Showing posts with label Meta Quest. Show all posts
Showing posts with label Meta Quest. Show all posts

10 Sept 2026

REVIEW: Stunt X Mania (SXM) a 2026 VR Video Game on MetaQuest


Review by Jon Donnis

Stunt X Mania (SXM) is a VR motocross game built around one simple idea, learn to ride, learn the tricks and then see how far you can push yourself. Rather than making freestyle motocross feel like a collection of instant button presses, SXM puts more emphasis on actually controlling the bike and earning those spectacular moments.

The controls are one of the game's strongest aspects. Shifting and braking feel intuitive, while the motorcycle has a convincing sense of weight and movement. There is also a manual gear system for players who want greater control over their bike. It takes some practice to become comfortable with the clutch and gears, particularly when you are also trying to concentrate on landing a stunt, but thankfully there is a simplified option for anyone who wants a simpler experience.
The riding itself is enjoyable enough that the objectives are not always necessary. Free Roam provides a useful space to practise without timers or targets, and simply tearing around the dirt tracks can be good fun. The combination of speed, uneven terrain and aerial manoeuvres gives the game plenty of excitement.

SXM also gets its stunt system right. There are 12 authentic FMX tricks to learn, including Superman, Tsunami, Cliff Hanger, Heel Clicker, Lazy Boy, One-Hand Heart Attack, 9 o'clock Nac and MC Metz. You can begin with wheelies and endos before working towards the more demanding tricks and eventually attempting to chain manoeuvres together in mid-air.

That progression gives the game some longevity. The more advanced stunts are not simply handed to you, so improving your technique has a tangible purpose. Career Mode adds further structure through points and timers, while Challenges Mode provides specific objectives designed to test particular aspects of your riding.
Customisation is another welcome addition. Players can change their rider's clothing and helmet, as well as modify parts of the bike including the engine and exhaust. It is not the main reason to play SXM, but it gives you some opportunity to make the rider and machine feel more personal.

The presentation is less impressive. The graphics do the job, but they are functional rather than spectacular. With the game placing so much emphasis on the physical experience of riding, the visual presentation can feel secondary.

Unfortunately, motion sickness was a much bigger problem for me. I found SXM particularly uncomfortable in VR and struggled to play for more than around 20 minutes at a time. The problem was most noticeable on tracks with lots of bumps and grooves, where the constant virtual bouncing became unpleasant. This will obviously depend on the individual player, but for anyone susceptible to VR motion sickness, it is an important drawback.

The steep learning curve may also put some players off. While the basic riding controls are approachable, mastering the more complicated tricks requires patience and repeated practice. That will appeal to players who enjoy having something to master, but it can be frustrating if you are expecting immediate success.

There is also no multiplayer at present. That feels like a missed opportunity for a game based around stunts, scores and riding ability. Co-op sessions and competitive multiplayer lobbies are planned, but until those arrive, SXM remains a strictly solo experience.

The music helps maintain the game's energetic atmosphere, with electronic and synthwave tracks accompanying the action, while the dynamic sound effects add to the impact of riding and performing tricks.

Stunt X Mania (SXM) therefore has a solid core. The motorcycle controls are satisfying, the stunt system gives you plenty to learn and the automatic option prevents the manual transmission from becoming a barrier for less experienced players. There is also enough variety between Career Mode, Challenges and Free Roam to give you different reasons to keep riding.
Its biggest weakness is the VR experience itself. For me, the motion sickness was severe enough to significantly limit how long I could play, and the lack of multiplayer currently leaves the game feeling like it is missing an important feature.

If you are comfortable with VR movement and enjoy the idea of gradually mastering freestyle motocross, Stunt X Mania is worth a look. If motion sickness is already a problem for you, however, this is one I would approach very cautiously.

For now, I score Stunt X Mania (SXM) 7 out of 10.

Out Now on MetaQuest


18 Aug 2026

REVIEW: Hyperstacks VR (2026 Video Game) on MetaQuest


Review by Jon Donnis

Hyperstacks combines combat, parkour, puzzle-solving and level creation into one colourful VR experience, with its three core gameplay pillars working together to create a broad range of challenges. It is an ambitious approach, but one that largely succeeds thanks to strong movement mechanics, enjoyable combat and an impressive set of creative tools.

The campaign introduces these systems progressively through a cast of characters, each with their own personality and style of challenge. Between levels, you return to the lobby to interact with them, take on quests and unlock new mechanics. This gives the campaign a useful sense of progression while ensuring that new gameplay ideas are introduced at a steady pace.

