Ghost Town Review - Meta Quest 3

• written by Krist Duro
Ghost Town Review - Meta Quest 3

From its innovative puzzle design to its engaging story and characters, Ghost Town gets everything right and I do mean everything

Ghost Town represents a remarkable achievement in VR game design, setting a new standard for what's possible on the Meta Quest 3 hardware. This supernatural detective story combines intricate puzzles, compelling narrative, and stunning visuals into one of the most polished and engaging VR experiences to date.

Set in the 1980s, Ghost Town puts you in the shoes of Edith Penrose, a witch who runs a paranormal detective agency with her partner Rina. What begins as a routine ghost hunting case at an old theatre takes a dark turn when Edith's brother Adam disappears during an exorcism gone wrong. This sets up a deeply personal quest that drives Edith across the UK, from fog-shrouded Scottish lighthouses to cramped London apartments.

The period setting adds tremendous charm to the experience. The 1980s aesthetic isn't just window dressing – it's woven into the fabric of the game through the technology you use, the environmental details, and even the way characters speak and behave. Rina's custom-built paranormal detection equipment feels appropriately cobbled together from period electronics, lending authenticity to your ghost hunting endeavors.

The writing deserves special praise for how it handles both the supernatural elements and character relationships. Edith is a fully realized protagonist whose determination to find her brother is balanced with dry wit and professional competence. The supporting cast is equally well-developed, with distinct personalities that emerge through natural dialogue and interactions. And that is something you don't see often not only in VR games, but in games in general.

At its core, Ghost Town is a puzzle game, but it transcends typical genre conventions through its masterful integration of narrative and mechanics. The puzzle design follows a brilliant philosophy of teaching through iteration. When you encounter a new mechanic, it's introduced in a straightforward way that allows you to grasp the fundamental concept. Subsequent encounters build on this knowledge, adding layers of complexity that feel challenging but never unfair because you understand the underlying logic. How they do that, without being too in your face, is a testament to the game design.

If you pay attention, you will just, somehow, get it. This leads to many "aha" moments that are incredibly satisfying and very rare in puzzle games. And that, in my books, is pure magic. It goes to show you that Fireproof Games, the developers of The Room masterpiece series, are not just a one-hit wonder. All that knowledge and experience that they have gained over the years really shines through in this game and the results are simply exceptional.

The game's interface strikes an excellent balance between functionality and immersion. Your inventory is easily accessible without breaking the flow of gameplay, and all interactions feel natural in VR. Puzzle pieces and mechanical components have a satisfying weight and feel to them, with precise haptic feedback adding to the tactile experience.

What's even more impressive is how the game handles some extremely creative reality-bending sequences. There are moments where the environment transforms around you in ways that are only possible in VR, creating genuine "wow" moments that never feel gimmicky because they're always in service of the story or puzzle solving. If I continue to talk more about the puzzles and the genius behind them, not only would I be here all day, but I would also be doing a disservice to the game as I want you to experience it for yourself. All of this is also making it super hard for me to cut some short videos showcasing the game as I don't want to spoil anything. But I'll definitely try, believe me. Well, I'll briefly mention one sequence... or two.

One standout sequence takes inspiration from PT, using spatial impossibilities and subtle environmental changes to create a sense of unease without resorting to jump scares. It's a masterclass in using VR's unique properties to mess with player perception while maintaining complete comfort and control. The other one does not involve any spatial impossibilities, but it's just a room filled with weird artifacts and unique oddities that you can interact with and let me just say that this room, it will make Joe Rogan and other conspiracy theory lovers (me) very happy in their nether regions.

Ghost Town pushes the Quest 3 hardware to its limits while maintaining rock-solid performance. The character models are particularly impressive, with expressive faces and natural animations that bring the cast to life. Environmental design is equally strong, with each location feeling distinct and lived-in and probably the best I've seen in a standalone VR game going head to head with those in Red Matter 2 in terms of visual fidelity, density and polish, and if you've played that game on a Quest 3, you know what I'm talking about. The attention to period detail extends to every corner of the game world, from authentic '80s appliances to weathered signage.

The lighting system deserves special mention, as it's crucial to both the game's atmosphere and puzzle mechanics. Dynamic light sources create a moody ambiance while serving gameplay purposes. Spectral effects are rendered with striking visual flair, making supernatural encounters memorable without relying on cheap scares.

The audio design complements the visual presentation perfectly. The soundtrack knows when to build tension and when to fade into the background, while environmental audio helps sell the reality of each location. Voice acting is uniformly excellent, with performances that hit the right balance between supernatural drama and lighter moments.

If there are any criticisms to be made, they're minor and borderline nitpicky. If you are a veteran of the genre, you might find the puzzles a bit too easy, though the elegant design and satisfying interactions more than make up for this. The other thing is that you can't make a thumbs up hand gesture, as the hands just close into a fist. And the final thing is that your hands just clip through most of the objects in the world, but this honestly has no affect on the gameplay whatsoever. Hey, I said that this were just nitpicks, didn't I? Now if you want a big criticism, I'll give you one. It sucks that the game ends and that I'll probably have to wait some time for the sequel. Yeah, I didn't want it to end!

Ghost Town is a landmark achievement in VR game design. It demonstrates a deep understanding of what makes VR special as a medium while delivering a compelling narrative and satisfying and extremely creative gameplay. The technical achievement of creating such a visually stunning experience on the Quest 3's mobile hardware cannot be overstated, but it's the thoughtful design and attention to detail that truly elevate it to must-play status.

From its innovative puzzle design to its engaging story and characters, Ghost Town gets everything right and I do mean everything. It's not just one of the best VR games of the year – it's one of the best VR games period, setting a new standard for what's possible in the medium. Whether you're a fan of puzzle games, supernatural stories, or just looking for a showcase piece for your Quest 3, Ghost Town is an absolute essential purchase. Thanks for reading!

The game was reviewed on a Quest 3 via a promo copy provided by the developer. Ghost Town is available on Meta Quest and soon it will be available on PC and PSVR2.

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