Almost Every PSVR2 Game Reviewed (Part Twenty / Letter T)
Almost Every PSVR2 Game Reviewed (Part Twenty / Letter T)…
After a two‑month hiatus, I’m finally back with another wild PS VR2 article — and this time, we’re diving straight into the games that start with the letter T. Buckle up, because this lineup gets chaotic, nostalgic, and occasionally downright bizarre.
Almost Every PSVR2 Game Reviewed (Part Twenty / Letter T).
These reviews boil down to two things: fun and jank. Everything else is just a bonus.
I have removed the scorebox test from the last few articles. Let me know if you want it back.
Added a new summary feature called Should you buy it?
The Tale Of Onogoro…
Another launch title that most likely flew under the radar. Heck, I never even tried the original PS VR version because, judging by the PlayStation Store screenshots, it looked incredibly dull. Thankfully, I decided to give it a chance after watching a few trailers and videos from content creators, and I’m glad I did.
What initially appeared to be a forgettable VR title turned out to be a surprisingly original blend of action, first-person shooting, and puzzle-solving. On PS VR2, the visuals are super sharp, and the game appears to run at a native 90 FPS, making for an incredibly smooth experience.
What really stands out are the unique gameplay mechanics. At first, the controls can feel a little janky, but that feeling disappears after about ten minutes once you understand how the weapons, magic abilities, and your secondary character work together.
The trophy list is enjoyable as well, giving you plenty of reasons to keep playing beyond the main campaign.

” Should you buy it? – Yes, although if you’re not into puzzles, buy with caution “.
Tarzan VR…
I’ve never actually dreamed of climbing through jungles or swinging between trees like some wannabe Tarzan — let’s be honest. The idea is cool, sure, and I remember being curious about the Tarzan VR game back on the original PS VR, but the price tag and the lukewarm reception kept me far away.
Fast‑forward to PS VR2, where I finally picked it up… and wow, that first impression was rough. Jank everywhere, clumsy controls, framerate dips, muddy resolution — it didn’t look or feel like a PS VR2 title in any way.

Tennis On-Court…
I’ve always had a soft spot for tennis games on the Amiga, and even the PlayStation One had one I genuinely enjoyed. But after that era? Nothing has held my attention for more than a single session. So what did I do? I went out and bought the physical release of Tennis On‑Court — mostly as a nod of appreciation to Perp Games for supporting VR with such a wide range of titles these last few years.
I did raise an eyebrow at the shop’s price, but didn’t think too much of it until I checked again while prepping this review series. £35 for a VR tennis game… yeah, that’s wild.
I’ve played the game twice since launch — once before the update and once after — and honestly, I hated it both times. The controls feel awful, the tracking is imprecise, and the visuals are blurry and low‑resolution for something this static. The whole package feels bare‑bones, like a budget title that should’ve topped out at £7.99, not mid‑thirties.

Tales From The Zone (Formerly Known As: The Twilight Zone VR)…
Twilight Zone has always been one of those franchises that either scared the hell out of me or made me roll my eyes so hard I’d nearly get dizzy. I suppose that’s exactly what the original creators were aiming for back in the day: odd, peculiar, unsettling, completely out of the ordinary, with the occasional scare thrown in for good measure.
The game follows that same formula surprisingly well. All three episodes feel like they could have been lifted straight from the TV series. I never found it particularly scary, but I did appreciate how each episode introduced its own unique gameplay mechanics. They all play very differently, and I enjoyed how the individual stories eventually tied together into one overarching narrative.
It’s a short experience with a fairly straightforward Platinum trophy, and technically it’s a solid release, running at a native 90Hz. There is one major downside, though: despite featuring three distinct episodes, the gameplay becomes repetitive surprisingly quickly. That repetitive nature starts to creep in long before the credits roll.
There’s very little jank, and the developers have some genuinely clever ideas scattered throughout the experience. Overall, I enjoyed my time with it, although I have to admit I was also quite happy when the Platinum trophy finally popped a few hours later.

Tentacular…
One of the PSVR2 launch titles that looked like it was made for me — fast, chaotic, colourful — but the more I tried to enjoy it, the more it pushed me away. Endless chat bubbles, constant waiting, talking, more waiting… and then the big twist: it’s actually a puzzle game dressed up as an arcade mayhem title.
Presentation‑wise, it looks great. But the jank, the pacing, and the constant interruptions drained every bit of fun out of it. There’s no platinum trophy either, which fits the theme: slow‑paced, annoying, and janky — basically the exact opposite of what I look for in games.

