Swarm 2 is like Spider-Man with guns – VR Review


 VR offers the potential for a range of exciting and unique gaming experiences, and one standout example was Swarm VR, an arena-based arcade shooter with a fantastic movement system. Swarm 2 VR aims to expand on this success by introducing roguelike elements—a bold decision, given that this genre has arguably...

VR can unlock a host of exciting and innovative gaming experiences, and Swarm was a prime example with its arena-based arcade shooter action and inventive movement mechanics. Swarm 2 aims to build on that foundation by incorporating roguelike elements—a bold move, given the genre’s current saturation. So, does Swarm 2 deliver as a standout sequel, or does it still need a few more playthroughs to truly shine?

Here’s what makes Swarm 2 special: it lets you feel like Spider-Man, or at least as close as you’re likely to get. Each hand wields a gun that also functions as a grappling hook, enabling you to swing through the arenas with wild abandon. You’re constantly on the move for several reasons: touching the ground reduces your health, you bounce off objects you collide with, and you’re perpetually under attack from robotic drones, gunships, and other metal foes, making mobility crucial for survival.

The controls are intuitive, especially at first. It doesn’t take long before you’re instinctively scanning for enemies or solid objects to latch onto, firing a hook, and using the momentum to propel yourself into the air. This brief hang-time provides the perfect opportunity to target enemy drones. Additional tools help you maintain your momentum: a dash function mapped to the left stick lets you quickly change direction or regain speed, and you can tighten your grappling lines by pulling on them, though this effect is less pronounced than in the first game.


When the action intensifies, the gameplay can become less intuitive, though that's more my issue than the game's. During chaotic moments, with my shields dwindling, my brain seems to forget basic physics and goes into panic mode. This results in frustrating instances where I struggle to reach specific points, much to my brain's dismay. Thanks for nothing, brain!

One area where the game could improve is in its more cluttered environments. Some arenas are quite crowded, which can be challenging if you haven’t perfected your swinging technique. In these busier settings, you might find yourself bouncing off objects like a pinball, which can be frustrating. Luckily, these instances are infrequent, and taking a moment to breathe and recalibrate can help you regain control.

When you’re in the zone, Swarm 2 is exhilarating, offering a high skill ceiling for those willing to invest time and effort. The joy of swinging around a pole and launching yourself into the sky, or darting past a building, firing a hook, and circling around before diving back into the fray, is truly fantastic.

And let's not forget the guns! Each hand is equipped with rapid-fire weapons, and the arenas are teeming with drones of all sizes, from pesky small ones to large, rocket-launching enemies. Your main objective is to take them all down to open a portal to the next arena. The challenge comes from managing your swinging while targeting enemies and unleashing a barrage of firepower. While *Swarm 2* can be played while seated, it's best enjoyed standing, with enough space to spin and move freely. This setup makes the gameplay more immersive, allowing you to perform dramatic maneuvers like spinning 180 degrees mid-swing or dropping to a knee to take down a large drone while swinging underneath it.



You can also find special weapons during missions to add a bit of excitement. Occasionally, you'll come across items like homing missiles and miniguns, though their ammo is limited compared to your default pistols.

The campaign features three boss battles designed to test your swinging skills—yes, I realize that sounds a bit risqué, but I'm sticking with it. The first boss is particularly memorable, a massive robot towering over the arena. Fortunately, it has several weak spots that, when destroyed, make the robot vulnerable to attacks. This fight is thrilling, offering a great sense of scale as you navigate the air, dodging missile barrages and swooping back for another round of shooting. However, the other two bosses are quite similar: large enemies with weak points that require you to circle around them.

Swinging around might seem like it would induce motion sickness, but Swarm 2 surprisingly avoids that issue. Despite having a good VR tolerance, I usually get a bit dizzy with fast-paced games involving a lot of motion, but Swarm 2 didn’t make me feel unwell. The game performed smoothly on my Quest 2 headset, and even minor stutters could have been problematic, so I appreciate its consistent performance as much as I dislike early mornings.

So, what’s new?  
If you’re familiar with the original Swarm, much of what I’ve described will sound quite familiar. The core gameplay is nearly identical, with only a few minor adjustments. So, what’s different?

In a nod to innovation, the game now incorporates roguelike elements. Instead of an endless loop, you’ll navigate through a series of 18 levels, with a boss battle every sixth stage. Between levels, you can choose from three perks that enhance your abilities, such as applying corrosive damage, evading hits, or other benefits to aid in your battles.

Whenever you end a run—typically due to being shot or blown to pieces—you’ll level up, which unlocks new perks that might appear between levels and introduces new weapon drops that could spawn during your next playthrough.

Additionally, you’ll collect special shards in levels that serve as a form of currency. These can be spent to increase your shield capacity, health, or even unlock special powers like slow motion.

The goal is to dive into run after run, with each failure providing resources that enhance your chances in subsequent attempts. The game’s high skill ceiling means that more skilled players will likely reach the final boss with greater ease and achieve high leaderboard scores. However, thanks to the incremental improvements, most players should be able to reach the final battle if they persist.

The real question is whether players will be motivated to keep going. Roguelikes can be challenging to perfect because their repetitive nature requires players to replay similar content repeatedly. While some games, like *Hades* or *Have a Nice Death*, manage this well, *Swarm 2* struggles to keep each run engaging and varied. Although there’s a solid range of environments to battle in, the enemy variety is limited, and there’s no real storyline. While selecting complementary perks is satisfying, they don’t significantly alter gameplay. After a few hours, I found myself less motivated to tackle another run or achieve a personal best score.

Your enjoyment of Swarm 2 will likely depend on your feelings about roguelikes and their current popularity in gaming. Personally, I appreciate the attempt to incorporate roguelike elements into Swarm’s already excellent gameplay, but I feel more could have been done to maintain engagement. Despite this, the roguelike additions are a step up from the first game’s endless loop of levels, offering more focus and a sense of progression.

Looking ahead, a couple of major updates are planned for later this year, starting with quality-of-life improvements and graphical enhancements for Quest 3 players. In July, 10 new arcade arenas will be added, followed by an update that introduces melee weapons, which could be an exciting addition.

Overall, Swarm 2 is a lot of fun and provides an impressive VR experience. Swinging around like a gun-wielding Spider-Man is highly satisfying. As a sequel, however, it’s somewhat disappointing because the roguelike elements don’t add much, at least for me. Others might find the gradual power-building more appealing.

In terms of recommendations, I’d suggest that newcomers to the series should definitely try Swarm 2. It’s a fantastic game for the Quest with excellent movement mechanics. If you’ve played the first game, consider how you feel about roguelikes, as Swarm 2 might not offer enough new features to justify a return unless you’re keen on experiencing the core gameplay in new settings.