Developed over the course of two years, Marvel Powers United VR is the first VR superhero game of its scale. A large roster of playable heroes lets you step into the boots, masks, and leotards of 18 Marvel superheroes. But rather than embodying your character, along with their powers, conflicts, and triumphs, you’ll end up feeling like you’re just dressing the part as you fight waves of enemies for high scores and loot boxes.

Marvel Powers United VR Review Details:

Official Site

Publisher: Oculus Studios
Developer: Sanzaru Games
Available On: Oculus Store (Rift) [Exclusive]
Release Date: July 26th, 2018


Marvel Powers United VR is an unabashed wave shooter where the primary incentive to keep playing is grinding your way to unlocking new costumes and character poses. The game has just one mode which consists of two slightly different phases: 1) defend the nodes, 2) defend the node while bringing eight power cells to the node.  You can play solo (with AI controlled companion heroes) or with up to three friends.

During a round, you will encounter a few villains. The nodes and power cells spawn in random locations, but once you’ve played one round, you’ve played them all—the villain mini boss encounters rely on the same basic tactics, the game’s various maps function primarily as set dressing without meaningfully impacting gameplay, and on your first go you’ll see every one of the bland cannon fodder enemies that make up the game’s many waves.

Playable heroes: Black Bolt, Black Panther, Black Widow, Captain America, Captain Marvel, Crystal, Deadpool, Doctor Strange, Gamora, Hawkeye, Iceman, Rocket Raccoon, Spider-Man, Star-lord, Storm, The Hulk, Thor, and Wolverine. | Images courtesy Marvel, Oculus

Some gameplay variety comes depending upon which one of the 18 heroes you choose, though you’ll quickly identify the underlying ‘classes’ which largely break down into melee, ranged, and caster. Each hero has three or four abilities and a special attack that can be activated after gaining enough points from dealing damage to enemies. The basic abilities don’t feel terribly differentiated, and gameplay typically involves finding your hero’s most effective attack and then spamming it indefinitely. Special attacks aren’t particularly thrilling to use, and generally either amplify existing abilities so they do more damage or create a sphere of damage around the player.

The no-name enemies—which you will kill by the hundreds, and will spawn out of thin air directly next to the node they intend to attack—are so unthreatening and similar that they can all be killed with the same tactics, meaning you’re never challenged to switch up your abilities. Mechanically the game doesn’t make you manage your abilities either, as pretty much every ability can be spammed indefinitely with no cool down, reload, overheating, or friendly-fire.

Deadpool’s SMGs, for instance, can be literally fired infinitely by holding the trigger down the entire match. You can also pull out his Katanas and throw an unlimited number of them at enemies (this turns out to be incredibly effective, and means you’ll have little reason to use the katanas for slashing, let alone your SMGs, pistols, or throwing stars). Characters who can hover can do so indefinitely, and there’s almost never a reason not to be in the air as it gives you the best angle for zapping baddies.

The villains, which act as mini-bosses, don’t change up the equation much. They are all damage sponges and are best defeated by hitting them repeatedly with your highest damage attack without getting within 15 feet (otherwise you risk getting hit by a near-instant high-damage area attack). All bosses also occasionally do a massively telegraphed attack that will usually put you down if you don’t get out of the giant orange glowing circle before it goes off.

The lack of incentive for varying your tactics and abilities is exacerbated by an absurd amount of auto-aim for many of the heroes’ abilities. The auto-aim on some attacks is so extreme that you literally don’t need to aim—as long as the enemy is anywhere within your view, your attack will fly directly at the target for a perfect hit at any range. In many cases the auto-aim will totally override your reticle, leading to some frustrating moments where your attacks seem to defy your intentions completely—sometimes causing you to miss entirely (like when attempting to lead a target).

Score is essentially the only reason not to simply spam your most effective attack; during each round you’ll earn points for killing baddies, and if you vary your abilities you can get your combo meter higher to get points faster. The problem is that the only reason you’d care about your score is if you want to unlock new costumes and character poses—neither of which change the gameplay in any way.

The end of each round tallies up your scores and per-character mini objectives (which are often as simple as ‘kill X# of enemies with X attack’), and you’ll be awarded some loot boxes based on your score. When you return to the game’s lobby space you can go to the award room to open your loot boxes and see what new costumes and poses you unlocked. There’s also a few ‘artifact’ type props to unlock (little trinkets of Marvel character lore, like a badge, cloak, or sceptre) which will appear in your award room. Unfortunately beyond the props, there’s no easy way to see your overall unlock progress; you’ll need to go through the rather slow menu to select a different hero and then you can see which costumes and poses are unlocked, one hero at a time. While it may be slow, the ability to switch heroes at any time (in the lobby or during a round) is welcomed.