Tetris Effect Connected…
Do you like Tetris? Honestly, it doesn’t matter. This game is so good that even if you only use it as a therapeutic chill‑out app, it’s still absolutely worth it. Much like the original PSVR release years ago, the PSVR2 version is a full‑on belter — visually stunning and packed with technical wizardry. Expect every feature and every bit of silicon in both the PS5 and the headset to be pushed in ways you’d never expect from something that looks like a simple Tetris‑style game.

90Hz native, crisp resolution, a small upgrade fee from PS4/PSVR, DualSense and VR controller support, superb 3D audio… and absolutely zero jank. Just pure, incredible fun. ” Should you buy it? – YES “.
The Long Survival (Formerly Known As A Long Survive)…
When this was announced for PS VR2, a lot of us raised an eyebrow. 120Hz native, five‑player co‑op, ten‑player PvP, roguelite elements, tower‑defence mechanics, first‑person shooter gameplay — all from a studio none of us had ever heard of. As time passed, the long delay and the radio silence didn’t help. I became genuinely sceptical and even feared it had been quietly cancelled due to weak sales on other platforms.
Then, out of nowhere, my ongoing hunt for a new release date finally paid off. We suddenly got a fresh date, a new name, and — most surprisingly — the studio openly admitted they had messed up and lost all their wishlists. Yep… all of this just two weeks before launch.
If you want the full breakdown of mechanics and specs, you can check out the two other articles on this blog.
The game itself runs well: solid framerate, responsive controls, and surprisingly fun co‑op with three distinct modes. One is a straightforward PvP TDM, but the other two are tower‑defence‑styled FPS modes — Classic and Conquest. Both revolve around building a massive arsenal around your base (the Nexus) while powering it using energy sources scattered randomly across the map. You’ll always have two active locations to defend, which makes co‑op ideal, but it’s still perfectly doable solo.
Each power source only lasts three rounds, so between waves you’ll need to scout for new ones to keep your Nexus alive. Conquest mode is even trickier: every fifth wave, the Nexus itself has to be moved to a new location, forcing you to scramble and move your turrets and defences to the new position within a very tight time window.
The Long Survival demands good communication — at least for newcomers — but when everything clicks, the game shines with a mix of skill, strategy, action, and pure chaotic fun.
Keep in mind that this is a game that genuinely rewards practice. You won’t feel competent right away, and it’s very easy to get overwhelmed during your first few runs. Once you start learning the flow, though, the systems begin to click, and the whole experience becomes far more enjoyable.
There is some jank with reloading, and occasional lag can make certain VRAF interactions a bit annoying. But with the regular teams I play with, it’s become less of an issue. They know exactly why I suddenly suck every now and then.

