 45fps on its best case hardware (Q3), and it’s limited further on the Q2, whereas a mid range PC would blow that performance out of the water.

          • Arno van Wingerde

            Yes, but Meta is not spending all that money to make the competitors better… Exclusives are always bad, but I do not see Meta being worse than the others here…

    • Anonymous

      Say that loud to a gazillion of bad, abandoned VR games on Steam.

    • VR5

      Polish doesn’t only refer to visual aspects, actually it mostly refers to gameplay refinement (which also should be clear if you read the review as that is how Ben uses the term as well).

      Basically polishing is the devs keep testing the game, in the process of which tweaking the game to get rid of all annoyances and make the game as enjoyable and painless as possible. This can include visual aspects but mostly when it comes to technical bugs.

      Though I have to say polish isn’t a binary. Ben does illustrate with examples how the game could use more polish in places but it is hardly unpolished either.

    • Arno van Wingerde

      Nonsense! The polish the writer is asking for has little to do with Quest limitations, but everything with coding skills and game design. This is more a case of a 2D game converted to VR, but not fully thought out.

      • Peter vasseur

        While that may be true, it could be for lack of resources in this case a mobile vr hdm.

    • namekuseijin

      sadly there’s nothing like this on pc, aside maybe old Far Cry modded

      no, don’t even bring up mods with keyboard or gamepad…

      • ViRGiN

        Straydog mods

        • kakek

          Maybe one day.

    • Ben Lang

      You may not know me, but as someone who has been covering the XR space for more than a decade, I’m well aware of the limitations of standalone headsets vs. tethered headsets.

      “Polish” does not mean “visual polish.” 99% of the polish I’d like to see in the game is not relate to the headset’s performance limitations.

      • Peter vasseur

        Could be that the headset limits the polish you would like as well.

        • VR5

          Ben gives counter examples which are also on Quest. Please at least bother to read the review.

          • Peter vasseur

            The quest line had been the bottle neck for vr ever since garbage cuck bight oculus. You got a bunch of casuals thinking the quest is great when they are playing on ps1 level games. The quest line will always be at the bottom of the pile as a standalone. Oh but if you hook it up to a $1500-2000 computer it’s the best. So if your willing to spend $3000 you will have good vr with a cable. Which pretty much craps on the biggest advantage quest has. And to make it decent without a computer you have to spend an additional $3-500 On accessories. Like I said quest is the bottle neck of the vr industry.

            Meta and their I’ll take billions in losses so I can sell This at a price all the poor whiners can afford is a losing battle. It’s zombie company tactics. Ok all you quest zombies go ahead and downvote I enjoy every single one!

          • ViRGiN

            why do you sound like you are replaying alyx for the 10th time and are waiting for straydog unreal injector?

          • Peter vasseur

            Never played Alyx, pcvr wasn’t good enough to warrant the Investment, and the og quest was way to generic to even consider. Psvr feel inbetween the two for the best price. Same goes for psvr2. Plus mark sucks a dicke is a evil pos, i wouldnt support anything he does.

          • ViRGiN

            If you don’t have a pc that is capable of pcvr, then you’re just a normie regardless of interest in pcvr.

          • Peter vasseur

            A normie, naw just don’t think pc vr is worth the investment over console.

          • ViRGiN

            I already told you, you don’t need to be into pcvr to have pc that is pcvr capable. You’re just broke and work in factory.

  • Anonymous

    4/5 stars but only 7.5? Come on, that is not how math works unless you change to a 4 star max system.

    Anyhow, this game is an absolute must buy for Quest users. Save for an unfortunate CTD once, no serious problems. It feels AC, and plays like AC.
    The battle indeed could use some more polish but it isn’t game breaking.

    I have spent my first 2 hours totally in awe. Last time I felt this was RE4 Classic VR.

    I do want to complain that Ubisoft unfortunately disregarded history and went with “inclusiveness” in an unnecessary way, adding many African NPCs when colonization of Africa didn’t start in the 1600s.

  • VR5

    Re: Difficulty. I guess they could make a hard mode with the balancing Ben suggests. But for mainstream success it is good thing it includes the difficulties it currently has.

    I play on casual myself and the reason why AAA titles are so popular today is because they provide movie like visuals, large environments to explore and are generally easy enough to be clearable by newbies as well.

