$39.99Screenshots
Giants you can actually climb
The Behemoths are the reason to come. These are not bosses that stand at the end of an arena: they are walking mountains, and in VR the scale lands differently than on a screen. You fight them on the ground, in the air and up in the clouds, peeling armour away, scrambling up their bodies and striking at whatever you expose. Each one is a puzzle as much as a fight, built around the tools and weapons the game hands you along the way. The spectacle is the part everyone agrees on: the setpieces keep topping each other from start to finish, and the giants genuinely look like living mountains. Expect to fall, reset and try again. That is the deal.
Combat with real weight
Every weapon feels heavy in your hands, in the tradition of Saints & Sinners. You parry, dodge, guard and swing, and enemies are soft under hard armour, so fights become a dance of forcing them to show their weak spots. A rage mode gives you stronger hits and infinite stamina for a short burst when things go wrong. Then there is your superstrength, used in exactly the ways the game promises: cut, maim, sever, break, rip. The combat takes a while to click, and the opening hours are the hardest part of the game. Once the flow sets in, you can play it like a proper knight with sword and shield, or go berserk with two axes.
A grapple hook and a chaotic streak
The grapple hook is the toy that keeps giving. You swing across gaps, haul crates around, yank enemies off ledges and fling them into spiked walls, or drop stones on their heads from above. Add an exploding arrow to the bow and a dash that needs the right angle, and fights turn into improvisation: there are many ways to end a marauder, and most of them are funny. The physics lean into the mess, so plans fall apart in ways worth retelling. The Forsaken Lands themselves hide swarms of traitorous marauders across four harsh biomes, from snowy tundra to swamp, with side paths holding loot and upgrades for anyone who wanders.



