The Obsessive Shadow – Family Horror
I have never really been a fan of children in movies or games, especially in video games, where they often look fake or strangely proportioned, almost like downscaled adults. So when I fired up The Obsessive Shadow, I have to admit I was sceptical, especially after reading that you play as a nine-year-old boy.
The game wastes no time getting under your skin. There is very little introduction beyond establishing that you’re a nine-year-old home alone when the phone suddenly starts ringing. It’s your mother, frantically warning you about a creature that knocks on windows and telling you that you’ll need to use your flashlight to drive it away.
It didn’t take long for the game to completely pull me in. What starts as a simple premise quickly transforms into a genuinely disturbing psychological horror experience. The combination of playing as a child, being trapped alone in a dark house, and having something terrifying knocking on the windows creates instant immersion. Add to that an absolutely dreadful, anxiety-inducing soundtrack, and before I knew it I had become a complete scaredy-cat, sprinting up and down stairs and racing between rooms to flash the creature away.
Then came the jump scares.
And I don’t mean cheap or predictable jump scares. I’m talking about the kind that send an icy shock straight down your spine and leave you sitting there cold and sweaty, questioning whether you’re brave enough to keep going.
Eventually, I got the hang of this part of the game. I felt like I understood what to do, and more importantly, I thought I had figured out the pattern behind everything.
Then the phone started ringing again.
It was my mother once more, but this time the situation had escalated. The creature would no longer remain outside. It would start entering the house, and my only chance of survival was to listen carefully for footsteps, hide when necessary, and never look directly at it.
The immersion created by these phone calls still sends shivers down my spine. As a father myself, the entire situation taps directly into one of my worst fears. I kept thinking about my own sons and how horrifying it would be if they were trapped in something like this. I also couldn’t stop wondering why the mother wasn’t rushing home to rescue her child. My theory is that she’s locked away in some sort of asylum or institution. She is clearly familiar with what’s happening, and the way she speaks suggests she knows far more than she’s letting on.
As the night progresses, you’re drawn into a series of increasingly terrifying scenarios. Every new challenge begins with another call from your mother, who briefly explains what you need to do before the nightmare unfolds. Your goal throughout the game is simple: survive the night.
I remained immersed from beginning to end. There is virtually no jank to speak of, and the game makes excellent use of the PS VR2. The deep blacks, higher-resolution visuals, and what appears to be a native 90Hz presentation all contribute to a convincing and incredibly effective horror experience.
One detail I absolutely loved was the complete Commodore 64 setup in the house. The classic machine is there alongside a 1541 disk drive, PSU, 1084 monitor, and even an original Commodore joystick. Considering how tiny the house is, it’s impressive that they still found room for this legendary piece of gaming history.
Better yet, it actually works. You can power it on and see a game running on the screen, which is a fantastic touch for retro enthusiasts. That said, much like the arcade cabinet found elsewhere in the game, you can’t actually play it. Both machines serve as interactive set dressing rather than playable games, but they’re still great additions that add character and nostalgia to the environment.
My biggest complaint is the price. At $9.99, The Obsessive Shadow feels a little expensive for what is ultimately a very short episodic experience. I completed it in less than an hour, although I should mention that I accidentally played on Easy mode. That said, I fully intend to return and tackle the greater difficulties. From what I’ve heard, they feature different endings, and the Nightmare+ difficulty sounds absolutely terrifying.
One interesting thing is that there are collectables in the game, but no way to know if you found them all or whatever. Another thing is that the game is time-based, and none of the clocks or indicators in the house work; the huge clock in the living room is stuck at 4 o’clock, for example.
A second episode is planned, and I can safely say this is one I am struggling to wait for. I don’t want it eventually. I want it now.

Thief Simulator VR: Greenview Street…
Shovelware games tend to break a lot of hearts out there, and well, this might be one of them in many people’s eyes. For me, though, this is another one of those guilty pleasures — a proper “just one more go” type of game.
Yes, there’s a lot of jank, and there are even more annoying little things that simply don’t work the way you’d normally expect them to in a game. Yet, for some reason, I just can’t put the damn thing down once I fire it up.
Breaking into houses, stealing everything that isn’t nailed down, transporting the loot back to your car, and hiding from people is just way too much fun once you understand how everything works.
You get missions, jobs and hints that gradually teach you the ropes. You’ll stalk people and their houses, study their routines, look for weak spots, scavenge for valuables, crack safes, pick locks and generally do everything a respectable citizen probably shouldn’t be doing.
Thief Simulator isn’t a great-looking game, nor does it sound particularly good. In fact, pretty much everything about it feels generic at first glance. But once it manages to creep under your skin, well… be prepared for a serious time-eater.
Technically, it’s pretty rough. There’s not much use of the PS VR2’s unique features either, although it does appear to be running at a native 90Hz, and both the clarity and resolution are perfectly fine.

Sometimes that’s all a game needs to be. ” Should you buy it? – Maybe, If You Want Something Totally Different Then Go For This “.
Thief VR: Legacy Of Shadow…
I was never really into Thief as an IP. I bought a few of the games over the years, but they just glued themselves to my backlog and stayed there through multiple console generations. I never looked back — at least not until this VR version was announced. The trailer hooked me instantly, and I decided I had to dive into the series before the VR release hit. And guess what? I even ended up liking the bad entries.
Months later, the VR game finally launched. I tried my best not to be hyped, and I’m glad I did, because only a few minutes in, the game threw a glitch at me. I reported it, the developer patched it the same day, and I confirmed the fix worked — but I decided to wait a bit before continuing.
When I finally sat down to play again… wow. What a game. I loved every single minute of it, until another glitch hit — this time far into the story. They fixed it, but my save was busted. And now, nine months later, I still haven’t restarted. Not because I don’t want to, but because I’m genuinely afraid of another glitch ruining the experience even further.
Despite all that, this is a top‑tier game made by a great developer who listened, responded, and genuinely tried to figure out what went wrong. I never criticized them publicly — not in my previews, reshares, or mini‑reviews — because the game never felt like a lazy Quest game. It felt crafted, atmospheric, and properly built for VR… well, not for PS VR2, since our version is basically a Quest port with very few extras.
Will I return to it? Absolutely. If I remember correctly, I was in one of the final sections when the glitch happened, so I want to finish that last stretch. When? Maybe next month, maybe after I’m done with this review series — who knows.
You’d expect a game like this to be full of jank and not very fun, right? Well, there is jank, but I was constantly having fun. The city, the atmosphere, the sneaking — I felt like a proper thief the entire time.