Combat makes particularly good use of VR. Melee and ranged weapons give encounters plenty of variety, while enemies can put you under pressure and force quick reactions. Environmental hazards can also be used to your advantage, and there are situations where your own fists become part of the solution. Some encounters turn into frantic bullet-hell battles, making good use of the physical space around you.


Movement is another major strength. Hyperstacks allows you to climb, swing, swim, jump, skate and teleport, alongside tools such as grappling hooks, ziplines and jump platforms. These mechanics are not simply there to get you between objectives. They form the basis of many of the game's challenges, demanding timing, precision and a willingness to experiment.

The parkour sections are at their best when several mechanics are combined. Grappling from one point to another, jumping between platforms or finding a route through hazards such as hot lava gives the movement a satisfying physical quality. For players who enjoy standing up and physically engaging with their VR games, there is plenty here to enjoy.

The in-game level editor is one of Hyperstacks' strongest features. Its grid-based system allows players to build stages containing enemies, traps, movement mechanics, puzzles, logic systems, colours and lighting. Despite offering considerable freedom, it remains accessible rather than becoming an unnecessarily complicated development tool.


This opens the door to a substantial amount of community-created content. Players can create and share their own challenges, while fast loading makes it easy to move from one creation to another. The community library therefore adds genuine longevity rather than simply acting as an afterthought once the campaign has been completed.

The creation tools also encourage experimentation. Because players have access to the same basic systems used by the developers, there is plenty of scope for building unusual traps, puzzles and interactive contraptions. The possibilities are particularly interesting when the game's combat, movement and logic systems are combined.

Hyperstacks also has plenty to offer players who enjoy mastering individual levels. Once you know a stage, returning to improve your time can turn a completed challenge into something worth revisiting. The movement mechanics give speed-runners plenty of opportunities to refine their routes and execution, adding another layer to the game's replay value.


Visually, Hyperstacks has a colourful and distinctive style, while its characters have a charm that suits the playful nature of the experience. The presentation helps give the campaign some personality without getting in the way of the gameplay.

The biggest weakness is also connected to the game's ambition. Hyperstacks has combat, parkour, puzzles, logic systems and a full level editor competing for your attention. For players who want one particular gameplay style to receive a very deep and polished treatment, that breadth could make the experience feel somewhat unfocused.

For everyone else, however, the combination works well. Combat provides the action, parkour gives the game physicality, puzzles require thought, and the creation tools offer an almost entirely different way to engage with the game. The campaign teaches you how these systems work before giving you the opportunity to see what other players can do with them.


Hyperstacks is at its best when these elements overlap. A level can ask you to fight, move, think and improvise rather than simply completing one type of challenge repeatedly. Combined with the accessible editor and growing library of community creations, that gives the game a strong foundation for continued play.

If you enjoy VR games that get you on your feet, give you plenty of movement options and mix combat with puzzles and creative challenges, Hyperstacks is well worth playing. Its broad range of mechanics can occasionally leave it feeling less focused than a game built around a single discipline, but there is enough quality and flexibility here to make that an acceptable compromise.

Hyperstacks is a strong VR experience with excellent movement, enjoyable combat, clever logic systems and a level editor that substantially extends what the game can offer.

Score: 8.5 out of 10

Out Now on MetaQuest


16 Jun 2026

REVIEW: CINESCAPE VR (2026 Video Game) - on MetaQuest VR



Review by Jon Donnis

CINESCAPE VR arrives on Meta Quest as an ambitious puzzle adventure set across a series of film studio environments, and at its best it captures that playful sense of stepping behind the curtain of cinema itself. Developed by Super AC Games, it builds its identity around Cinemorphosis, a distinctive mechanic that allows players to transform objects between real and fake states, reshaping the world around them in order to solve increasingly intricate puzzles and uncover the secrets buried within the Cinetech company.


There is an immediate charm to the concept. The idea of moving through themed studio sets, each one layered with subtle cinematic references for keen-eyed film fans, gives the game a strong sense of place. The environments are visually detailed and often atmospheric, with a clear effort made to make each stage feel like a functioning production space rather than a simple puzzle box. It is the kind of setting that encourages curiosity, even when the puzzles themselves begin to test patience.

