Almost Every PSVR2 Game Reviewed (Part Twenty-One / Letter U)
Almost Every PSVR2 Game Reviewed (Part Twenty-One / Letter U):
This chapter in the series swings wildly across the entire PSVR2 spectrum — from high‑altitude flight sims that scratch the simulation itch, to pulse‑spiking horror experiences that will test your nerves, all the way to one of the cosiest, most heart‑warming titles on the headset. If you’ve been following the alphabet marathon so far, you know the drill: unexpected gems, oddballs, heavy hitters, and everything in between. Buckle up, because the letter U brings a surprisingly diverse lineup that shows just how far the PSVR2 library stretches.
Almost Every PSVR2 Game Reviewed (Part Twenty-One / Letter U).
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?
ULTRAWINGS 2…
Ultrawings on the original PS VR was one of my most‑played “flight sims” on any platform. So when Ultrawings 2 was announced for PS VR2, I was — to put it mildly — extremely excited. The launch was a bit rocky (I honestly don’t even remember why anymore), but I do recall buying it on day one and not finding anyone online until many months later. Thankfully, that didn’t matter much, because the game was absolutely stacked with content. The campaign alone can last for months, and the trophy list was surprisingly tough — arguably one of the hardest VR trophy lists at the time.
I think I spent around 100 hours just finishing the campaign, and that was without chasing full‑rank scores. You’ll need gold ranks on quite a few missions to unlock everything, but luckily not every mission demands gold. The Platinum trophy, on the other hand… well, that’s a different story.
Ultrawings 2 is a hard game. It’s an arcade experience with enough physics and realism to feel like a proper simulator. Not everyone will master it — landings can be brutally difficult in certain locations, and shooting down enemies or threading through tight checkpoint routes requires serious practice. Jump into multiplayer, and you’ll quickly discover just how many players are miles better than you.
The game supports HOTAS flight sticks, the PS VR2 Sense controllers, and the standard DualSense. It appears to run at a crisp native 90Hz, and visually it’s very sharp. There is jank — especially in the menus, where selecting missions can be hit‑or‑miss if you’ve been away for a while. Using the VR controllers can also feel like a nightmare at first. But once you settle in, Ultrawings 2 becomes a fun, demanding, and incredibly rewarding experience.

UMANI GROVE…
This one is a bit peculiar. It looks almost boring in the store thumbnail, and yes — at its core it’s essentially a cooking game. But there’s actually a lot more going on. The cosy atmosphere, the relaxed pacing, and the surprisingly fun minigames give it a charm that’s easy to underestimate. For some players, that laid‑back vibe might be exactly what they want from time to time. For me, though, the slow progression dragged things down a bit. I prefer a clearer system that lets me push forward without too much grind or repetition.
That said, the cuteness factor and overall presentation are great. At times it even reminded me of Sushi Ben — which is definitely not a bad comparison. I played through this one over a few weeks, and the total playtime landed at around seven hours.
I did run into a fair amount of jank. Grabbing objects could be troublesome, climbing felt inconsistent, and a few of the minigames were affected by odd physics quirks.
Visually, the game looks pretty good. You wander around freely and do your tasks in a pretty neat world that looks great inside the headset, but the framerate dipped more often than I expected. My gut says it’s trying to run at a native 90Hz, but I’m not completely sure.

Umurangi Generation VR…
The idea and concept behind this game had me genuinely excited. It absolutely screams “hidden gem” from a distance. But for some reason, it just didn’t land with me at all. The premise — a photography simulation — is solid, but the VR execution is both annoying and downright dodgy. The visuals are rough, the jank is constant, and the whole thing actually made me nauseous… which is quite an achievement considering how seasoned I am with VR.
You walk around tiny, confined areas and take photos based on tasks shown on a tablet strapped to your left arm. Things like “take a picture of seven seagulls in one shot.” Cool idea in theory — but in practice you end up wandering around trying to find exactly seven, not five, not ten. And thanks to the jank, the uncomfortable movement, and the cramped environments, you get stuck on objects constantly.
The visual presentation feels random and crude. There’s nothing beautiful or striking to be found anywhere. The game is riddled with bugs, and the audio seems to glitch out half the time. Sloppy port or sloppy game? Hard to tell. I didn’t bother checking the flat version, especially since it’s sold separately — and just like the VR version, it’s expensive.