There’s one other element to your grind that does actually lead to something different than costumes, poses, and props. For each villain you defeat during the wave mode, you collect one piece of the Cosmic Cube. If you collect 25 pieces, you unlock a chance to fight a certain big baddie from the Marvel universe in a different arena. While this fight is a bit different than fighting the villains in the wave mode, you’ll use the very same tactics (attack with your highest damage attack while staying away from the boss), and the rewards (loot boxes) are the same too (just more of them). This unfortunately makes the encounter feel quite anticlimactic.

It took me about six hours to collect the 25 pieces needed for that special encounter. After spending the cube pieces on the fight for the first time, you’ll have to collect 10 more to do it again (whether you won or lost). It isn’t made terribly clear to the player that collecting 25 cube pieces will unlock the fight (I only knew about it because I was told); had I not been grinding them out so that I could see what the encounter was like (for the sake of this review), I don’t think I would have bothered continuing to collect them.

Images courtesy Marvel, Oculus

For all the gameplay criticism above, Marvel Powers United VR’s redeeming quality is its visual presentation. It’s a good-looking game that feels highly produced and pretty well polished. Character models and poses look great and have had a ton of attention paid to them. Costumes are generally completely different outfits (rather than just different colors) and represent a wide range of looks from classic outfits to modern interpretations. While the static character models look very good, they tend to look a little janky once you see another player’s head and hands driving the character model (classic limp elbows and knees).


Environments also look great (with one or two exceptions), and it’s a shame that they’re used as the mere backdrop of wave shooting arenas rather than something more meaningful.


Superheroes aren’t cool because of how they look or sound. They are cool because they have interesting origin stories, unique villain conflicts, and do heroic stuff. Unfortunately you won’t experience any of that in Powers United. One surefire way to quash immersion in VR is to take characters that inhabit a rich universe and then reduce them to a score counter and loot boxes. Throw into the mix waves of nameless enemies that are so homogeneous that they don’t even warrant having their own nicknames and you’ve got a recipe for bland gameplay.

Powers United is perhaps a victim of ambition. No one has really figured out what a great superhero game looks like in VR, but instead of focusing on one character and figuring out how to take their unique capabilities and translate them into a rich and embodied VR experience where the player feels like a hero, they tried to cram 18 heroes into one game right off the bat; I can’t say I’m surprised that they didn’t find unique and meaningful mechanics for all of them, but it’s a shame that not one of them really delivers the dream of feeling like a badass superhero.

Much of the game is based around spamming triggers or using rough gestures which are translated into heavily auto-aimed attacks, robbing the player of the feeling of being present and impactful in the world. There was never a moment in my time playing where I felt like I had landed an especially important shot, or killed a key enemy at just the right time. There’s just so much shooting and so many faceless and uninteresting enemies that none of it feels important.

When you do end up taking damage you rarely know which enemy it came from, but you’ll respond in the same way regardless: spam the dash button for a few moments and then turn around and start fighting again.

The audio channel in Marvel Powers United VR is so saturated with music, shooting, one-liners and interface cues that directional sound is almost entirely lost. As a result, the game doesn’t use audio for any key information.

Frustratingly, you can’t hand weapons from one hand to another, and you can’t resheathe most weapons; if you had any visions of roleplaying your character and doing some cool gun juggling or returning a sword to your back or a gun to your hip in a heroic way, you’ll watch as the weapon unceremoniously falls to the ground while a new one magically appears in its place.

For all the time spent on making the character models and costumes look good, there’s rarely an opportunity to see them up close. You can see your arms and body in first person if you look down, but it seems like a major missed opportunity to not have a mirror in the lobby space at minimum, or a way to browse through all your unlocked models and look at them in detail.

Oculus Launches Its First Retail Bundle: Rift + 'Marvel Powers United VR'

At least at the end of each match you get to pose for a team photo with your companions. It’s a neat idea and can lead to some funny social moments, but unfortunately you can’t charge any of your abilities or unsheathe any weapons for the photo, so everyone ends up standing around somewhat awkwardly, unable to wield signature weapons or powers for the photo. The photos unfortunately don’t get saved anywhere, so if you end up having one that’s particularly funny or interesting, you’ll only get to see if for the few seconds after the picture gets snapped.


Marvel Powers United VR is the first game from Oculus Studios to use free locomotion (head relative with snap turning) and dashing mechanics. From start to finish I was completely comfortable, including several multi-hour play sessions. It felt easy enough to get my character around the environment, though dashing is somewhat important and seemingly can’t be triggered unless you are looking generally in the direction you want to go (quite possibly done to avoid dashing sideways, for comfort considerations). The game also has an additional comfort option (vignetting) for anyone having trouble with comfort.

