Top Critic Average
Developer: MunkyFun Inc.
Genres: Action, Vehicle Combat
League of War: VR Arena isn't a badly made game – it's well presented and looks pleasing enough in VR – but it's very, very, limited. Play the game for twenty minutes and you will have seen almost everything. There is almost no strategy and half the time you can win by picking units up as fast as they are produced and throwing them onto the battlefield. Porting the simple mechanics of a mobile game to consoles rarely works, even if you add a nice shiny VR element. A missed opportunity.
League of War: VR Arena does exactly what it says on the tin. It provides you with a basic strategy experience that remains fun for a few hours, but as you realise that the game won't be introducing any sort of innovation or new mechanics to mess around with, repetition sets in fast.
League of War: VR Arena isn't a bad game, so much as it is underbaked. With a lack of diversity in modes or gameplay, the VR game takes interesting core gameplay and seemingly squanders it on a throwaway campaign. With plenty of exciting and fully-fleshed out VR experiences, I'd only recommend League of War: VR Arena to people looking to round out their PlayStation VR library with a tabletop component. And at the $30 price tag, I don't think I could reasonably recommend it to anyone.
VR experiences don't need to be complex or lengthy, but the depth of League of War: VR Arena is virtually non-existent. It tries to espouse a sense of strategy, but the execution is so simplistic that it becomes all too easy to win (or sometimes lose) completely by accident by spamming the field with units. League of War is literally just a game of spawning units onto a bland tabletop battlefield. It's designed well and the VR works, but more than a year on from the PSVR launch, a game needs to do something more than simply work to impress as a virtual reality experience.
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