
Atlantis VR
A passive VR underwater rollercoaster with a 51% mixed reception and zero mechanical depth - fine for a first-time headset demo, forgettable for everyone else.
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About Atlantis VR
My first instinct with any VR experience is to ask what it asks of me. Atlantis VR asks almost nothing. Strap in, look around, watch jellyfish drift past sunken ships, and the ride ends roughly as fast as it began. That is the whole proposition, and whether that proposition is worth your money depends entirely on who is sitting in the headset. This is an on-rails passive experience built for the HTC Vive, structured as a guided underwater tour through an ocean environment that includes exotic fish, jellyfish shoals, and submerged ruins. There is no locomotion to configure, no inventory, no decisions to make. The interaction model is essentially zero - you are a passenger. For that reason, the motion sickness risk is lower than in most roomscale titles, which is genuinely useful context if you are handing the headset to someone who has never tried VR before. Community sentiment around the Steam page leans toward treating it as a demo piece for newcomers, and that framing is probably the most accurate description of the experience you will find. The problems start when you evaluate it against anything with actual gameplay. There are no mechanics to learn, no replayability loop, no progression, and the runtime is short enough that calling it a full session feels generous. The visual environment does some reasonable work for a 2017 release - the underwater setting has atmosphere when viewed in the headset for the first time - but the moment that novelty wears off, which happens quickly, there is nothing underneath it to sustain interest. The mixed review split on Steam reflects exactly this: people who rated it positively were largely testing VR for the first time; people who rated it negatively had already been around the block and wanted something more substantial. If I am being direct about the decision calculus here: this is a very specific purchase case. A strategy or sim fan looking for depth, replay value, or any kind of meaningful decision-making will find nothing to hold onto. The experience is closer to a screensaver than a game. It fills one narrow use case well - showing a friend or family member what a VR headset feels like without the risk of overwhelming them with controls or motion discomfort. Outside that use case, the session is over before it becomes memorable. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- GeForce GTX 660, AMD Radeon R9 290X
- Processor
- Intel Core i5-4440 (or equivalent)
- VR Support
- SteamVR
Recommended
- OS
- Windows 10
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- GeForce GTX 1060, AMD Radeon R9 390X
- Processor
- Intel Core i5-4590 (or equivalent)
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Reviews & Ratings
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Game Info
- Developer
- MMEU
- Publisher
- Forever Entertainment S. A.
- Release Date
- Nov 3, 2017
