Astro Hunters VR is a mediocre extraction shooter on Meta Quest, but still has potential
Astro Hunters VR takes PvPvE extraction shooters to outer space. I tried the futuristic VR title for you.
With Astro Hunters VR, Wenkly Studio wants to compete with the successful Ghosts of Tabor by Combat Waffle in the genre of PvPvE extraction shooters on Meta Quest 3 and Quest 2. Although the basic game mechanics are similar, Astro Hunters focuses more on futuristic aspects and will therefore not necessarily appeal to fans of realistic shooters.
The design and the central mothership are very reminiscent of the cancelled flat-screen title "The Cycle: Frontier", which unfortunately did not survive due to low player numbers and a wave of cheaters. However, due to the many similarities in design and structure, I felt right at home in Astro Hunters and needed very little explanation or help — which were few and far between at the time of my hands-on anyway.
On the Mother Ship
At the beginning, I found myself in a small area that serves as my personal base. Here I find my armory, crafting options, and many modules that I can unlock as the game progresses. First, however, I went straight to my weapons cabinet, select two suitable weapons, and got the appropriate ammunition from the armory.
Then I entered the mothership through the main room, from where I would later start my first mission. But first I took a closer look at everything and discovered some merchants as well as other stations for upgrading and manufacturing equipment. I can turn the items I collect into money or use it to buy new equipment. However, I have not yet been offered any missions — or I have simply overlooked them.
My first mission to an inhospitable planet
After thoroughly exploring the mothership, I made my way to the landing pods that take me to my desired destination. All I had to do is close the door and select the landing site. After a short loading screen, I found myself on the surface of Volcano, the only place available to me at this point.
I saw a few monsters in front of me, which haven't noticed me yet at this distance. Of course, I took the opportunity to test my weapons. So I draw my revolver first and killed one of the smaller monsters with a magazine. Then I approached them with my assault rifle and took out three more. As a reward, I got some leftovers that I can process or sell later.
A bunker arouses my interest
Different markings showed me the next possible starting points. Two of them looked like evacuation zones and one seemed to indicate a special area. I decided to take the safe way to the evacuation zone, otherwise I might run out of ammo.
After a few meters, I noticed some kind of bunker that piqued my interest. So I went straight to it to take a closer look inside. I was surprised by some armed enemies, who unfortunately gave me more trouble than I'd like. Nevertheless, I managed to win the fight and take my time to look around. I got very little useful loot from the defeated enemies, but I did find a crate containing another weapon, which I stowed in my backpack.
A last battle before the evacuation
After this little adventure, I continued on my way to the evacuation point and explored another small camp. However, since I am beaten and have already used up my regeneration inhaler, I was now badly injured. In the last area before the evacuation, I disappointingly lost a fight against four more armed enemies.
Up to this point, the world didn't really feel empty due to the many monsters and enemies, but I lacked a compelling reason to explore or collect items. For me, these are the most important aspects of a PvPvE extraction shooter, next to weapon handling. But maybe I'm a bit spoiled by various flat-screen titles like Escape from Tarkov and Arena Breakout: Infinite.
Technically solid, but with room for improvement
Astro Hunters on the Quest 3 doesn't set any standards when it comes to graphics. I have definitely seen more visually appealing games, but also less attractive ones. So I would place it in the solid midfield. I didn't notice anything special about the sound either, which means that it was neither outstandingly good nor bad.
On a technical level, the various interactions felt solid for the most part. Most of the triggers and buttons were easy to use and the handling of the weapons was fine. I only found the menu for quick interactions and the inventory to be relatively fiddly and not well-thought-out. However, this could also be due to the lack of a tutorial.
My hands-on verdict on Astro Hunters VR: Potential is there, but not yet exhausted
For me, Astro Hunters VR still feels like an early access version. This might have something to do with the pre-build I played, but in my opinion it shouldn't be like that. Technically, the title is neither particularly good nor bad. However, when I look at the variety and possibilities within my mission and the options on the mother ship, I feel that something is missing.
I must also mention the lack of exploration and the small amount of loot. These points are top priority for me and are simply part of an "open world" game. In addition, the AI of the PvE opponents is not very intelligent, which only makes the battles more challenging for inexperienced players.
Of course, I am aware that games like Astro Hunters VR will be expanded significantly over time. That's why I hope that the team at Wenkly Studios will continue to deliver. The basic structure of the new PvPvE extraction shooter Astro Hunters VR is successful and can be expanded. With more content and fine-tuning, it could become a real VR highlight.
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