John Wick Chronicles VR review

Games based on movies are generally viewed with much skepticism, and rightfully so. They’re often rushed onto shelves and never reach their potential. Occasionally, this topic has come up in conversation, and I’m always quick to cite the Chronicles of Riddick games (developed by Starbreeze) as good ones. John Wick Chronicles is another movie-based game from Starbreeze (this time in VR) that shows Starbreeze has still got it… sort of.

I’ve seen the first John Wick, and despite its cheap kill-innocent-creature-to-get-audience-mad trick, I enjoyed it for what it was: an unrelenting choreographed action movie. It doesn’t really do anything original, but it does it well. John Wick Chronicles is similar. It’s a wave-based (currently Vive room-scale exclusive) shooter like we, VR fans, have seen too often already, but it’s a pretty good one.

Why just pretty good? When I saw that John Wick was kicking down the door of VR gaming, I imagined shooting, yes, but just as much hand-to-hand combat. Unfortunately, there aren’t even melee attacks. John Wick Chronicles plays it pretty straight as a wave shooter with a choice of a few guns, some grenades, and a bunch of baddies running at you, taking cover, wielding riot shields, tossing grenades, etc. It’s fun. It’s intense. I broke a mean sweat… but it’s unoriginal. It was missing that special something to set it apart from other similar games.

Like most movie games, it does seem it was a bit rushed out the door. It’s a little buggy (e.g. grenades landing outside my bounds when I’m expected to throw them back, and having to force quit the game when the game won’t quit on its own.) There’s a lack of content too. I played the training area a couple times, completed the three following missions the game has to offer, and saw the credits roll in less than two hours. That’s including the fact I had to retry the second stage a few times because I didn’t understand I was supposed to move some planters to act as better cover than I had. The game told me, but it sounded like the accented voice actor said “platters”. “What platters?”, I thought. My bad, I guess?

Which leads me to another point. I felt the game was pretty lacking in feedback. Some of the enemies take a lot of hits, and I could almost never tell I was hitting them until they dropped. I also played through the whole game without the submachine gun, and I’m still not sure why. I think I was expected to complete its training mission first. I don’t want games to hold my hand, but why not nag me about that? Instead, the game repeatedly nags me with how to pull pins on grenades, when I already know how.

I’m willing to give Starbreeze the benefit of the doubt, and say this game probably just needed a little more time in the oven, but that doesn’t change anything. If you want a wave-based shooter, John Wick Chronicles is good, but for $20 USD, you probably are better off getting one of the other myriad wave-based shooters or SUPERHOT VR (playable on Vive with Revive) for a few bucks more… at least until they add more content and polish it up.

John Wick Chronicles was played on PC/HTC Vive with review code provided by the publisher. 

John Wick Chronicles
Platform:
PC and HTC Vive
Developer:
 Starbreeze Studios, Grab Games, GamecoStudios, and Big Red Button
Publisher: Starbreeze Studios
Release date: February 9th, 2017
Price: $19.99 via Steam

Review Overview

Gameplay - 80%
Controls - 75%
Aesthetics - 85%
Content - 50%
Accessibility - 80%

74%

GOOD

With a trio of stages and a practice arena, a play-through of John Wick Chronicles' might be shorter than either film. But it can be fun, albeit, slightly pricey shooting experience.

User Rating: 2.88 ( 3 votes)

TideGear

Game Producer for Degica Games and indie-game developer, Adam loves retro, obscure, and indies. Check out @RZWgame!

18 Comments

  1. To me every VR review is similar:

    Short experience
    Mechanics a bit unpolished.
    Cool concept, but not quite as fun in execution.

    1. And this is why VR is failed. Few people are willing to spend $600-$800+for short, kind of cool but not quite as polished as non-VR experiences.

      If they were $200, maybe. But when they are as much as the price of the PC they are connected to, it’s not going to ever take off.

      1. “Failed” according to who? Oculus has had some difficulties, but HTC seem to still be all-in and doing well.

        There are awesome VR games that aren’t short on content. I even have a few reviews coming up of some of them.

        Yes, the tech is expensive, but that’s temporary, and I feel it was worth the cost.

          1. If your basis for saying VR is dead is a two year old article from RPS I probably will never convince you of anything. But do this- read more and up to date articles.

  2. To anyone who buys this, I just ant to tell them, ‘Congrats, you paid $20 to “play” a movie tin-in commercial.’

      1. Small details like the handling of guns, how they sound, etc.

        For someone who hasn’t played VR, what does it feel like to play? Does the Vive have feedback to vibrate after every shot.

        The other thing I’d want to know is VR really needed for the game? Would it have been better without it.

  3. Played VR and determined it’s not for me. With a helmet on I feel like I’m going to hit something. Already hit my hand against a desktop.

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