” Should you buy it? – Maybe, I Want To Say YES, But There’s Simply To Many Reasons To Say Wait For A Sale “.
Throw Your Phone (Into The Ocean)…
This is one of those games you fire up, play for 20 minutes, and then never touch again. A proper waste of money and, quite frankly, not a good game at all.

It’s simply not fun whatsoever, and with so many better games out there, there’s really no reason to waste your time or money on this one. ” Should you buy it? – No “.
Thumper…
There’s something about Thumper that I absolutely love… and something about it that drives me up the wall.
At its core, the gameplay is a blisteringly fast rail challenge: switching lanes, jumping, shielding, smashing through obstacles — all wrapped in a neon‑soaked, hyper‑colorful visual assault. Everything works, everything feels sharp, and the speed is intoxicating.
For a while, this was actually my favourite VR game. But that didn’t last. The difficulty spike is brutal, and the sheer amount of combos and inputs you’re suddenly expected to master turns the experience from thrilling to overwhelming.
I adore the speed, the art style, and that full‑on LSD‑trippy vibe. It’s genuinely stellar. But the game becomes “broken” for me once it gets too advanced — the kind of title you basically have to play constantly to stay good at (well… I do).
Don’t get me wrong, I still like it. But every time I return, I have to replay a bunch of levels just to remember the controls again. And even though I first played the PS VR version nearly ten years ago, I still suck at it. I’ve never completed it on PS VR or PS VR2, despite trying. My brain simply can’t compute the chaos of the later levels — strong words coming from someone who has finished Polybius multiple times.

TIGER BLADE…
There’s no doubt about it: Tiger Blade feels like a full‑blown arcade experience. Think Time Crisis energy — but throw in a grappling hook, a katana, a pistol, and the option to play fully in room‑scale. Turning, ducking, hiding behind cover… if you play it that way, the game absolutely shines. In my opinion, it’s one of the best VR arcade titles out there.
My body fatigue kicks in pretty often when I play VR, so I end up sitting down from time to time. What surprised me is how well Tiger Blade still works as a seated experience. For such a fast, chaotic arcade game, I didn’t expect it to be fun while sitting — but it is, and it’s fully playable.
In Tiger Blade, you never walk freely. You can snap‑turn with the right stick, but movement only happens when you kill an enemy, smash through obstacles, or grapple to the next point along a fixed path. It works incredibly well and feels surprisingly immersive.
There is jank, though. Bullet‑deflection moments or enemy‑heavy sections will definitely annoy you. Still, I always had fun — right up until the final boss, which is a genuine pain. Like most arcade games, it’s short (around 2–3 hours if you’re sharp), but the longevity comes from the leaderboards and the trophy list — complete with a Platinum.

TITAN ISLES…
Another awesome co-op FPS! Team up with friends, jump in with random players, or heck, just bring along the AI and head out on an adventure that feels like a crazy cross between Into Black and Windlands.
Expect plenty of insane maps with fantastic verticality and loads of stuff to shoot. You’ll jump, fly, swing, and blast your way through the environments, and the freedom of movement really adds something special to the experience.
There are several different classes to choose from, and thankfully, they vary enough in both playstyle and abilities to make multiple playthroughs worthwhile. Trying out the different classes also gives you a good excuse to jump back in with another group and experience the game from a slightly different perspective.
Technically, this one absolutely shines. It runs at a beautiful native 90Hz on the base PS5 and a gobsmacking native 120Hz on the PS5 Pro. Crossplay is supported too, allowing PS VR2 players to team up with players on both Meta Quest and PC VR.

