Pistol Whip
Index, Rift, Vive, Quest
One word of advice: maybe close the curtains before giving Pistol Whip a spin. And while we’re at it, we also suggest you do a proper warm-up before you reach for your holster. Pistol Whip is quite the workout, not only in its rhythmic intensity but in the strange shapes you make while playing it, contorting madly to dodge enemy bullets that, once you allow them to start, won’t stop coming. You will sweat, you will pull muscles and, to the outside observer, you will look quite ridiculous. Hence the bit about the curtains. Our postman’s been looking at us funny ever since he caught us playing it.
In simple terms, Pistol Whip is a sort of cross between Superhot and Beat Saber. You travel as if on rails through linear levels filled with baddies who spawn in time with a crunchily generic EDM soundtrack. Deliciously generous aim assist ratchets up the John Wick power fantasy, and reloading is as simple as aiming your weapon at the floor. Incoming bullets travel slowly, and have a thick trail to ensure you don’t miss them; if an enemy goon is aiming at you from out of sight, a large red signal appears alerting you to where the threat is coming from. Some enemies wear shields, and require multiple hits to put
Developer/publisher Cloudhead Games
Format Index, Quest (tested), Rift, Vive
Release Out now down. They frequently spawn close to you, and can be dispatched in a single hit with a titular melee bash.
That is pretty much it, though of course it is only the start. Your weapon is as much a musical instrument as it is one of death, with gunshots and pistol whips adding effects to the techno backing track. The scoring system rewards shots that are timed to the kickdrum, and tracks the music such that so quick double-taps on shielded enemies mean both shots will earn maximum score. The level design is marvellous, both in the way it teaches you where to expect enemies (suspicious floating platforms or suddenly appearing cubbyholes are, you quickly realise, pretty much guaranteed spawn points) and in the way spawn timings are matched to the soundtrack.
It’s delightful stuff in full flow, and while there’s not much to it – just ten levels are available at launch, each lasting only a few minutes – there’s significant replay value in committing level and spawn layouts to memory. This is essential if you’re to succeed on the higher difficulties, where enemies show up at such a rate that, if you stop shooting in order to dodge a bullet, another half-dozen rounds will be on their way. It’s a simple concept done well, and as is so often the case in VR, its minimalism is key to its magic. Just make sure you have a good stretch first; we’re still paying for it.