- May 31, 2016
- Zach Tsiakalis-Brown
Directionless
Platforms
About
"Directionless" is a VR horror game that uses disorienting environments and audio to create a sense of unease and distrust in the player's perception of reality. The game takes place in a single room, where seemingly harmless objects become menacing after the player falls asleep and wakes up at midnight. The experience is short but increased replay value comes from sharing it with VR novices, making it a mind-bending social activity.





- The game offers a unique and trippy audiovisual experience that is both unsettling and intriguing.
- For its low price, it provides a short but memorable experience that can be entertaining to share with friends.
- The atmosphere and creative visuals effectively create a sense of disorientation and anxiety, making it a standout in the VR genre.
- The experience is very short, lasting only about 5-10 minutes, which may leave players wanting more.
- Gameplay is minimal and lacks interactivity, making it feel more like a tech demo than a full game.
- The graphics and overall presentation are amateurish, which detracts from the immersion and scare factor.
graphics
4 mentions Positive Neutral NegativeThe graphics are generally considered amateurish, reminiscent of Nintendo 64-era visuals, which diminishes the scare factor and immersion. While some players appreciate the disorienting world design, the models and textures lack cohesion and could benefit from improvement. Overall, the visual quality is mixed, with both appealing elements and noticeable shortcomings.
“Plus, there are some really nice visuals.”
“The whole world changes scale, spins, and moves around you, creating a unique sense of disorientation.”
“The graphics create an immersive experience that enhances the gameplay.”
“The graphics are amateurish, which reduces some of the scare factor significantly, but do not underestimate the disorientation – the whole world changes scale, spins, and moves around you.”
“Visually, the models and textures could use improvement; not sure if it's intentional, but a lot of visuals don't mesh well together and immersion suffers slightly as a result.”