I had never tried a first-person shooter in VR until Sony sent us Firewall Zero Hour for the PSVR via email. I wasn't sure what to anticipate, especially considering that recent VR offerings have tended to be brief experiences lacking depth. However, diving into Firewall Zero Hour was a revelation. Its immersive gameplay and strategic depth kept me engaged for hours on end, demonstrating the potential of VR to deliver fully fleshed-out gaming experiences. As I navigated through intense firefights and coordinated with my team, I found myself forgetting the outside world entirely. It's experiences like these that make me eager to explore more VR titles, whether it's receiving them via email or discovering where to buy PS5 games for traditional gaming setups. This caution is understandable given the goal of ensuring a positive VR experience and avoiding any discomfort for potential users. Yes, you're seeing the action through your character's eyes, but there's still a noticeable detachment. You're observing from a distance rather than feeling like you're right there in the thick of it. This is technically more of a third-person viewpoint rather than true first-person immersion.

 


Zero Hour: Launching Hurdles and Menu Disappointments

The primary issue I encountered with FZH was the difficulty in launching the game due to its PvP-only nature. While selecting load-outs and entering the lobby were straightforward, initiating the game proved less intuitive. It was as if I needed to perform a secret handshake rather than simply pressing a 'Ready' button. It was almost like trying to buy Xbox games from a vending machine with no instructions. However, this timer was inconspicuous, with a small font and blending into the background, causing me to exit the game multiple times in confusion. Once I located the countdown, I felt foolish for overlooking it, but its placement could have been more apparent. Essentially, players are given a set time to prepare before the game begins, a detail worth remembering to avoid similar embarrassment. The second crucial aspect concerns the game's menu. Although First Contact Entertainment structured it comprehensively with options like tutorials, training, challenges, and PvP, the actual gameplay felt lacking. My expectations were disappointing as PvP stood as the sole substantial gameplay mode, with no campaign or extensive tutorial to enrich the experience. The challenges, too, comprised a mere assortment of tasks rather than distinct objectives. In the VR landscape, where concise, enjoyable experiences are favored over bulky, extensive ones, the focus should be on delivering quality over quantity. While a campaign would have been appreciated, reducing filler content would have improved the overall experience.

Zero Hour: Authentic Gameplay Mechanics in VR

Regarding gameplay mechanics, there's a learning curve, especially for newcomers or those unfamiliar with military tactics. The intensity of methodically navigating corners, watching one's back, and positioning oneself optimally feels surprisingly authentic. In VR, your brain becomes fully immersed in the visual environment, expecting certain levels of movement that may not align with quick turns or rapid locomotion. FZH addresses this issue effectively by employing a method where movement occurs abruptly rather than smoothly when using the right thumbstick, a technique popular in current VR game design trends. The left thumbstick controls progression, while head movement can also influence direction. While the menus could benefit from simplification and potential future additions like a campaign mode, these are issues that can be addressed post-launch.