I love talking to developers — especially the passionate ones, the small teams making their first or second game, the ones who care. That’s why I’m rambling: I met the team behind Evil Inside VR on social media, and they were genuinely proud of what they’d made. And the best part? It was coming to PS VR2.
So… could the game live up to the hype the devs had for it?
CAN THE GAME LIVE UP TO THE HYPE FROM THE TEAM…
Evil Inside started life as a flat game — one that didn’t exactly set the world on fire. Why they decided to bring it to VR is a bit of a mystery.
Luckily for me, flat gaming is boring as hell, so I never touched the original anyway.
What matters is this: Evil Inside VR is a P.T.‑style loop game, the kind of thing that instantly triggers that “oh no, not again” memory of Kojima’s masterpiece from a decade ago.
And yes… that’s exactly where my hype kicked in.
HELLO DARKNESS MY OLD FRIEND…
A few seconds in, I realised this wasn’t really a game — it’s an experience. Just like P.T.: you walk, you trigger a door, you loop, you watch the story drip‑feed itself into your brain.
And yes, I was right. (Of course I was.)
I got a few early jumpscares, and they were surprisingly effective — simple, in‑your‑face horror that even worked on an old grumpy bastard like me.
I’VE COME TO TALK TO YOU AGAIN…
Evil Inside VR does a few things right:
- It’s dark.
- It’s weird.
- It’s dark.
- And did I mention it’s dark?
OLED absolutely carries this game.
The graphics are functional, with good clarity, and while it’s definitely running at 120Hz with reprojection, nothing ever looked muddy or broken. It’s simple, yes, but never bland. That said, this is absolutely a game that should have been able to run at native 90Hz, and why it doesn’t is beyond me. To put it gently, it’s a very underwhelming technical choice.
There are maybe ten rooms total — hallway included — but for a P.T.‑clone, that’s honestly enough material for a one‑hour walking‑trigger experience.
BECAUSE A VISION SOFTLY CREEPING…
Sound design is usually the thing I care about the most — especially in horror. And here? It’s the best thing about the experience.
Good voice acting, solid SFX, atmospheric music… but one complaint: I’m pretty sure the 3D audio bugged out or simply isn’t implemented. Either way, something was off.
LEFT ITS SEEDS WHILE I WAS SLEEPING…
So how is it?
Short answer: Short. PT clone. VR. Darkness. Lots of darkness.
Long answer: I wish I could’ve played this as a total VR noob. It’s simple, short, and accessible — perfect for someone new to VR horror. But this is not a game. It’s an experience. If you expect puzzles, mechanics, or depth, you’ll bounce off it immediately.
AND THE VISION THAT WAS PLANTED IN MY BRAIN…
For experienced VR horror fans, this will feel outdated. For newcomers or “family game night, let’s scare someone” sessions, it works better.
But yes, there’s jank — and you know how much I despise jank.
- A Crouch button exists, but seated mode makes you feel like you’re crawling anyway.
- Walking is slow.
- Crouching is painfully slow.
- Hand interactions feel unnecessary — object pop‑ups would’ve been better.
- The puzzle box is borderline impossible in seated mode unless you move like a surgeon.
A friend even told me he felt too tall in the game. So yeah… strange stuff.
STILL REMAINS…
Verdict: Ignore it as a game. Treat it as an experience — just like P.T. There are production values here. There is decent sound. There are a few decent jump scares.
But:
- Expect jank.
- Expect it to be over quickly.
- Expect only a handful of “puzzles.”
- Expect the story to be… well, there. Somewhere.
The price tag of £15 is the real kicker. This feels like a £7.50 experience. With more polish, more jumpscares, and working 3D audio, I could recommend it as a fun “scare a friend for an hour” title before jumping into something insane like Resident Evil Village VR. And yes — I quoted a famous song. My friends will get it. If you don’t, that’s fine.
Sometimes, the lyrics are scarier than the game.
The sound of silence…
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Author: 360 Technology Group












