Wednesday , 8 April 2026

Listen to The VRverse Podcast

LOGO

Preview: World War Z VR

In May of this year, I was both thrilled and taken aback when it was revealed that World War Z was coming to virtual reality on Meta Quest and Steam VR. Saber Interactive’s team mentioned that players would encounter hordes of up to ‘200 zombies on screen at once,’ a statement that seemed somewhat ambitious, particularly for the Meta Quest version. Having now experienced the tutorial and one of the Tokyo missions on the Meta Quest, did it leave me feeling impressed?

Release Date: August 12th 2025
Developer: Saber Interactive
Publisher: Saber Interactive
Price: £16.99
Previewed On: Meta Quest 3
* Access Provided For Review *

In this preview, I had the opportunity to experience a solid tutorial that serves as a brief mission, introducing you to the fundamentals. Following that, I was able to dive into one of the missions set in Tokyo, which is a reimagined version of the one from the flatscreen release. Keeping that in mind, if you’ve previously played the flatscreen version, you’ll understand the gameplay loop – navigate through an area eliminating numerous zombies, and prepare to face a mega-horde at the end. This was precisely the structure of both the tutorial and the mission I played in Tokyo.

In terms of gunplay and progression, the experience is quite comparable. You have a variety of characters to choose from, each offering unique weapons and perks (the preview showcased three characters). Additionally, there is an upgrade tree that allows you to enhance your character with extra buffs. As you play, you’ll encounter different tiers of guns, ranging from rank one to three, with the three-star weapons proving significantly more effective at dispatching hordes of zombies. Keep an eye out for hidden higher-level weapons in the levels, as there may be secret areas to discover.

There are various types of zombies, with the basic ones being relatively easy to eliminate with gunfire as they approach, or you can push them away using the butt of your weapon if they come too close. In this preview, I encountered four additional types of zombies. First, there are Infectors, which spit at you from afar; if you get hit by their fluid, it will impair your vision and slow you down. Then we have Gasbags, which release toxic gas when attacked, harming anyone nearby. Next are Screamers, who emit loud screams that attract more zombies with each cry. Lastly, there are Bombers, which you must handle from a distance; if they get too close, a countdown begins before they explode, causing damage to anyone in their vicinity.

One aspect that was clear from the beginning is that World War Z VR will be entirely single-player, in contrast to the flatscreen version which allows for multiplayer gameplay with friends and others online. Having spent a lot of time playing the flatscreen version in multiplayer mode, I really missed having my human teammates. The AI in the game isn’t particularly effective; while you do have two AI companions, they tend to just stand there and take damage when zombies approach them instead of dodging or retreating. Given their current behaviour, I would really appreciate an option to command them to move, defend, or attack, or at the very least, have them programmed to act more intelligently.

Now, regarding my concerns, do they appear to be valid at this stage of the preview? They promised an overwhelming number of zombies on the screen simultaneously; I mean, there are plenty in the Meta Quest build. However, as I mentioned, I have some reservations about the challenges that come with displaying this many on the screen.

To begin with, the graphics have been toned down somewhat, making the game resemble an early Quest 2 title in terms of visuals. I’m uncertain whether this version is specifically for Quest 2, and if visual enhancements will be introduced for Quest 3 upon its release next month – or if this adjustment was necessary to accommodate the large number of zombies on screen. Another concern was whether there would be frame drops given the promised number of zombies. Regrettably, during the massive horde scene at the conclusion of the Tokyo mission, I did experience some frame drops, particularly while playing on medium settings, especially when the zombies breached the defences and attacked the AI (which, as mentioned earlier, remains stationary) in a coordinated manner. Additionally, there were moments in the Tokyo mission where I encountered brief frame drops, which I suspect were likely due to the loading of the area ahead.

The Verdict

My initial experience with World War Z VR has created a positive impression regarding how the team has adapted the game for virtual reality. They have successfully maintained the solid, tried-and-true gameplay loop, along with classes and character progression, while providing options for easy, normal, and hard modes for the missions. However, I believe that the absence of multiplayer could be a drawback unless they enhance the AI’s skill level. The Saber Interactive team has fulfilled their commitment to featuring up to 200 zombies on screen simultaneously, even in the Quest version of the game. Yet, from what I observed in the preview, it appears they had to reduce the graphics quality to early Quest 2 standards to achieve this, and there were still moments of frame drops.

It’s important to remember that this is a preview build of the game, and it may be an older version. The team could still be working on improvements and fixes that might address these concerns. I sincerely hope this is the case, as I would like to see smarter AI, enhanced visuals, and the frame drop issues resolved. The gameplay loop and upgrade systems have transitioned well into VR; they just need those final touches to elevate the experience.