Cinemorphosis is the game’s standout feature, and when it clicks it feels genuinely inventive. The ability to shift objects between states adds a tactile, hands-on quality to progression, and later stages build on this foundation in more demanding ways. As the mechanic evolves, so too does the complexity of the puzzles, which can be satisfying for players who enjoy working through layered environmental logic. There is a real sense of escalation here, even if it does not always land smoothly.


Supporting this journey is P4-TRIC, a robotic assistant created by the former director of the studios. He acts as both guide and companion, offering encouragement and direction throughout the experience. However, his presence also introduces a quieter tension, as his intentions are not entirely clear. There is a suggestion of something more deliberate behind his advice, and this undercurrent helps to support the broader narrative thread about identity, the Codex, and the hidden motivations behind the studio’s creation.

That said, CINESCAPE VR is not without its issues, and they become more noticeable the further you progress. Early interactions can feel confusing and unintuitive, leaving players unsure of how certain systems are meant to function. Even once the mechanics settle into place, the puzzle logic does not always feel consistent, and there are moments where solutions appear slightly disconnected from player expectation. This can disrupt the flow of problem solving, particularly in a game that relies so heavily on experimentation and spatial reasoning.

Pacing is another area where the experience wavers. While the game is clearly aiming for a slow burn mystery, there are stretches where the lack of clear structure makes progression feel uncertain. Instead of building steady narrative momentum, it sometimes drifts, leaving the player to push forward without a strong sense of direction. For a story that hints at deeper revelations around Cinetech, the Codex, and the protagonist’s true identity, this uneven pacing can dilute the impact of its narrative beats.


Even so, there remains a solid foundation underneath these rough edges. The creativity of the core concept, the ambition of the Cinemorphosis system, and the visual detail of the studio environments all work in its favour. When everything aligns, CINESCAPE VR delivers a genuinely engaging puzzle experience that feels unlike many other VR titles in the genre. It is also consistently enjoyable on a moment-to-moment level, particularly for players who are willing to sit with its slower, more methodical rhythm.

Ultimately, CINESCAPE VR feels like a game that is very close to something exceptional, but not quite there yet. It has the ideas, the atmosphere, and enough mechanical originality to stand out, but it is held back by inconsistency in puzzle design, unclear onboarding, and a narrative structure that struggles to maintain momentum.


It remains an entertaining and often striking experience, just one that could benefit from further refinement. As it stands, it earns a 7 out of 10, with clear potential to become something far stronger if its rougher edges are smoothed out.



7 Jun 2026

REVIEW: Virtual Hunter (2026 VR Video Game) - on MetaQuest



Review by Jon Donnis

Virtual reality has often struggled to find the right balance between realism and entertainment, particularly when it comes to simulation games. Virtual Hunter takes a bold approach by leaning heavily into authenticity, delivering a hunting experience that values patience, observation and skill over fast-paced action. The result is one of the most convincing hunting titles currently available on Meta Quest and a game that understands exactly what audience it wants to serve.


From the moment you step into its expansive wilderness, it becomes clear that Virtual Hunter is aiming for immersion above all else. The landscapes are impressively detailed, with dense forests, open fields and rolling scenery that create a genuine sense of being outdoors. The map feels substantial in scale, encouraging exploration and rewarding players who take the time to learn the terrain. Combined with the dynamic weather system, which adds further atmosphere and unpredictability, the environment often becomes one of the game's greatest strengths.


Unlike many shooting games on VR platforms, Virtual Hunter refuses to rush the player. This is a deliberate and methodical experience where every decision matters. Animal behaviour plays a major role, with creatures reacting to sight, sound and scent. Careless movement can easily ruin a hunt before it begins, while a poorly placed shot may result in a lengthy tracking session. The game consistently encourages players to think ahead, study their surroundings and approach each encounter carefully.

Weapon handling is another area where the developers have clearly invested considerable effort. The realistic ballistics system and stabilisation mechanics make shooting feel satisfying without becoming frustrating. Landing a clean shot at distance requires concentration and practice, but the sense of accomplishment when everything comes together is rewarding. It captures the challenge of hunting while remaining accessible enough for newcomers willing to learn.


Fortunately, those newcomers are well catered for thanks to an excellent tutorial system. Hunting simulations can often overwhelm players with information, but Virtual Hunter introduces its mechanics in a clear and understandable manner. By the time players venture into the wilderness on their own, they have a solid understanding of tracking, weapon use and hunting strategy. It is one of the better onboarding experiences seen in the genre.

