Slap Fighter Review - Meta Quest 3

• written by Krist Duro
Slap Fighter Review - Meta Quest 3

Slap Fighter is a goofy VR brawler where slapping rules the world, but the impact is somewhat missing

VR has given us lightsaber duels, intense boxing matches, and even cooking shows that make you sweat more than you expect. But what if the core mechanic was something as simple and ridiculous as slapping your opponents into submission? That is the premise of Slap Fighter, a quirky action game that takes itself just seriously enough to make the whole thing work while still leaning into the absurdity of its concept.

At its heart, Slap Fighter is about stepping into the shoes of The Invincible, a hero who takes on the notorious Slap Syndicate, a group of over-the-top villains who have apparently decided that the best way to rule the world is through the power of palm-to-face combat. It sounds absurd, because it is, but that is exactly what makes the game immediately entertaining. The narrative feels ripped straight from a campy 90s action movie, with all the bravado and none of the shame, and it frames your five or so hours of gameplay with a silly grin.

The game's campaign sees you climbing through the ranks of the Slap Syndicate, facing a boss on each chapter. Every boss has their own flamboyant personality and introduces a new ability to the game. Defeating them rewards you with that same ability, giving you a steadily expanding toolset to play with. One boss might grant you the power to poison enemies, another lets you regain a heart of health when you most need it, while others hand over temporary bursts of super strength or damage boosts.

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These powers are genuinely fun to use, and they add some variety to what could otherwise be a repetitive loop. However, the bosses themselves rarely use these abilities against you. That is a strange design decision because it means the fights never quite live up to the hype. Instead of feeling like a climactic clash of powers, most battles boil down to swinging your arms faster than the enemy can react. It makes progress feel smooth and entertaining, but it also means the challenge curve stays relatively flat.

Still, the structure of slowly gaining more abilities, even if the bosses themselves fail to push back with the same tools, does create a feeling of growth. By the time you have collected several of these powers, you really do feel like The Invincible, the unstoppable hand of justice slapping its way through an empire of silliness.

For a game called Slap Fighter, the actual slapping is strangely hit or miss. When it works, it works brilliantly. During special moments when you are mid-combo, time slows down and the game asks you to deliver a slap in a particular direction. Connecting at just the right angle feels fantastic, like you really put everything behind that palm strike. These cinematic flourishes are easily the best part of the combat system, and I found myself waiting for them every time.

Unfortunately, outside of those moments, the slapping feels underwhelming. There is a surprising lack of feedback. The haptics in the controllers buzz a little, but not enough to sell the impact. The sound design is also muted, so instead of a satisfying crack across the face you often just get a dull tap that barely registers. For a game that lives or dies on the joy of slapping, this is a major weak point. The core action should feel cathartic, but more often than not it feels like waving your hands around in the air until the health bar ticks down.

Adding to that, the hit detection sometimes feels inconsistent. Wiggle your hands quickly enough and you can overwhelm most opponents without much finesse. It becomes less about precision and timing and more about how much energy you are willing to expend flailing your arms. On one hand, it is funny to physically outpace your opponent like a windmill, but on the other, it undercuts the idea of skillful combat.

To spice things up, Slap Fighter also gives you access to elemental orbs tied to classic powers like fire, air, earth, water, and lightning. These can be launched mid-battle, giving you another way to harass your enemies. The concept is great and the orbs look cool, but they lack real weight. Toss a fire orb at someone yes, they stagger or burst into flame, but the impact feels light and the follow-up animations minimal. They are nice tools to mix into your combos, yet they rarely shift the tide of battle in any meaningful way.

It feels like these powers were meant to add tactical variety but instead come across as secondary gimmicks. They are fun to try out, but slapping is always the more reliable option, even if it is less satisfying in execution than it should be.

Breaking up the campaign are a few mini-games that revolve, unsurprisingly, around slapping things. These range from tests of speed to endurance challenges where you have to keep hitting a target for longer than you might expect. They are amusing the first few times, but they overstay their welcome by just a couple of minutes each. Still, they are not offensive additions, and they do help break up the flow of boss fights and henchmen encounters.

The bigger distraction is the multiplayer mode. Here, you square off against real players in slap duels, and the tone shifts from goofy campaign antics to unpredictable chaos. Unlike the single player mode, where elemental orbs feel weak, in multiplayer they can suddenly become dangerous, mostly because other players know how to use them creatively. The fun comes less from tactical mastery and more from the sheer absurdity of trying to out-slap a stranger online. Matches rarely feel balanced or fair, but they are hilarious, and that is really all that matters in this mode.

However, and this is true for most of the VR games that have a multiplayer mode nowadays, the online population is just not there. If you don't have a couple of friends, all ready to slap each other, you will spend a lot of time matchmaking trying to find some random player online.

Visually, Slap Fighter is a delight. The art style strikes a nice balance between exaggerated realism and cartoony absurdity. Characters have strong silhouettes, and the bosses especially stand out with flamboyant costumes and larger-than-life animations. The environments are solid, if not particularly memorable, but they provide a bright and colorful backdrop for the action.

The 3D models look good on Quest 3's hardware and the game runs smoothly. I did not encounter any major frame drops or visual hitches, which is always appreciated in VR. The clarity of the headset makes the silly action pop, and the presentation is clean across the board. Also, and I found this somewhat weird, there's an X-Men Sentinel head in the homebase's courtyard... like what?

From a comfort perspective, Slap Fighter is quite good. The action is mostly stationary, with some light movement, so motion sickness is rarely an issue. The only real annoyance is the lack of snap turning, which is a standard feature in most VR games now. Relying on smooth turning can make some players queasy, and it feels like an oversight not to include the option.

Slap Fighter is a strange game. It is both fun and frustrating, both charming and shallow. The story and characters are delightfully ridiculous, the presentation is solid, and the multiplayer can be a blast in short bursts. Yet the central mechanic, the slap itself, never reaches the heights it should. With better haptic feedback, punchier sound effects, and a bit more weight behind the elemental abilities, this could have been a must-play VR oddity.

As it stands, it is a fun distraction for a few hours, something you will laugh about with friends and maybe boot up for some silly multiplayer matches, but not a game you will be returning to again and again. If the developers continue to polish the feedback systems and add more depth to the combat, there is potential here for something special. Right now though, Slap Fighter is all polish but not enough substance. Thanks for reading!

The game was reviewed on a Quest 3 via a promo copy provided by the developer. Slap Fighter is available on Meta Quest.

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• written by Krist Duro

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