For me, this is easily one of the best VR games of 2026. If you have a few friends to play with, it becomes even better. ” Should you buy it? – Yes “.
TOSS!…
I haven’t exactly been looking forward to writing this review. I’ve wanted to love Toss! since the day it launched, but even today I still can’t play it without constantly thinking “what if…”. There’s a genuinely good game buried underneath, and it absolutely tried to push VR platforming forward — but what you end up with is an arm‑fatigue simulator that feels like it’s designed to injure you for weeks if you don’t warm up properly before and after each run.
Why? Well, for players like me who need minimum jank to have fun, the momentum issues were brutal. I kept losing my swing, missing jumps, and flinging myself around in desperation for better tracking. After ten minutes, my arms felt like they weighed 50 kg.
Visually, Toss! looks great. It sounds good too. The leaderboards and ghost‑racing other players are genuinely awesome features. But after only a couple of hours spread across several years, it became clear this game was never going to catch on in my house — which is a damn shame.

TOWERS & POWERS…
I’m not the biggest fan of tower‑defence games, but for some reason the ingenious PixelJunk Monsters titles (and the handheld port of the first one) completely won me over — and the same goes for a few PS VR2 releases like the brilliant Iron Guard series. Biased? Maybe. Too few VR TD games? Probably. All I know is that I’ve actually finished every single one of them, which is more than I can say for 90% of the flat TD games I’ve played over the last two decades.
Towers & Powers is one of those games you expect to be shallow with limited replay value, but once you start levelling up powers, placing barriers, and building out your team, it becomes surprisingly addictive. I ended up playing long into the night. Since launch, the game has also received several updates — including new features — which gave it a noticeable boost.
It runs at a native 90Hz and looks crisp, and because you barely need to move around, it’s very accessible for players who struggle with motion sickness in VR.

TOWNSMEN VR…
Townsmen VR spent a long time as one of the more expensive PS VR2 titles, and because of that it was overlooked by many. I barely saw anyone talk about it on social media, and when I finally dove in myself, I honestly got a bit annoyed at how many people were ignoring it. Townsmen VR is basically Settlers in VR — at least at first. You build up your little community, expand your town, and micro‑manage everything to create the perfect home for your tiny villagers. You genuinely feel like a god while playing, and once the game opens up, you even start fighting enemies. It’s not just a building sim — it becomes a full‑on war game too.
The mechanics are simple and intuitive: pick up a villager, drop them onto a tree to chop it down, and so on. And surprisingly, this still works even when the game gets chaotic later on.
Townsmen VR looks great, runs at a native 90Hz with crisp resolution, and includes exclusive PS VR2 features like adaptive triggers and force feedback. It’s polished, smooth, and absolutely feels like a top‑tier release.

TOY TRAINS…
Toy trains have always had a special place in my heart. Building tracks and watching the train circle around never stopped being fun. A huge part of my childhood — when I wasn’t gaming — was spent with my dad constructing massive Märklin layouts. Our loft was filled with moulded mountains, tunnels, buildings, tiny people, and an absolutely ridiculous amount of tracks and trains. Everything was electric: the trains had lights, the streets had lights, even the buildings lit up. I often look back and wonder what would’ve happened if I’d brought all of that into my own apartment later in life. The short answer is: impossible. The whole setup was around 10×10 square meters, half a meter tall, and the loft hatch was barely 60 cm wide… and we lived on the third floor. Where is it all now? I honestly don’t know, and I don’t plan to ask — if I hear it was thrown away, it would break my heart.
Oh right — this is supposed to be a game review.
Toy Trains hit me with a wave of nostalgia, and for once there’s a toy‑train game that doesn’t embarrass the hobby. You build tracks to complete various goals or tasks, and once you’ve placed the required pieces, the game automatically finishes the mission for you. That’s probably the weakest part: it would’ve been amazing to actually drive the train around and perform the tasks yourself. The core gameplay is very simple, but it works — I genuinely had fun. The idea is charming, though you can’t help but feel the developer originally had bigger ambitions. I mean… the game even has a story.
Technically, the game is a bit of a letdown. With such a static environment, I expected ultra‑crisp visuals and native 120Hz — the kind of presentation that fits perfectly with this style. Instead, it’s (most likely) 120Hz reprojected, and the visuals have a faint, foggy layer over them.

