Review: Gun Club VR – Oculus Quest

Wave shooters are a dime-a-dozen on VR headsets, but no so much on the Oculus Quest. With its library still in its infancy, even the most overdone genre can stand out. Enter Gun Club VR.

Gun Club VR is an older game that has been ported to the Oculus Quest, but that’s not to say it’s not worth a look. You won’t be getting hours of story content, nor is there any online multiplayer, but what you get is hours of simple, jump-in jump-out content that’s easy to digest and, more importantly, fun.

Gun Club VR presents you with a warehouse full of different gun-based challenges. To begin with, you’re restricted to pistols as you go through the tutorial stages before unlocking more stuff to do. You’ll learn how to buy new guns, attachments, and upgrades for your firearms before you’re let loose on the varied challenges on offer. You begin with a few simple shooting galleries that have you shooting stationary targets, but it’s not long before you’re holding your own against waves of zombies. Yes, zombies! Because that hasn’t been done to death already…

To be fair, it’s a novel approach and a nice way to add a little tension to what would otherwise be a straightforward game. There’s more than just the standard shooting gallery. Zombies is one part, a Time Crisis-style action mode is another. This variant sees you take out wooden targets that fire back as you move from point to point. It’s a nice way of adding a bit of flair, and it really does get challenging as you move through the stages.

Another area of interest is in the Allies stages. These take you back to WWII for more of the same, but this time you’ll be shooting nazis and nazi zombies. It’s more a change of scenery than anything else, but I appreciated the change to move away from the warehouse.

I don’t know a great deal about guns, being a Brit and whatnot, but they’re all very well detailed, and if I was told they were exact digital replicas, I wouldn’t question it at all. A lot of effort has obviously gone into making the weapons look good and handle well, though they’re not completely without issue. The tracking on the Quest is generally considered to be excellent, and in my experience across the Oculus Quest’s library, that’s certainly been the case. However, the tracking can sometimes get a little wobbly in Gun Club VR. It’s not a game-breaker by any means, but the occasional judder that ruins what would have been a sweet headshot comes and goes infrequently. Thankfully it’s not a constant issue, but it does happen.

Another gripe I have is with two-handed weapons. Perhaps I’m just used to the PSVR’s Aim controller, but aiming two-handed weapons feels strange. Without there being a solid base to keep my hands in place, I often struggled to keep the guns aligned as my hands would naturally drop or sway a little when they’re outstretched for more than a few seconds. This is more a hardware problem than it is an issue with the game, and it makes me wonder if we’ll see additional peripherals in the future that help alleviate these quirks.

Performance is as good as one could hope for in a Quest game. Rarely did I experience any frame drops, though I did notice that the game makes heavy use of foveated rendering. During the normal course of play, this isn’t really noticeable. It’s only when you’re in the menus browsing weapons and upgrades that you really notice the resolution drop on the outer rims of the field of view. Not an issue during gameplay, just a little distracting when in the text-heavy menus.

Gun Club VR is a feature-complete port that makes the transition to the Quest remarkably well. Being able to play untethered isn’t really a selling point here as the game doesn’t make use of room-scale, but instead, the wealth of content on offer is what makes this a worthy purchase. A bit of multiplayer wouldn’t have gone amiss, especially for the zombie modes, but that aside, you can be happy with what’s being delivered.

Gun Club VR Oculus Quest Review
  • Overall - Fantastic - 8/10


Gun Club VR is a simple yet satisfying game to hop in and out of when you’ve got a few minutes to kill. With countless challenges and a new sandbox mode, there’s plenty to see and do. Detailed weapons of every calibre are sure to keep you busy at the firing range, while the chase for high scores will keep you coming back for more. The zombies mode is the highlight for me, but it’s a nicely rounded off package in general.


  • Lots of content – you can easily spend hours perfecting your scores
  • Graphics are brilliant for the Quest and there’s very little compromise


  • Hand controller tracking can be a little iffy at times
  • Multiplayer would have added a lot of replayability


Review Disclaimer: This review was carried out using a copy of the game bought at the expense of the reviewer. For more information, please read our Review Policy. 

Reviewed using Oculus Quest (64GB)

Also available on:


Release date:

August 28th, 2018 (PCVR)

December 18th, 2018 (PSVR)

July 18th, 2019 (Oculus Quest)

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