When you fill enough of your points meter to use your special ability, a purple veil completely covers your field of view for a few seconds, which isn’t welcome when you’re in the middle of shooting enemies. This would be much more frustrating in a game where any individual enemy or attack mattered, but fortunately (unfortunately?) that’s not the case in Powers United.

I had to turn all sound sliders down to 25% to have even a slight chance of hearing my teammates while playing co-op.

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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."
  • JJ

    Interesting, I appreciate the honesty in this article. Which pretty much concluded what people were speculating about this game.

  • Zachary Scott Dickerson

    Well that is depressing. I hate wave shooters. What a waste.

  • Riley Prescott

    Sounds like the perfect game for kids.

  • sfmike

    Sounds like nothing more than a boring grind. Wave shooters are the lowest form of gaming to me. Gotta mix up the action. Glad some dudes will enjoy it. I’ll pass.

  • Molmir

    What a total disaster. But hey the board probably thinks they added “enough marvel” and forced the devs to slam some loot boxes and generic mechanics to fill it out. Only thing missing is an overpriced season pass…
    If Oculus releases this retail bundle it will make permanent damage to the rift brand.


      No, it wont. The bundle has already been released. The game is free when buying Rift, along with the 5 or so other free games. For those like myself who don’t like this style of game, we just don’t buy it. Its one game of many before, and many to come. Releasing a game that isn’t hugely successful doesn’t permanently damage the brand of hardware it runs on. If that were the case, Sony and Xbox wouldn’t exist. Tying a well known brand like Marvel to Rift will most likely reap benefits in the longer term. Hardly a disaster.

      • Molmir

        The retail bundle is meant to make people buy the hardware because they are interested in the software, and when that very software is bad, they feel cheated. Because the reason they bought this bundle is because they are superhero fanboys, not vr fanboys. And a superhero fanboy with a bad superhero vr game will blame the vr for the bad. So they will blame the rift for having a bad experience with marvel powers united vr. And for that reason, they will dislike the rift brand and dislike vr in general.
        So yes, it will make permanent damage to the rift brand.

        • John Joseph Savath

          To be honest, i’m both a vr fan and a marvel comics fan, and based on this reading, I’m still interested in the game. I guess it’s because I don’t mind a bit of grind, and appreciate how it takes me from sitting down for too long like how traditional games are. Yes, it’s true maybe others will be “spamming” the same moves if that’s how they like to have fun with this game, but I’m probably going to try all of the abilities just to get my own perspective of the gameplay from a person who enjoys wave shooter games.

          • jj

            the fact that the hulk just smacks his fists together for a short ranged attack killed it for me…

          • John Joseph Savath

            I’ll have to give that a try

          • David D. Taylor

            The game is very fun, at least playing as Storm and Rocket, which is all I’ve played as at this time. I will admit I spammed a particular move as Storm for a time, but I wasn’t having as much fun. I really got into the roleplaying side of this game by trying to combo with other players, on top of combining my own moves and using my moves more strategically. Had more fun, as I felt more like a hero… if that made sense at all… It was worth the $40 to me, and there’s a lot I haven’t experienced yet.

          • John Joseph Savath

            David, i just got back on it today as Deadpool and the review this critic gave was just based on Deadpool alone it seems. That’s not really an honest review. Yea ok, you can spam his katana, but it’s not as easy as mashing buttons. You actually have to swing it, and he didn’t even explore all the moves like the shurikens or Deadpool’s melee attack with the katana which does great damage too. It really depends on who you play. You can’t really just get on the game for about 30 minutes play one character and then give an overall review of the game if you haven’t fully played the entire content to your hearts content. They didn’t even mention the intro stage, and how it could have expanded a bit more.

        • JJ

          Yupp I see what you’re saying and agree. People who buy it cause of Marvel are going to get a very bad impression of VR

          • David D. Taylor

            If the people buying it for Marvel are stingy gamers who lead a sad life of setting unrealistic expectations for various games, then I agree with you. But I don’t think that’s what you mean, so I’m going to agree to disagree with you. Look at the reviews of the average gamer, myself included, and the majority of reviews are very positive thus far. This game falls at least within the top 20 VR titles out now for me… not sure where yet, as I’ve only spent 3 hours in game, and only tested out 2 characters.

          • John Joseph Savath

            I was on the game last night until the batteries died on my touch controllers. There was a lot of chattering from other players that I muted so I could focus on the gameplay itself since I’m still learning. I played Doctor Strange, and I guess Captain America doesn’t count since he’s part of the prologue gameplay. I really was impressed with the prologue gameplay, and can see the potential they had to make it even more than just a wave shooter game if they decided to add more content and build a story arc. For now, it’s definitely fun being able to imitate the moves of superheros with specific body movements. I don’t see how it’s being described as a “wave shooter” when you are moving your body to perform certain attacks. I would love to try more of the other characters, and see the potential it has for possibly streaming the gameplay to showcast the different costumes that you can obtain.