TRAIN CHASE…
I’ve always wondered what a proper railroad‑themed railshooter would feel like in VR. Apparently the developer of Train Chase wondered the same thing — and honestly, the core idea is pretty solid. A train‑based shoot ’em up could absolutely work, and a railshooter is probably the best way to execute it. But what we ended up with feels like an indie project from someone making their very first game. There are some genuinely good ideas sprinkled throughout, yet the experience becomes shallow and repetitive the longer you play. The biggest problem? The train always moves at the exact same speed, and the terrain is completely flat. No hills, no drops, no dramatic moments — just a straight, predictable ride.
The enemies you shoot at are fine, but the real issue is the trigger design. You have to press R2 constantly — and I mean all the time. When you finally unlock a weapon that fires like a normal gun, it doesn’t have infinite ammo. So a few seconds later you’re back to hammering R2 twice per second. Finger fatigue kicks in, your arm starts to ache, and before long you’re forced to take a break. It’s simply bad game design.
But here’s the wild part: Train Chase runs at 120Hz native. No reprojection. An indie developer — possibly on their first game — managed to pull off something that almost no one else does on PS VR2. That alone earns my respect.

TRANSFORMERS: BEYOND REALITY…
I have to admit, I got full‑body goosebumps when this shadow‑dropped on the PS Store. I had no idea there was already a Transformers VR game on other platforms (including the original PS VR), so when I jumped onto social media hyped out of my mind… I was met with a pretty mild reception. Some people tried talking me out of buying it, others wanted to wait for reviews to see if the PS VR2 version was any better.
Naturally, being the good Samaritan I am, I bought it anyway — fired it up with low expectations thanks to the social‑media doom talk. It took only a few seconds before the goosebumps came back. The presentation hits hard: bold colours, great style, and the OLED panels make everything pop. Several PS VR2 features are used, but the resolution feels noticeably downgraded (maybe to avoid making Quest look bad?). Honestly, this could easily have been a crisp, native 90Hz title.
Transformers plays like pure fan service wrapped inside a rail shooter. You move along a guided path, blasting waves of identical enemies until you reach a boss fight. There are upgrades, and they do make a meaningful difference in how you approach each level. For the first hour, the game feels solid — I was sweating like a pig, fully locked in, and my fingers and arms reached new levels of fatigue I’ve never experienced in VR before.
The pain comes from one simple thing: you’re pressing R2 constantly. And I mean all the time. Enemies and bosses soak up bullets like they’re paid to do it, so your trigger finger never gets a break.

TRAVEL THE WORDS…
I’ve always enjoyed Sudoku, Scrabble, and crossword puzzles, and it’s a genre you barely ever see in modern games — let alone in VR. So I was genuinely surprised when this one suddenly appeared on the PlayStation Store. It even launched with a demo, but I went in blind since the price was low enough to take a chance.
At first glance, the visuals looked muddy and heavily reprojected, but it turns out the game uses foveated rendering. That usually behaves badly for me when wearing glasses, but with the VR Rock lenses it’s totally fine. What isn’t fine is the jank — and there’s quite a bit of it for a game where you mostly sit or stand still and point at a screen. Everything is placed extremely close to your face, which made my neck and hands tired far quicker than expected.
The crossword/word‑find gameplay itself works. Some words are tricky to spot because they can appear diagonally or backwards, while the straightforward ones practically scream at you from across the room. Still, I ended up playing longer than I expected because these kinds of games can be surprisingly relaxing. There’s a timer if you want a challenge, and a trivia feature that gives fun facts about the words you find — though it’s annoying as hell. Thankfully, you can switch it off.
There’s also a minigame, and it’s actually a clever addition. It plays a bit like Galaga: letters fall down the screen, and you shoot them to form words. You unlock this mode by finding bonus words that aren’t part of the main list for each level. It’s a surprisingly fun twist and definitely helps freshen up an otherwise very traditional puzzle experience.

TRENCHES VR…
I don’t know what it is with me and indie horror games, but they terrify me in a way big AAA titles never do. Trenches isn’t even that traditionally scary, yet something about it absolutely creeped the life out of me. That shadow‑creature thing that appears on the horizon or slips around a corner before vanishing again still gives me goosebumps just thinking about it. The gritty visuals and the sound design crank the tension up even further — to the point where I actually had to switch the game off. That was on launch day, and I still haven’t dared to pick it up again.
Is Trenches VR a good game? Honestly, I have no idea. I only played for about an hour, but it definitely achieved what it set out to do — at least for me.
It’s supposedly a short experience, so buy with caution. It looks like it runs at 90Hz native with no reprojection, and overall the resolution is decent. There’s even some replay value thanks to the Platinum trophy goals.