UNDEAD CITADEL…
This was one of my most anticipated PS VR games back in the day. It never arrived, and I eventually forgot all about it — until it suddenly dropped on PS VR2 last year. It wasn’t exactly what I had imagined after all those years, but I still loved playing through it. Yes, there’s jank: reaching door handles, fighting, interacting with objects… all a bit clumsy. But once you get past the slow start, it actually works surprisingly well.
The presentation is lovely — slick, smooth, and polished. I constantly wanted to push forward just to see the next location.
Combat works too. It can be a proper workout at times since you can basically fight however you want, but the game also gives you plenty of moments to pull back, breathe, and recover. It’s a linear beat‑’em‑up at heart, not a horror game, and I spent around eleven hours finishing the campaign. It never felt like a slog, and I even ended up playing the horde mode for a bit afterwards.
Performance seems to be native 90Hz, though there were moments where it felt like I had smudges on my lenses — not terrible, just noticeable.
For some reason, I always thought this would be a co‑op game. Turns out that was just my “excellent” research skills at work. A fun, polished, slightly janky adventure — and one I’m glad finally made it to PS VR2.

UNMOURNED VR (THE DEMO)…
This one shadow‑dropped — at least for me — on the PlayStation Store back in March, I think. At first glance, I thought, oh no, not more AI slop. But after checking a few news sections, I realized it’s actually an established flat game that’s been remade and ported to VR. At that point, I stopped reading to avoid spoilers.
I fired it up early in the morning, expecting a short demo that would be over in no time. Little did I know it would take nearly two hours — packed with brutal jump scares and a constant sense of tension for at least half of that runtime. It’s very clearly inspired by P.T, and it wears that influence proudly.
This game is exceptionally scary for me. You walk slowly through a house that keeps changing, twisting, and messing with you. There’s an absurd amount of blood, and at times it even feels like a light switch simulator — in the best, most nerve-wracking way.
There’s definitely some jank, and a handful of technical issues like framerate dips or moments where you’re not sure if the game is bugging out or if you messed up. But as a massive demo and a teaser of what’s coming, this is absolutely something horror fans should check out. Saying I “had fun” would be wrong — it was terrifying — but for many horror fans, that still lands firmly in the fun category.

UNDERDOGS…
I love mech games in VR, and my anticipation for Underdogs was pretty high from day one. Unfortunately, the launch was abysmal. It released on the same day as Hitman VR, and to make matters worse, the Meta version went on sale for more than 50% off. That disastrous rollout made the developer drop support quickly, and the delayed physical version didn’t help either. Everything basically went to hell, sales tanked during the first months, and the final blow came when the developer announced that the online mode would never arrive on PS VR2.
I still had some fun with the game. At its core, it’s an arena‑style beat‑’em‑up where you pilot a mech and punch enemies like a VR boxing title. Cool concept — but the narrow arenas, the difficulty spikes, and especially the overuse of dark environments made the whole experience harder and less enjoyable than it should have been.
The upgrade system is solid, and the presentation around it is easily one of the game’s stronger aspects. The music and sound effects, on the other hand, annoyed me constantly while playing.