        • CURTROCK

          No, it wont. No one is spending $400 on Rift to play just 1 FREE title. The MARVEL tie in is great for promo. The reviews are out, the gameplay videos are out. There is ample oportunity to see exactly what this game is about, before purchasing. If someone doesn’t like Powers United, they surely will like some of the other FREE titles they also get with Rift. Your “total disaster” scenario causing permanent damage to the Oculus brand, is ridiculous.

          • B mill

            Lets see, it’s a VR system that comes packaged in marvel packaging and the game itself is garbage. I will venture a guess that the people buying this see a “marvel” game for their kids and that’s what they’re buying. All movie to game franchises are garbage, they always are. These are LJN level games. They’re targeting parents with children or adult children (These days the line seems transparent). They do not care at all if the game sucks, they’d release it incomplete as long as there was some sort of gameplay to it, they just want to whore out the Marvel name to gain sales and there are plenty of Lemmings out there that will pay for it and rave about how great it is no matter how bad the game really is. Just go to Oculus Home to read the reviews on this game. “This game is boring, repetetive, needs more content, but it’s marvel!” – 5 stars. They have no standards, this is a cash grab but it doesn’t matter because the target demographic has loyalty to the Marvel brand no matter how big a turd is presented to them.

        • David D. Taylor

          The only people who won’t enjoy this game, are the hardcore gamers who wouldn’t buy the bundle without doing research on the game beforehand. I’m a hardcore gamer and VR enthusiast, and played the game for 3 hours yesterday. I only played two of the characters, Storm and Rocket, and had a blast playing with strangers. Could it be better? Absolutely! But for the quality of the game and variety of characters, as well as them being well known Marvel characters that the kid in most people at one point in their lives wanted to be, This game receives a B+ from me. This review is overly harsh, IMO. But that’s what you get from a critic instead of an average gamer.

    • Roberto Luo

      how are you?

  • Blasted completely

  • impurekind

    As I suspected.

  • Trip

    Thanks for what sounds like another fairly objective review. Currently most of my VR game purchases are based on your reviews, just because I currently have no time to do a lot of research. I have not often been let down in any way, so thanks for doing a great job.

  • HybridEnergy

    I knew it from the first time I saw any of the trailers that’s it’s not really a deep hero adventure. I’m not a big super-hero fan anyway, but I was hoping this game was good for the sake of VR. These are some seriously big licensed names in here and they will draw non-VR player eyes only to see reviews like this. Missed opportunity.

  • Wolvie33

    Saw that this just came out, might be worth a look

    • JJ

      haha i just saw this too! i want to try it

  • Mateusz Pawluczuk

    Great to have all these examples like “spamming katanas” or “hovering in air” (rather than just write abilities are unbalanced / gameplay is is boring). Really puts you in players shoes.


    If you are a Marvel fan this is actually awesome. I think the reviewers are off on this one. Go check out the Oculus Store reviews.

    • apoc1138

      I’m a massive marvel fan. I hate wave shooters though, so no.

    • B mill

      Yes indeed check out the Oculus reviews and notice that the fanbois will not give it a bad rating. Look for the consistencies which will include “Repetetive, needs more content, needs story mode, needs campaign, get’s old fast” This is repeatedly mentioned from several different people. This is a turd wearing a super hero outfit.

  • u guys are getting better at reviewing games here. I enjoy how u focus bit by bit and talked locomotion not just teleport or smooth, u talked about what forward it locked to. which being head makes this game horrible for 180 degree seated player. please keep that as part of the way u review cause I hate getting a get and it’s lock to head and none of the reviews talk about it.

  • John Calvin

    any idea how to actually play with friends as you mentioned? because this game doesn’t show anyone on my friends list though we are all playing. We can’t invite each other.

  • Muzufuzo

    This game is a good example of why a lot of people consider VR “a gimmick” and not something for “serious gamers”.

  • MowTin

    I bought the game and played a lot so far. I was skeptical at first. The review is not wrong but the game manages to be fun despite the flaws. I think it’s the physicality involved in executing these moves that makes it satisfying. And seeing your entire body transformed into a super hero. When you’re the Hulk everyone is small to you. When you’re Rocket everyone is huge.

    I think they allowed infinite ammo and abilities with little cooldown to improve the fun factor. So, it becomes more fun than challenging. You can spam one power if you want or you can challenge yourself to mix it up and be creative.

    It’s like one of those action movies that get bad reviews but you love anyway.

  • Tim Oakley

    I was disappointed that this wouldn’t be coming to psvr. I’m not nearly as disappointed now. Thanks for the review.