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Virtual reality is rife with PvP gameplay, andFrenziesis the latest contender to step into the competition, with a bright neon aesthetic and Squid Game style attire. This multiplayer shooter, which is being developed by Near Light, and published through nDreams, has a lot to prove to players to get past the plethora of FPS games that fill the digital space. However, the light at the end of the tunnel for titles focused on these online battlegrounds is originality and an ability to break the mold.

I had the opportunity to get a hands-on look at a closed alpha version of the game, and try outFrenzieswith some of the devs who have been working hard to get it ready for players. There was a lot to like, and a few things that needed work, but I believe this title will offer something a lot of gamers are going to enjoy.
Frenzies Form-Fitting Framework Is Anything But a Failure
The first aspect I noticed when jumping into theFrenziesclosed alpha was that customization for outfits and weapons is a big part of the draw. You can adjust your outfit, body proportions, digital facial expressions, and weapon skins to provide that extra splash of color and uniqueness to your fit.
Everyone in my lobby, except for one person, chose the exact same face, which wasn’t due to lack of options…it was just a great face. TheFrenziesdevs seem to be leaning hard into the cosmetic parts of the game, and I wouldn’t be surprised to see even more similar content released after the game has launched.

Although the gunplay is pretty straightforward inFrenzies, I found the selections to be particularly intriguing. Instead of having every type of weapon under the sun, the choices have been narrowed to guns that can be held in one hand. Essentially, every player running around the map will be duel-wielding some combination of shotgun, SMG, or pistol, but there is variety in those options.
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There are multiple styles of each, with different sights and distinct advantages. It may sound like a limitation to some, but in my view, it appeared to even the playing field. Players also respawn next to their armory, so if you aren’t loving the feel of your weapon, you can quickly grab something new. Just like cosmetics, the gunplay is designed to form-fit to the player’s style.
I started with two SMGs hoping that since I was up against experiencedFrenziesplayers, I could “spray and pray” my way through the competition. It didn’t take long before I realized I wasn’t very precise with them, and that duel-wielding semi-automatic pistols fit my playstyle much better. Personally, I enjoyed doing damage with each shot, and reloading is a breeze when you can simply push the two mags together.

Once I found my rhythm and started getting some kills, that’s when the weapon selection system started to make sense. I’m already anticipating the next time I get the chance to play, so I can try out more combinations.
Frenziesalso features a dashing jump mechanic that works well, and it can sometimes get you out of a jam when cornered. I didn’t make as much use of the ability as I wanted to, but we did have some fun using it to jump over each other in the lobby while waiting for the next game. It’s a memorable feature, but it may be more effective depending on the player.

Frenzies Is Still Noticeably in Its Closed Alpha Era
I’m not going to spend much time focusing on negatives, because this title is still in its development process and not ready for the full review treatment. I will, however, point out a few things I hope to see improved beforeFrenziesofficially releases.
The first and most noticeable issue has to do with spawning. It was pretty easy in every game mode to find where the other team was going to reappear, so in its current state, spawn camping is inevitable. That said, the devs in my play session acknowledged the problem and it sounded like they were in the process of working on a solution.

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It is also easy for your head to slightly leave your character’s body, which makes reaching for weapons more difficult. There are some settings to adjust the POV, but I personally didn’t find them to be super useful. Hopefully, the head-to-body tracking will be a little bit more accurate on release, although this issue is something that’s often a problem in VR titles.
Lastly, every time you die in the game, you’re sent back to the lobby, with a portal available to respawn. I would love to see an option where you simply respawn back into the map, while also keeping the ability to easily switch out your guns.
Final Thoughts on the Frenzies Preview
There are definitely some aspects ofFrenziesthat need improvement, but it’s honestly a pretty great time. I believe with some touch-ups, this game could be a go-to for PvP enthusiasts. It doesn’t take itself too seriously, and with fast rounds that are only a few minutes long, it’s easy to turn the tides.
If you are interested in learning ,you should definitely do a deeper dive into this growing community. Near Light andnDreamsare encouraging players to check out their discord (discord.gg/frenziesVR) for additional information, and to potentially gain access to the closed alpha. This is absolutely a title you’re going to want to try for yourself, and one that will work best when playing with a group of people you know.
Ezekiel Hall
Senior Gaming Content Editor / Critic
Articles Published :180
Ezekiel is an avid gamer, film enthusiast, and has a love for technology. When he has free time you are most likely to find him playing something on PlayStation or binge watching a new show. He is a fan of all things DC, Marvel, and Star Wars.