Playtime:
59 minutes
This is straight-up boring. A nothingburger.
Imagine rummaging through a dusty box labeled "Obscure 2012 Mobile Games with Niche Gimmicks." Inside, nestled among relics like Epoch, Infinity Blade, and half-baked Mortal Kombat clones, you'd find the spiritual ancestor to Final Fury.
Now picture a dev team in 2025 pulling this out and declaring, "Yes… this… this is what VR needs!"
Stop. Just… no. How have VR games regressed this badly?
The core gameplay? You throw straight punches, occasionally trigger specials with grip/trigger and finicky gestures, and pray the game reads your inputs correctly. Angled attacks? Barely exist. A slight wrist tilt, and you've accidentally unleashed a special.
Blocking and dodging are equally clunky. Dodging appears locked to a rigid two-axis system, making you feel like you're trapped in a virtual shoebox. Blocking requires unnatural hand positioning. While controller variations might explain some of this, this isn't Thrill of the Fight; it's supposed to be a fast-paced action game. Blocking should NOT feel this awkward.
If I had to compare this to anything, it's ARMS on the Switch. I’ve not played it myself, but watching some gameplay videos... even that 2017 non-VR title offered more fluid mechanics, with jumping and curved punches. What happened?
The AI, which supposedly "learns" your behavior, feels utterly random. In Arcade Mode (the campaign), opponents exhibit inconsistent patterns, unpredictable counters, and seemingly RNG-driven actions.
And that Arcade Mode? I finished it within 33 minutes. Thirty-three minutes, and the credits rolled.
I tried a second playthrough on Hard, hoping for more depth as it had defaulted to Medium. I cheesed the first fighter with specials, but the second opponent revealed the AI's true nature: it doesn't "learn"; it shifts. At low health or time, it enters a "Perfect Play" or panic mode, spamming specials with relentless aggression.
Speaking of specials... performing them involves a gesture, usually a hugging motion. This triggers a jarring, disorienting third-person, out-of-body “cinematic” view, ripping control away from you. Your character performs the special automatically, with results that seem entirely random: hit, parry, or miss. You're a passive spectator, unable to cancel, dodge, or recover. To reiterate, this is often nauseating in VR, especially for newcomers.
It's a gamble every time, one the AI frequently wins. They can unleash the same specials in direct retaliation, turning combat into a coin toss where the AI seems to have more coins. There's no way to interrupt these specials, no quick recovery, no input buffering, no strategy. Once a special starts, the game takes over, and you simply watch. It's not skill; it's roulette. If this is what the devs call "punchy and polished”, we have very different definitions.
Adding to the AI's issues is its bizarre obsession with getting close. Dodging backward or sideways often feels futile, as the AI will relentlessly run towards you, as if trying to initiate a hug (quite literally in the mechanical sense). This behavior is strategically nonsensical.
After that brief campaign, multiplayer held no appeal. The core mechanics are flawed. Specials are gambles. Movement is rigid. Animations are stiff and jarring. There's no sense of mastery, only randomness. I have zero confidence that online play would be remotely satisfying.
Final Fury feels forced, a project greenlit out of obligation, not vision. "VR needs this!" the buzz went. "It's Street Fighter in VR!" "It's like Mortal Kombat, but you move!" But it's not. Strip away the headset, and you're left with a shallow, stiff, gesture-based brawler that feels more like a mobile relic than a refined fighter.
Some will cite the "exercise" or "short burst" fun, and that's fine if you treat this as a RHYTHM game or novelty fitness app. But as a fighting game? It lacks depth, mastery, and skill. Specials are “cinematic” coin tosses, movement appears grid-locked, and the AI cheats. And the most prominent unlockables are colour swaps. There's no meat here.
It's "only" $10 USD ($15 AUD) at it’s current Early Access pricing, which is perhaps justifiable in its unfinished state. However, if the core mechanics remain this shallow, it's hard to see how that rising price point will hold up upon full release, especially when compared to more polished and feature-rich titles like Thrill of the Fight, which offers more replayability, depth, and freedom at a similar cost.
Ultimately, Final Fury is a letdown that makes me question the direction of VR gaming as a whole.
Did I also mention the game isn't fun?
👍 : 10 |
😃 : 0