    There are counter examples like the Souls games that are popular for their challenge but that is an exception rather than the rule.

    AC Nexus is exactly what the Quest needs to get the mainstream gamer audience.

  • TwistedAdonis

    It’s ‘core tenets’ not ‘tenants’ btw.

    • Ben Lang

      Thanks, fixed!

  • Dragon Marble

    Wow, before anyone starts nitpicking, let’s recognize the pinnacle of entertainment achieved by this VR game. This is as close to a time-travel experience as you can get. Instead of fantastical worlds with weird animals or robots — which are typical of other games, and much easier to build — this game takes you to real places in the past full of art, architecture, and people — people talking, working, and doing other things real people do. All of this is presented with beautiful, rich graphics and precise, realistic 3D audio. If you feel only 6/10 immersion in this game, sad for you.

    Let reviewers analyze this as a game, and zoom in on imperfections. I climb to a rooftop as the city’s chatter fades behind me, take in the full view, extend my arms, and jump off.

  • namekuseijin

    Lol go back to Job Sim, man. That’s more your thing…

  • MeowMix

    Same score as Stride Fates ?

    • kakek

      So far I prefer stride fate.
      Cause I play on a quest 2. And stride runs without ASW, where assassin’s creed needs it. Granted, Assassin’s creed is much more ambitious. But the result is that Stride feel smoother.

    • BananaBreadBoy

      Not done by the same guy.

  • Johna

    As a long term reader of your content, i have come to a point, where i ask myself, if you should keep on reviewing games in the role of an abassador for vr. I think, synapse, vampires the masquerade and AC are stand out titles for the medium – increasing the standards and pushing further, what VR games can achieve. Your reviews feel to me like a backstab from inside the VR community.

    • Jonathan Winters III

      Couldn’t have said it better.

    • Ben Lang

      If calling a game “good” but seeing tractable opportunities for it to become better is a “backstab,” then we must be working from pretty different definitions.

      • Johna

        A rating of 7.5 or even significantly lower in the case of Vampires, is a pretty mediocre (or even below avarage) rating in the gaming world. If you search for titles with review scores auf 75% on metacritic, you find those titles until page 240 of 544. Lets stick to AC: It is undenieable, that this game pushes graphics, a world filled with life and content far over the average VR title. No matter if you like asw, or landmarks and so on. The pure technical quality of this title is something what many players where longing for the last years. Pardon me, but a 7.5 from within the VR community is a backtab. Your denial just shows how far away you are (maybe not as a person, but as part of road to vr) from today’s framework conditions of gaming.
        Of cause, this is just my opinion – and you may have a different opinion. But maybe you actually take a trip to metacritics “all games sorted by metascore” page 240 and take some inspiration/information on which flatgame titels have a 7.5. It may help you with understanding my assassment.

        • ViRGiN

          Road to VR definition of high-end VR is it must cost $800+ for full set, putting Quest 3 into low-end category. That’s all there is really to know about this corner of the internet.

          • Peter vasseur

            Quest 3 is low end, just like all your comments.

          • ViRGiN

            I agree, Valve Index dropped the ball

        • Isaac

          Reviews scores are not comparable across different outlets. Most of the reviews on Metacritic have a non-linear scale where anything less than an 8 out of 10 is seen as a sub-par game.
          That makes a large portion of the scale mostly useless, and unintuitively amplifies the difference between seemingly small values on the upper end of the scale.
          This is mentioned by R2VR in their review rating scale and something they seek to avoid.

        • Gonzax

          I don’t think he meant to do any ‘backstabbing’ but I 100% agree with you. If a game with this level of polish and quality, 15+ hour AAA game at $40 doesn’t deserve all the praise it can get then please someone explain to me how so many 4-5 hour $30 games that can’t even dream of this level of quality get the same rating or more.
          It absolutely makes no sense and I certainly don’t think it’s helping the VR medium at all though on the other hand I appreciate honest reviews whether I agree with them or not.

      • Dragon Marble

        Maybe you focus so much on how it CAN be better that you forget how much it IS better than everything else out there.

    • Isaac

      It’s okay to disagree with the review, but calling it a ‘backstab’ is too hyperbolic.