Tripp: A New Way To Meditate…
Tripp has become a well‑known IP at this point, and I’m pretty sure most of you regulars already know what it’s about. At its core, it’s a meditation and relaxation app designed to help you connect with your inner self, reduce stress, and deal with the everyday mental clutter that wears us down. The concept is simple: a host or hostess guides you through daily or weekly sessions focused on breathing, relaxation, and clearing your mind. Their voices are soft, calm, and comforting, and they walk you through everything — even stressful moments — so you can apply the techniques you’ve learned. I use Tripp a lot to sleep better, and yes, I absolutely fall asleep inside VR… especially with this app.
How does Tripp actually work? Well, it’s not a game. You can interact a little, but most of the experience is essentially guided video content. Still, it’s cleverly assembled and has been around for years across mobile, PC, and VR platforms. On most of those platforms it’s subscription‑based — except on PS VR2. On our beloved console, Tripp comes with a hefty upfront price, and without a demo it’s tough for many to take the plunge. Even more frustrating: the Quest version gets new content regularly, while the PS VR2 version seems to have stagnated. There’s plenty of material here, but why aren’t all versions kept in sync?
Presentation‑wise, Tripp looks and sounds great. You’ll feel right at home with its “Netflix‑style wall of clips and menus,” neatly divided into short or long sessions depending on what you need. I’ve had a positive experience every single time I’ve used it — and I’ve used it regularly for years.

Trombone Champ: Unflattened…
One of the absolute best PS VR2 games out there. It’s essentially Guitar Hero with a trombone — stuffed full of humour, ridiculous moments, and an insanely odd music selection. The way it plays, the way it looks, and especially the way it sounds just oozes charm. For my family and me, this one was (and still is) impossible not to love. It’s still part of our game night rotation, and the game is nearly two years old at this point.
There’s a ton of music to play, plenty of variation, and yes — you’ll notice a heavy dose of very old, classic tracks. But that’s part of the charm.

Truck Simulator 25: American Driver VR…
So far, we’ve received two Truck Simulator titles on PS VR2 — and supposedly two more are in development. I’ll probably end up copy‑pasting this review across all four, but for now, here’s my take on the first two.
Truck Simulator 25 comes in two flavours: American Driver and Euro Driver. Both are essentially asset‑flips built from some ultra‑basic package. The games look atrocious, running at extremely low resolution with reprojected 120Hz visuals that wobble all over the place. They’re buggy as hell, full of jank, and absolutely not the kind of thing you’d expect me to play… yet somehow, I did.
Why? Because they use that classic mobile‑game progression loop — the kind that keeps you driving to the next town just for the dopamine hit. It became a weirdly pleasant vacation from more demanding games. At one point, I even thought I might grind out the platinum trophy, but the final one is such an absurd slog that I’ve decided not to bother. For now, anyway.

Truck Simulator 25: Euro Driver VR…
So far, we’ve received two Truck Simulator titles on PS VR2 — and supposedly two more are in development. I’ll probably end up copy‑pasting this review across all four, but for now, here’s my take on the first two.
Truck Simulator 25 comes in two flavours: American Driver and Euro Driver. Both are essentially asset‑flips built from some ultra‑basic package. The games look atrocious, running at extremely low resolution with reprojected 120Hz visuals that wobble all over the place. They’re buggy as hell, full of jank, and absolutely not the kind of thing you’d expect me to play… yet somehow, I did.
Why? Because they use that classic mobile‑game progression loop — the kind that keeps you driving to the next town just for the dopamine hit. It became a weirdly pleasant vacation from more demanding games. At one point, I even thought I might grind out the platinum trophy, but the final one is such an absurd slog that I’ve decided not to bother. For now, anyway.

Trial Of Greed VR…
AI‑Slop warning. This is one of those games I really wanted to hate — and honestly, I still do — but for some reason my six‑year‑old absolutely latched onto it and played it for a week straight. Why? Because it’s easy on the eyes, extremely short, and simple enough that he finished it in minutes. Yes, it’s a bad game, but it’s cheap, and it does exactly what some newcomers want from a VR title: a super‑basic way to ease themselves into VR without getting seasick or overwhelmed.
There’s a Platinum trophy, and you unlock it in minutes. All you do is collect gold to open a door, move forward, repeat. The whole thing is rough, barebones, and there’s not much to talk about — except that, surprisingly, there’s no real jank.

