
WizzBall
Quidditch-in-VR concept with real physics-based throwing and wand combat, but only two Steam reviews and a ghost-town player pool make this a very hard sell in 2024 and beyond.
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I came to WizzBall expecting a gimmick and left genuinely torn. The core loop is more interesting than it sounds: two teams on broomsticks, passing and throwing a ball through goals, while your wand doubles as a close-range and long-range stun tool. Full six-degrees-of-freedom flight means you are not locked to a rail - you pitch, roll, and dive freely, and the physics-based catching and throwing actually rewards people with decent spatial awareness and a decent throwing arm. The developer even suggests softball pitchers will be top scorers, which is a funny and weirdly accurate note. The combat layer matters more than it first appears. Stunning an opponent mid-throw or on a scoring run genuinely changes the momentum of a round, and the interplay between positioning, ball control, and wand timing has the skeleton of something competitive. Server hosts can set a speed multiplier for faster matches, control minimum and maximum player counts, and toggle random versus manual team selection. Configurable AI bots were added post-launch to fill empty lobbies, which is the single most important quality-of-life update this game could have received, because its online population is essentially nonexistent. That population problem is the one thing no patch fixes. Only two Steam reviews exist across the game's entire lifespan since its December 2017 release. Scheduled matches cycle every four hours according to the developer's own countdown tool, which tells you everything about the organic player count. You will be playing against bots or coordinating with friends you personally rounded up. If you cannot bring three to five people in headsets at the same time, the multiplayer promise collapses entirely. The practice mode at least lets you solo-test your throws without a match being listed publicly. On the hardware side, this is VR-only and requires tracked motion controllers, either Vive wands or Rift Touch. It supports SteamVR with standing or room-scale setups, and the recommended GPU is a GTX 970 or Radeon R9 290, which is a 2017-era spec bar. Modern headsets using SteamVR should have no issues meeting that. Room-scale works better here than standing - you need the physical throwing range. Wear the wrist straps. The developer is not joking about that. The concept is the best thing about WizzBall and also its heaviest anchor. Everyone who sees it immediately knows exactly what it is referencing, and VR genuinely is the right platform for this type of game - the sensation of physical throwing and catching in three-dimensional space is something a flat-screen controller setup cannot replicate. But a clever concept with zero active matchmaking, beta-era polish, no ranked system, and a community that never materialized is a tough thing to recommend to anyone who does not have a pre-arranged group ready to go.

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Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7 SP1 or newer.
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0
- Storage
- 350 MB available space
- Graphics
- GeForce GTX 970 or AMD Radeon R9 290 or better.
- Processor
- Intel Core i5 4590 or greater.
- VR Support
- SteamVR. Standing or Room Scale
Recomendados
- OS
- Windows 10
- Memory
- 4096 MB RAM
- DirectX
- Version 11
- Storage
- 350 MB available space
- Graphics
- GeForce GTX 970 or AMD Radeon R9 290 or better.
- Processor
- Intel Core i7
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Información del juego
- Desarrolladora
- NRVR Studios
- Distribuidora
- NRVR Studios
- Fecha de lanzamiento
- 15 dic 2017