Progression is supported by a surprisingly engaging trophy system. Successfully hunting larger animals and using the correct equipment unlocks various rewards, while the detailed trophy lodge allows players to display their achievements however they choose. The ability to position taxidermied animals around the lodge adds a personal touch that makes successful hunts feel more meaningful. Whether placing a prized red deer above the fireplace or creating a showcase of personal bests, the system gives players a reason to keep returning for another expedition.


Multiplayer support allows up to six players to hunt together, and on paper it sounds like a natural fit for the game. Sharing hunts and comparing trophies has obvious appeal. Unfortunately, this is also where most of the game's shortcomings currently reside. Multiplayer can be prone to bugs and technical hiccups that occasionally disrupt the experience. While some of the early issues have already been addressed and further updates appear to be on the way, it remains the weakest aspect of the package at present.

Thankfully, these problems do not significantly affect the core single-player experience, which remains where Virtual Hunter truly shines. Players who prefer solitary exploration will likely find the game at its best when quietly tracking animals through the wilderness and soaking in the atmosphere at their own pace.


Virtual Hunter succeeds because it respects the fundamentals of hunting rather than turning them into an arcade-style shooting gallery. The detailed tracking systems, realistic animal behaviour and thoughtful pacing create an experience that feels authentic without becoming inaccessible. Combined with attractive visuals, a strong tutorial and rewarding progression systems, it stands as perhaps the finest hunting game currently available on VR platforms.

Score: 9 out of 10

Virtual Hunter delivers a compelling and immersive hunting simulation that rewards patience, planning and precision. Despite a few multiplayer issues, its excellent single-player experience, strong realism and impressive presentation make it one of the standout simulation titles on Meta Quest.

Out Now on MetaQuest


31 May 2026

REVIEW: Sky Legends - An aeropostal Epic (2026 VR Video Game) - on MetaQuest


Review by Jon Donnis

Sky Legends: An Aeropostal Epic is one of those games that is difficult to judge based on its description alone. At first glance it sounds like a fairly straightforward VR flying game centred around the pioneers of early aviation. After spending time with it, however, it becomes clear that SUPER AC GAMES had something much more ambitious in mind.


Rather than focusing entirely on flying, Sky Legends presents a broader look at the birth of commercial aviation in the 1920s. Players step into the roles of historical figures including Jean Mermoz and Antoine de Saint-Exupéry, while also experiencing the challenges faced by those responsible for building and managing the routes that would eventually connect distant parts of the world. It is part historical adventure, part puzzle game and part interactive learning experience.

The first thing that stands out is the visual presentation. The well animated cartoon graphics are an excellent fit for the material. Everything looks clean, colourful and easy to read inside the headset, with the stylised approach giving the game a timeless quality. It never feels like it is trying to overwhelm players with technical wizardry. Instead, it focuses on creating attractive environments that invite exploration, and the result works remarkably well.

What surprised me most was just how varied the gameplay is. Flying may be the headline attraction, but it is only one part of the experience. There are management elements, story sequences, exploration sections and plenty of interactive moments that help maintain interest throughout. Every time it feels like the game is settling into a routine, it introduces something new to keep things moving.


The puzzle design deserves particular credit. The challenges are thoughtfully put together and strike a pleasing balance between accessibility and satisfaction. They encourage players to think without becoming irritating roadblocks, which is not always easy to achieve. There were several occasions where solving a puzzle felt rewarding rather than simply necessary to continue.

The flying sequences themselves are handled well. Whether scouting potential locations, following routes alongside another aircraft or taking part in famous aviation milestones, there is a genuine sense of purpose behind each journey. The game does a good job of reminding players that these flights represented real risks and extraordinary achievements at a time when aviation was still finding its feet.

What elevates Sky Legends beyond a simple flight experience is the way it embraces the wider story of Aeropostale and the people behind it. The game highlights not only the successes of these aviation pioneers but also the technical, financial and environmental challenges they faced along the way. It is clear that a great deal of care has gone into presenting this period of history with affection and respect.


There are also plenty of Easter eggs hidden throughout the experience. Players who take the time to look around rather than rushing from one objective to the next will discover numerous small details and references. These touches may not be essential, but they add personality and reward curiosity.

The biggest disappointment is the movement system. For a VR title, the reliance on point-and-click movement feels like an odd choice. It works well enough and some players will undoubtedly appreciate the comfort it provides, but I often found myself wishing for a free movement option. The game places you in some wonderful environments and there are moments where the control system creates a slight barrier between the player and the world.

