INCREDIBLE VR SPELLCASTING makes you feel like Dr Strange // Quest 2 Gameplay
If the newest Marvel blockbuster leaves you wanting to immerse yourself in some VR spellcasting or pretend that you're the VR Dr Strange for an evening then this Quest 2 gameplay is probably the closest thing we currently have to a natural feeling Dr Strange VR experience. Waltz of the Wizard is not a new VR game, it's actually been around since 2016 and was likely a lot of original VR adopters first foray into the world of virtual reality, however the team at Alduin keep adding to the game & expanding upon the content to create something far deeper & more replayable. Last year the Waltz of the Wizard Natural Magic update brought a new dungeon mode & some incredible VR spellcasting to the game & it's this update I'll be looking at today, my only goal was to play a game that made me feel like the VR Dr Strange & this Quest 2 gameplay hopefully shows that I found the perfect one...
The VR magic / VR spellcasting mechanics in Waltz of the Wizard for Quest 2 are incredibly simplistic, simply closing your fist and pulling your hand towards your body harnesses magix energy which can then be fired back at enemies, rubbed together to form lightning strikes, whipped into a blade with a sharp downward motion or spun into a hurricane that blows enemies away. Experimenting which different hand movements & abilities feels liberating in a way that only VR can truly achieve, if we had an official Dr Strange VR game I'd definitely need these mechanics deployed into it because this is the best VR spellcasting I've encountered in a game to date. Switching from telekinesis to melee & then back to firing lighting from your finger tips is slick, simple & feels really damn good! My only complaint is that the fantastic VR hand tracking implementation isn't utilised in this dungeon crawling mode, I'd love to see that added in the future (or with Hand Tracking 2.0) because that would easily make this one of the best Quest 2 hand tracking games on the platform.
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