Unhidden: Cozy Hidden Object…
I love cozy‑looking games with super crisp resolution, so I went into this one expecting ultra‑sharp visuals, heavy bloom, and that “super‑duper‑clean” aesthetic. But nope — it’s far simpler than I imagined, and I’m not even convinced it runs at a 90Hz native mode. Thankfully, because this is a very static VR experience, the technical side doesn’t matter all that much. You rotate a diorama, point at objects from your task list, and that’s basically the whole loop. Straightforward — and it works well for what it is.
The environments are lovely, and there’s enough challenge here to keep you busy for a couple of hours. The trophy list is also simple, and I’m sure most players will unlock it after a few retries per level. The tasks themselves feel randomized in terms of when items appear, but once you’ve replayed a level a few times, you’ll know exactly where everything is and what it looks like. At that point, it becomes more of a memory game than anything else. To earn each level’s trophy, you need to find all items within a time limit — and replaying until you master the layout is surprisingly satisfying.
It’s an easy, straightforward, fun little game with absolutely no jank. It could have been a crisp 90Hz or 120Hz non‑reprojected experience, but for some reason the image clarity just isn’t there. Something about it makes me suspect it’s reprojected, even though the gameplay itself doesn’t suffer from it.

Unplugged – Air Guitar…
Unplugged: Air Guitar is one of those VR games that pulls off a mechanic nobody ever expected to work — at least not in a traditional game. But VR lets developers experiment with all sorts of weird ideas, and this one absolutely leans into that freedom.
Think Guitar Hero or Amplitude, but instead of pressing buttons on a plastic controller, you’re holding a virtual guitar. When you move your VR Sense controllers, you actually swing and “bend” the guitar. You grip and pull the triggers to hold the strings for each incoming note, and to play the sound you have to move your other hand up and down like you’re strumming. It’s hard to explain, but it works shockingly well — it really does emulate the feeling of playing a real guitar in a way that tricks your brain into believing it.
The downside — and it’s a big one — is that most players (myself included) will never be truly good at this game unless they already play guitar or have god‑tier rhythm‑game skills. I struggle to finish a song on easy. My arms burn after just a couple of minutes, every track feels incredibly long, and I end up switching the game off instead of practising because the fatigue hits way too hard.
Visually and mechanically, the game is superb. But the difficulty curve — combined with the slight jank that appears when you’re not an experienced guitar player — becomes a deal‑breaker for me. And the trophy list? Easily one of the toughest I’ve encountered. I can barely earn a single trophy, let alone think about completing the whole list.
Unplugged: Air Guitar is clever, unique, and technically impressive… but unless you’re already comfortable with guitar‑style movement or you thrive on punishing rhythm games, it might end up being more exhausting than fun.

Until You Fall…
Oh, this is one of those games that absolutely ruled on PS VR — and then got completely supercharged by its PS VR2 incarnation a few years later. If you enjoyed it back in 2020, you’ll love this version even more. Yes, it’s a roguelite, and yes, there aren’t many levels or much variation, but the upgrade system, the gameplay loop, and the way it turns you into a swordsman through what feels like VR‑powered quick‑time combat just works unbelievably well. Once it gets its hooks in you, you simply can’t stop.
Beating the game for the first time takes hours upon hours, with countless retries and upgrades. Normally, that kind of repetition would make you annoyed enough to quit — but here, it’s the opposite. This is the kind of game you beg for more of. It’s a proper workout, with smooth turning, a super‑stable framerate, and excellent tracking that makes every swing feel sharp and responsive.
It’s simple, addictive, and polished in all the right ways — a perfect example of how a PS VR classic can evolve into something even better on PS VR2; heck, that’s even without using all of the power and features of the new hardware.

Summary:
And there you have it — number 21 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!
All Games reviewed (for part 21).
Thank you for your time; I hope you enjoyed it.









Summary:





























That was quick.
Ultrawings 2 gave me the worst nausea I’ve ever had from a VR game.
Maybe I’ll try and jump back in at some point.
Yeah it was, it was mostly done last week and well, only 9 games is easy compared to 35 🤣
Yep Ultrawing2 can be very heavy on the stomache at first, use the dualsense the first few goes is the best option i think 😘😂
Hello, I’ve been reading all of these games by the letter without commenting, but as you’re reaching the end of the series, just want to say that I really appreciate you putting all the work into the reviews and sharing your experiences. Thanks!
Hello Bill,
Thank you so much, it means the world to me that the 100s (if not thousands) of hours put into this actually reach people out there, even the quiet ones.