If you’re curious about how games fall into the AI slop category or why some titles feel like they’re missing actual game design fundamentals, this one is a perfect example. ” Should you buy it? – No “.
The Boys: Trigger Warning…
The Boys has its fair share of problems, sadly. I did enjoy it for what it was, but I never truly felt like a superhero. Two of the boss fights were borderline game‑breaking for me, and a lot of the jank felt like it came from time constraints and some odd design choices.
What did work for me was the progression. Yes, there’s a lot of ventilation‑shaft crawling and similar filler, but the actual puzzles and door‑unlocking mechanics kept me engaged throughout the game. It’s not a total mess, but I struggle to recommend it as a full‑blown game. As fan service and a VR experience set in the world of the series, though, it delivers.
The PS VR2 version is definitely an upgrade from the Quest release, but it still feels like one. The muddy graphics and bad framerate are gone, and it now runs at a steady 90Hz in non‑reprojected mode. Even so, it somehow still feels like there are technical issues — which is strange, considering this is the same developer behind the Pixel Ripped games, titles that never once struggled technically, not even on the original PS VR.
The Platinum trophy won’t take long. I beat the game in about six hours, and I’m confident most players can unlock the Platinum within the 10‑hour mark.

The Utility Room…
This one looked genuinely cool and original in the announcement trailer, but I had a feeling it wouldn’t be my kind of game — especially not at its launch price. So I waited for a sale, grabbed it, and honestly… I’m glad I didn’t pay full price. From the very first minutes, the game annoyed me like crazy.
It feels like an early PS VR experimental project. Sure, there are a few clever ideas buried in there, but I got bored almost immediately. There’s nothing to do except push forward, and the gameplay is painfully dull. The hour I spent with it was more than enough to kill any interest in continuing.
With such a “basic” game, you’d expect it to be jank‑free and at least somewhat fun — but nope. The technical side is a whole other problem: frame drops, weird hiccups, and moments where I genuinely wondered if I was playing it wrong. What on earth is going on with that long‑jump cave section? And don’t even get me started on the climbing issues.

This isn’t shovelware or AI slop — it’s an unfinished project made by someone who never understood game design. Should you buy it? – No “.
The Wizards – Dark Times: Brotherhood…
I’m honestly grateful for this beautiful curse we call a backlog. Every time a new game drops, I grab it instantly… and then it just sits there on the SSD, quietly judging me while I play something else. Some titles end up waiting a year or two — either because I’m saving them for the right moment or because I’m hoping a friend will eventually join me for co‑op. The Wizards was one of those long‑forgotten games.
This summer, over two years after launch, I finally fired it up. Still no co‑op partner, but this review series pushed me to dive in anyway. And you know what? The wait actually paid off. All the launch issues people complained about back in 2024? Gone. Resolution, framerate, overall polish — my experience was the complete opposite of the horror stories I remember reading. After ranting on social media about how nobody talks about this game anymore, the replies were crystal clear: the game has received major updates since release, and most people never returned to see the improvements.
Being a VR sorcerer is something developers have tried to nail for years, but the results have been… let’s say “inconsistent.” This one isn’t the best of the bunch, but I still had a blast. Slinging spells feels great, and as I progressed, I genuinely started to feel like a god. Some powers felt unnecessary, sure, but when the credits rolled, I caught myself thinking: Damn, I want more — even if it’s just more of the same spells.
The trophy list is surprisingly tough, and the platinum will keep you busy both offline and online. Presentation is excellent most of the time, and the narrative hits epic highs here and there. The core gameplay loop is very “clear the hordes to unlock the next area,” followed by exploration until the next encounter — but I was never bored. Frustrated at times, yes. Bored? Never.
There’s not much jank either, aside from one spell that takes some practice to cast consistently. Once you get the hang of it, it’s fine.

Summary:
And there you have it — number 20 of this new review series! There’s no set ETA for the next instalment, as these take time to put together, but as always, your feedback will help shape how soon it arrives. Stay tuned!
Games not reviewed (for part 20):
- Tin Hearts (haven’t found the time yet)
Thank you for your time; I hope you enjoyed it.





























































You normally find at least one game for me under each letter that I hadn’t considered before.
I’m gonna give Tiger Blade a go this time as it can be played sitting down.
I play 99% of the time sitting since i got Lyme disease. Most work fine but dome might require you to use a swivel chair or at least some sort of scooting around a bit to find the sweetspot