The Walking Dead: Saints & Sinners — Chapter 2: Retribution is a remarkably long title, but I suppose it's fitting for a game that is growing in its size and scope the way this VR sequel is. The original Saints & Sinners defied expectations to become a revered game in the virtual reality space--and I'd argue simply a great zombie game for any platform.
Thus, the sequel has big shoes to fill, and though it seems content to fill them using a predictable escalation of features and a dramatic increase in its world size, it's what the team behind the game isn't saying about one of its core new features that has me most intrigued.
At a recent hands-off virtual preview event, I got my first in-depth look at the sequel to what is actually my favorite VR game. Everything I enjoyed about the first game--the sense of place in the world, the immersive combat and survival elements, the breadth of crafting options back at my base, and more--it all looks poised to return improved in the follow-up. Weapon crafting and salvaging now include several new kinds of guns, including an awesome-looking bow and arrow that allows for silent kills from a distance.
New sidearms, like a sawed-off shotgun and an SMG, bring more firepower to the game, as well, and a laser sight can be found and attached to seemingly any firearm to improve your crucial headshot-targeting capabilities. Skydance stressed, however, that the sequel won't be a power fantasy. Saints & Sinners is meant to remain a series where you'll make do with less than ideal supplies in unfriendly conditions.
The most dramatic of the game's new weapons is a chainsaw, which was demoed by the developer carving through walkers like he was an expert lumberjack before the world went to hell.
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