The other potential stumbling block is the pace. Anyone expecting a fast-moving action game filled with constant excitement may find themselves struggling to connect with it. Sky Legends is fundamentally a narrative-driven experience. It wants players to absorb the history, engage with the characters and appreciate the journey. Those willing to meet it on those terms are likely to enjoy it far more than those looking for a traditional flight simulator.

Perhaps the game's greatest achievement is that it consistently kept me interested. I went in expecting little more than a flying game and came away feeling as though I had participated in a piece of living history. Few games manage to educate and entertain at the same time without one aspect overwhelming the other, but Sky Legends generally succeeds.


It is not perfect. The movement system could be better and the slower pace will not suit everyone. Even so, the combination of engaging puzzles, enjoyable flying sections, strong visual design and fascinating historical subject matter makes it an easy game to recommend.


Sky Legends: An Aeropostal Epic may not deliver the thrills some players expect from a VR aviation title, but it offers something arguably more memorable. It is an immersive historical adventure that celebrates the daring men and women who helped shape civil aviation, and it does so with charm, intelligence and plenty of heart.

Score: 8.5 out of 10.

Out Now on MetaQuest




17 Mar 2026

REVIEW: Dark Trip (2026 VR Video Game) - on MetaQuest

Review by Jon Donnis

Dark Trip arrives as one of the more unusual virtual reality releases in recent memory, and it wastes no time making that clear. This is not just another horror title dressed up for VR. It leans fully into its concept, building an experience around altered perception, unreliable reality, and the unsettling idea that the only way forward is to deliberately lose control.

You play as a detective investigating a disappearance in a small German town, a premise that sounds grounded at first but quickly spirals into something far stranger. The trail leads to an abandoned laboratory, one steeped in disturbing experiments and fragments of human suffering. Notes, recordings and environmental clues slowly piece together a grim history, one tied to wartime atrocities and occult ambitions. It is not subtle, and it does not try to be. Instead, it embraces a grotesque, almost theatrical tone that feels closer in spirit to Hellraiser than traditional detective fiction.


What sets Dark Trip apart is its core mechanic. Progression depends on the player choosing whether to remain sober or consume pills that trigger hallucinations. This is not a simple visual filter layered over the game. Entire rooms transform, puzzles shift logic, and previously invisible clues emerge only when perception is distorted. It creates a constant tension between clarity and chaos. You are never quite sure whether you are making things easier or more complicated by stepping into a hallucinated state.

At its best, this system feels genuinely inventive. Puzzles are carefully structured so that both sober and intoxicated approaches are viable, encouraging experimentation rather than forcing a single solution. Some sequences demand sharp observation in a stable environment, while others only make sense once reality begins to bend. It keeps the player engaged in a way many escape room style games struggle to achieve.


Visually, the game is strong throughout. The contrast between the cold, clinical design of the laboratory and the warped, organic horror of hallucinated spaces is striking. When the game leans into its more surreal side, it becomes genuinely unsettling. Walls breathe, machinery pulses, and the environment feels alive in a way that VR amplifies effectively. There is a confidence in how it presents these moments, even when they border on the absurd.

The storytelling is handled mostly through the environment, and it works well enough. Fragments of narrative are scattered across the rooms, encouraging players to piece together what happened rather than being told outright. It is not always subtle, but it is effective. The themes are dark, sometimes uncomfortably so, and clearly aimed at an adult audience. There is a deliberate push into taboo territory, which will not be for everyone.


That said, Dark Trip is not without its flaws. The use of AI generated artwork in places stands out, and not in a good way. It breaks immersion slightly, especially in a game that relies so heavily on atmosphere and detail. It feels like a shortcut in an otherwise carefully crafted experience.

Length is another issue. The game can be completed in around two hours, which feels short given the strength of its central idea. There is some replay value in revisiting rooms and experimenting with different approaches, but it only goes so far. Once the core mechanics have been fully explored, there is limited incentive to return.


There are also minor technical issues. Bugs do crop up, though not frequently enough to derail the experience. To the developers' credit, updates are ongoing and there is a sense that feedback is being taken seriously.

Even with its shortcomings, Dark Trip leaves a strong impression. It commits fully to its concept and delivers something genuinely different within the VR space. The idea of using altered states as a gameplay mechanic is not just a gimmick here. It is the foundation of the entire experience, and for the most part, it works.

Dark Trip is a disturbing, creative and at times genuinely unnerving piece of work. It may be short, and it may stumble in places, but it stands out in a crowded field simply by daring to do something different.

8 out of 10

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