A reimagined Quest version of the iconic stealth-action game initially seemed almost too incredible to believe when we first learned about it early this summer. While Quest 3’s native model has finally been released, it’s unfortunately limping out of the gate as a shaky and visually unappealing mess that likely makes you wonder if developers XR Games can deliver the mechanical stability and visual appeal fans have come to expect.
Particulars:
Quest 3
September fifth, 2024
$30
XR Video games
Gameplay
Prior to the release of the preliminary gameplay trailer last month, speculation emerged that the series might be receiving a stylized makeover, potentially incorporating a comic book-inspired, cel-shaded aesthetic in line with some visually striking concept art. Recognised for its sprawling open world and numerous non-player characters (NPCs), each with their own distinct agendas, it was almost inevitable that some compromises would be necessary to accommodate these elements within the constraints of Quest 3’s mobile chipset. Visually, adjustments would need to be made to ensure seamless functionality. That’s cool. I’m prepared for it.
The level of realism in the sport may have been compromised to some extent in order to successfully migrate it to the Quest platform. While it’s theoretically possible to play Wherever, much of its appeal is regrettably misplaced. The once-vibrant visuals that wowed audiences have largely vanished, leaving behind only a faint glimmer of their former glory in the form of brief, fragmented scenes. Sumptuous details that brought characters’ homes to life are now mere whispers of their former selves, while the atmospheric lighting that conjured emotions has given way to a dull, uninspired haze. Initially, the game’s shortcomings are masked by muddy textures, poorly rendered geometry, and blandly copied non-playable characters, all enveloped in uninspired, two-dimensional lighting that leaves everything feeling inadequately developed. While I typically reserve such sharp criticism for specific aspects of the game, this glaring issue is so patently perilous that it undermines the overall experience itself?
However, every subsequent mission falters just as significantly due to the inaugural encounter that should have been an awe-inspiring opening for entering the Burj Khalifa-like tower in Dubai, marking your initial real-world mission.
Among several crucial aspects, aside from the inherent danger, is the impediment to developing object permanence. When creating psychological maps of locations and issues within them, we often rely on our own visual perception. But in virtual reality (VR), where the notion of “seeing” is redefined, what can we trust? Racing up stairways in frantic desperation, I’d suddenly flee from pursuing guards in search of refuge, only to find myself confronted by a disorienting landscape of distorted or flickering textures and an inexplicable throng of non-player characters that seemed to materialize out of thin air.
By late summer, we can expect an update dubbed ‘Day 4’ to tackle the laundry list of visual issues identified by the studio itself, including but not limited to: pop-in, texture quality, lighting, and game stability when rendering large crowds – hardly what you want to hear on launch day or in a launch day overview.
While the visuals may seem glitchy and unappealing, the underlying game shines through, offering a thrilling and intellectually stimulating experience on flatscreen, where players are motivated to replay missions to solve puzzles in engaging ways.
While the VR model’s instability and frequent jitters might contribute to a sense of detachment, I felt more disconnected from the experience than impressed by the prospect of stealthily approaching an unsuspecting security guard and taking them down.
While you’ll technically accomplish this by grasping a character with your own physical arms, many interactions are abstracted through ‘Press A to Work together’, effectively replacing genuine human connection – a lingering artifact from the original flat-screen game that gives it a feel more akin to a direct port than a VR game rebuilt from scratch. As we navigate the nuances of collaboration, identifying shared experiences becomes paramount. Climbing up a ladder, opening a door, and selecting up a physique are all instances where collective effort yields tangible results.
Through numerous grueling missions, I found myself increasingly frustrated with their conclusion, which ultimately deterred me from engaging in my usual habit of replaying levels to perfect my performance as Silent Murderer. I just yearned to play something that wasn’t a hazy, murky, utterly chaotic disaster.
Immersion
Although I’ve experienced flatscreen gaming in the past, I never ventured into early VR iterations, which are offered as free DLC on both Steam and PS5. Since “Since” is a standalone game exclusive to Quest, and you have the flatscreen counterpart to fall back on if for some reason you’re not vibing with VR, it must stand alone on two legs if it hopes to captivate Quest users.
If this is your initial foray into the field, please refrain from diving in immediately; instead, await feedback on various aspects of performance before making a move. While some VR-native elements do stand out, they aren’t substantial enough to sway my preference towards this experience over the flat-screen version due to ongoing technical issues.
It’s a shame that some excellent virtual reality technology has been compromised, resulting in a device resembling a smartwatch, featuring a mission map and two convenient slots for frequently used stock gadgets, enabling swift and effortless holstering and re-holstering. Tactfully diverting a guard’s attention with a tossed coin requires minimal effort, much like retrieving one from your own pocket – an inherently effortless maneuver.

Despite this, the sport draws heavily from flat-screen technology, incorporating a plethora of 2D menu selection screens and 2D-style stock choices, which feels jarringly incongruous with a game intended to be an immersive experience. Bullets may appear to fly slowly when photographed outside of their intended context or scope, but in reality, they move at incredible velocities that can have devastating effects on human targets.
Despite being efficient in principle, sniper scopes often defy expectations in practice. As you raise your scoped rifle to your eye, you’re instantly immersed in a cinematic sniping experience that rivals the most immersive gaming simulations.
Despite my previous discussion, the constant emergence of new issues is unwavering, impacting even the smallest of scopes with equal intensity.
On the Horizon Retailer website, one can expect to find a curated selection of crisp and attention-grabbing images that have likely undergone rigorous scrutiny to present their most impressive appearance. Despite everything, the sport still manages to look this stunning currently.

The uncertainty remains, lingering like a shadow; and the factor that was, after participating in Quest 3, has left me questioning whether it ever truly existed at all? Given the limited capabilities of current standalone hardware, it would be unrealistic to assume that such simulations could ever be feasible without a solid foundation of rock-steady stability, which is currently lacking.
The studio should strive to further refine the game and push visual boundaries as far as possible, yet it’s safe to assume that achieving a minimum acceptable level of quality is a realistic goal.
Consolation
Many everyday comfort options can be discovered in creating a truly cozy experience overall. As many VR ranges operate solely on single planes, without requiring synthetic locomotion akin to a minecart experience, users from novice to expert can enjoy them with complete ease.
‘Hitman 3 VR: Reloaded’ Console Settings – September 5th, 2024 |
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Synthetic turning | |
Synthetic motion | |
Standing mode | |
Seated mode | |
Synthetic crouch | |
Actual crouch | |
Subtitles | |
Languages: English, French, Italian, German, Spanish, Russian, Simplified Chinese, Japanese, Traditional Chinese |
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Dialogue audio | |
English | |
Adjustable issue | |
Two arms required | |
Actual crouch required | |
Listening to required | |
Adjustable participant peak |