

I like the idea, and the high skill ceiling means it feels like more of an achievement when you land a well-timed swipe with your sword. I wish it would’ve given me tips early on for getting used to the weight of the weapons, which are heavier than you might expect, and if you swing as fast as you can they won’t keep up with your hand, so you won’t deal much damage.

Right now, the in-game training room is literally a table of weapons and a wooden dummy to smack, and I’ve mainly learned by watching others stream on Twitch. One thing Blade and Sorcery desperately needs going forward is a tutorial. It might amplify my guilt or, if it’s done in an over-the-top way, make me feel more comfortable by moving battles further away from reality. The community has been calling for dismemberment and beheading, and the developer plans to add lots more spells, some of which will undoubtedly be gruesome. I’m interested to see how, or if, my feelings change as Blade and Sorcery develops. For other players I suspect it will feel like too much. But it stops short-barely-of making me so uncomfortable that I have to stop playing, or making me feel like my enjoyment says something about me as a person. As the best VR games become more realistic, they’ll edge closer to feeling like real-life violence, and Blade and Sorcery goes further in that direction than any other game I’ve played. And if I’m honest, most of the guilt comes from how much I’m enjoying it. Every time I watch someone else play they do something I didn’t even think was possible, and I want to rush back in and try it out for myself. I spent a good hour using just a spear, trying to master the combo of an underhand stab, flicking my weapon a foot into the air, catching it overhand, and throwing it at another enemy like a javelin. It almost feels like performance art for an audience of one, and whenever I think of something new to try, I feel like I have to perfect it. I’ll then pull out a mace from my holster, smash an enemy in the face and drop it, looking skywards just in time to catch the weapon I threw earlier, and carry on. One of my favourite things to do is slip into slow motion and toss my weapon high into the air.

The variety of ways to kill encourages you to experiment, and because there’s no story or other distractions, I’ve found that I’m constantly coming up with new ideas for flashy combos. Read all of our VR Month coverage. You can find even more VR content on our sister site, TechRadar.
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For the next three weeks, PC Gamer is focusing on what's new, what's coming, and what's most exciting in virtual reality.