      • Johna

        Like I said: it is not the first time, that road to vr underrates really good vr games. I do not see, how that helps the cause of vr.
        If achievements in vr development are not praised by vr media, who will do?
        Whether you like it or not: ratings need to be seen in context of all the other game reviewers.

        • BananaBreadBoy

          Individual game reviews aren’t meant to “help the cause of VR”. A single PS5 game shouldn’t be reviewed in the context of the entire PS5’s catalog.

          Ben clearly praised a good bit of Nexus (like the visuals and NPCs), he was just critical of a number of flawed decisions regarding the mechanics (like combat and polish). Frankly, trying to swallow criticism to give a higher score because “everyone else loves it and we need this to be successful!!” is a poor way to review. A AAA studio in 2023 shouldn’t be coddled.

          And it’s not like they’re not up front with how they scale review scores. Frankly, I appreciate the more equal demarcation between the categories instead of the highschool report card-esque “only 70-100 is valid.” that’s more commonly used.

  • david vincent

    Impressive open world for a mobile game !
    But aren’t “AAA” and “mobile game” antinomic ?
    And why do the big studios (Bethesda, Rockstar, Ubi…) all suck at VR immersion ?

    • philingreat

      But aren’t “AAA” and “mobile game” antinomic ? not at all, because: “AAA is an informal classification used to classify video games produced and distributed by a mid-sized or major publisher” according to wikipedia

  • Sofian

    Is there a PCVR version planned?

    • kakek

      As far as we know, there isn’t.

    • ViRGiN

      Why would they?

      • Arno van Wingerde

        Higher quality graphics? The pictures look great, but a Q3 is no 4090.

        • ViRGiN

          I asked why would they, and you just state your own demands.

    • Gonzax

      Not that we know. But I wouldn’t rule it out in a year or so, probably a psvr2 version, not so sure about PC, sadly.

      Still if you have a Quest 3, this is a must-have, it’s absolutely brilliant

  • kakek

    Playing on Quest 2 here, the graphics are impressive. But the feel of the game is also limited by ASW, wich create a lot of artifacting.
    This is also the case with Vampire, and I’m willing to bet Asgard wrath 2. I mean, the game are not unplayable, but it really impact enjoyment.

    • MeowMix

      The AppSW artifacting is less on the Quest3 since it’s running at a higher FPS (Quest3 – 45/90). Also, the Quest3 is running at around 200×2000 per eye, whereas the Quest2 is running at around 1400×1400 per eye. The Quest2 also uses a lot heavier foveated rendering profile than the Quest3

      • namekuseijin

        and yet Q3 people are complaining more than me on Q2… go figure… guess they must be drowning in big, made-for-VR games elsewhere…

    • Gonzax

      Quest 2 problem, sadly it does not happen on Quest 3

      • Arno van Wingerde

        Wat is it sadly does it not bother Q3?

        • Gonzax

          Sorry, I forgot the “,” and it totally changed the meaning of what I wanted to say. Fixed!

      • kakek

        Other Q3 players contradict you, saying ( after checking with OVR tools ) that the game also run with asw.
        I have seen contradictory reports about wether it runs at 40 fps like the Q2, or 45 fps. But not without ASW.
        Although the asw artifacts get less visible with higher framerate, between 40 and 45 it’s not night and day anyway.

        • Gonzax

          I never said it didn’t run with or without ASW, I have no idea about that, what I said is I did not notice any stutters or problems of any kind and that’s the truth but if others are having a different experience I don’t know. I’m on my second playthrough and it runs perfectly smooth for me on Q3.
          That said there are people who can’t stand 72hz and others are perfectly fine even with less than that so it’s probably a personal thing but my experience with the game is excellent.

          • kakek

            Quite the same, I never said you didn’t have a good experience. That is subjective. I discussed with people about what the actual framerate was. Which you can tell using over tools.
            And it turned out the game runs at the same framerate on both headset. On Q3 it runs at higher resolution, with better textures and less aggressive lid and foveated rendering.

            40 fps and asw does not feel great to me. Apparently it’s fine for you.

          • Gonzax

            Truth be told, I can’t even tell the difference between 120hz and 80hz, I’ve tried many times on my Index and I never noticed any difference so even though I have a 4080 GPU most of the time my Index is at 80hz.
            Others on the other hand say it’s a night and day difference for them.
            It’s a very personal thing, everyone feels framerate dips and framerate in general in a very different way, from those who get sick the moment framerate goes down to those like myself who don’t feel a thing; I guess I’m very lucky when it comes to that.

          • kakek

            I feel much more difference between 80fps native and 80fps ASW than between 80fps and 120hz.
            ASW was never really great for me. I mean, it’s not that bad. But I can always tell, instantly, without trying, that a game is using it.
            Kinda like 30fps / 60fps on flat for most people. Not like one is unplayable, but it’s also clearly not a trick of the mind or an elitist thing. It DOES affect enjoyment.

    • namekuseijin

      negligible, really

      you’re focusing on the branches and bark and missing sight of the trees and forest

      when you’re just enjoying yourself walking, parkouring and just playing, imperfect details and small glitches are as irrelevant as “HD” screen-teared 20-30fps back at AC on PS3

  • Jonathan Winters III

    7.5 is a jarringly low score for this fantastic game, and makes me question the veracity of Ben’s reviews, which are all over the place score-wise. He gave Stride Fates the same score – a game that deletes your saved games frequently, among other major glitches. Go to major gaming sites to get the real reviews on Nexus – closer to 9/10 in general.

    • Ben Lang

      I didn’t review Stride Fates, that was Scott. We both score based on the Road to VR Review Guidelines which is a linear scale: https://www.roadtovr.com/road-vr-review-rating-scale/

      I gave Assassin’s Creed a 7.5 out of 10 because I felt it was “good” but for me it didn’t reach “great” (8+).

      In the case of Stride Fates, Scott felt similar—that the game was “good” but not “great.”

      • Dragon Marble

        You guys also rated RUINSMGAS higher than Vampire. Come on, R2VR, as you judge the games, readers are also judging you.

    • Gonzax

      Agreed about the score, it feels wrong in so many ways, actually in all the ways I can think of.

      I don’t doubt Ben’s intentions, he was already saying on Twitter he wasn’t that impressed and everyone’s different but honestly, if this game is a 7.5 then 98% of games released should not even reach a 6.

  • fred

    This game could have been amazing on PCVR, but it’s too ambitious for a Quest 3…maybe for a Quest 5 or 6…

    • Gonzax

      From someone who mostly plays PCVR this game is amazing on Quest 3. Probably the first time I don’t miss a PC version at all. Don’t get me wrong, on pc it would look way better, obviously, but the level of quality this version has is quite amazing.

  • jbob4mall

    I cannot figure out how to do the launch jump thing.

    • Ben Lang

      You need to be a certain height over top of an enemy. Approach the edge and pull your blade out. Look down at the enemy (make sure the center of your headset’s lens is pointed at them, not just with your eyes), they should show a visual highlight. Once they are highlighted, press A and you will activate the jump assassination.

      • jbob4mall

        Sorry, I meant launching yourself upwards vertically. Like climbing the columns in Greece. It’s alright I figured out I need to flick my wrist and not my pull my whole arms down. Still, I wish they had a similar mechanic like in the Climb games where you can press A button and it automatically jumps up.

  • wheeler

    Nice review Ben, good to see someone that’s willing to resist the bandwagon effect. I think you’ve always been pretty fair with your reviews, e.g. I recall you calling out the Index’s glare very early on admist all of the praise.

    It seems a lot of hope for the “future of AAA VR” is being laid on the sales performance of this and AW2, and so there’s a lot of hype. But I think that’s backwards. You need interesting and polished/high quality VR mechanics to prove AAA VR games are worthwhile–that it’s actually worth people’s time to do all of this stuff with motion controllers. Often I feel like these projects are meant to create the image of something that “looks like AAA gaming” rather than actually establishing/implementing the unique affordances of this medium. From the videos, the mechanics seem very surface level and disconnected. Though the world itself looks quite visually impressive for quest hardware

  • BananaBreadBoy

    Sounds about right. The game does a lot right, and is an admirable AAA VR game, but there’s a lack of polish in a number of the mechanics (not to mention the stuttering) that take away from the final result.

    Shame a lot of people here seem to be taking it as a personal insult, as if one less than perfect review among a sea of fawning is going to make Ubisoft close up shop and be the cause of no more AAA VR ever again. :V

    • Gonzax

      I disagree, it’s a magnificent game and every mechanic is very polished. I only noticed some very slight stuttering in 2-3 moments that I didn’t even care about.

      I don’t know how it can be so different for people when we’re all playing with the same device (Quest 3, in my case, no idea about Q2).

      How in the world can a game like this be rated a 7.5? Well, I think they did the same with LE2 so no surprise at all but it sounds ridiculous.

      • gothicvillas

        different people, different standards. As an analogy, some find garbage bin comfortable to sleep, some not.

        • Gonzax

          Yeah, that’s very true, even more in VR

      • kakek

        Q2 run surprisingly well. Same framerate as Q3, lower res and more agressive LOD. But overall the same experience.

        I have noticed quite a few problem though. Grabing is not 100% reliable. Close, but anything less than perfect will be noticable for such an omnipresent mechanism. Your avatar wrists keep turning in impossible ways ( Until you fall, for instance has better arm kinetics )
        I’ve seen multiple broken or bad animations (look at anyone sweeping, and tell me you don’t notice that they are sweeping 10 inches above the floor. If you are gonna use an animation all over hte game, at least make it right ! )
        Glitching textures as well.
        And lip sync is indeed completely wrong a lot of the time.

        Like, this isn’t the end of the world. Game is still great. But everything polished ? Nope. There’s clearly room for a couple patchs here.

        And note that none of what I point is a question of computing power, or even gamedesign. Those are 100% just a question of spending a bit more on quality control.

        Also, regardless of sync I find that mouths look horrible, and faces in general could have been better, even with hte polygon budget.

        • Gonzax

          Not everything is polished and you can always find small issues here and there but nothing that breaks the experience and despite those things I think it’s still a very polished game. Tons of details like your legs when you climb, the way you can put your hood on/off and many other things.
          All that stuff you’re mentioning happens, the people sweeping, the same faces appearing a thousand times and some others, it’s true, but I wouldn’t say the game is not polished because of it. The important things, what really matters, works great and you can tell a lot of work has been put into the game.
          I think the experience itself is fantastic, one can nitpick here and there but very few games, if any, are free of those little issues.

  • Gonzax

    I don’t know which game you’ve played but mine was polished AF. One of the most amazing experiences I’ve had in VR, up there with HL Alyx, Lone Echo or any other VR game that comes to mind.

    It’s long, beautiful, parkour works like a charm, combat is great after a while, awesome visuals, very decent story, 3 iconic characters, varied… what else do you want from a game?

    7.5 sounds like an insult, to be honest. 5/5 for me without the slightest doubt.

    • kakek

      After playing a bit more. I agree with the review.
      I’ve encoutnered plenty broken animations, glitching textures, and completely wrong lip sync.
      Those thing are 100% what you would call lack of polish.

      I would also argue that the faces, and specially the mouths, could have used more work.

      Don’t get me wrong, overall, the game is still great and I’m really enjoying it. But there’s a lot of little things that keep breaking the immersion for me. And not things that couldn’t have been fixed. misaligned textures are not a question of GPU power. Neither are broken animations.
      From time to time, this really feels like a game rushed out because “good enough, budget ran out and deadline is close anyway.”

  • NL_VR

    People get to butthurt about review score.
    You like the game? Be happy and don’t hate on people that think other

  • impurekind

    Well, all the issues you’ve covered have put me right off this now. Also, surely there’s an option to turn off all the HUD and icons and crap like that? If not, Ubisoft’s designers really need to consider this kind of thing much more.

  • Barry Shockley

    I feel 7.5 is being generous. This is a very bad game with an UBIsoft budget behind it. Take away the solid voice acting, soundtrack, visuals, and you’re stuck with another limp wristed VR affair. A lack of polish is an understatement.

  • Ardra Diva

    “janky” anymore is an age check. Is it 2005? :)

  • OB TR

    Waited to try Assassins Creed until more reviews were in. It’s ok…I”m not sure why it gets the ratings it does.Your pretty much led by the nose the entire game and aren’t left to discover anything on your own. Would have been a much better game without the training wheels.