Evil Inside VR feels like a game caught between eras of horror design. Originally released as a flatscreen psychological thriller before being rebuilt for virtual reality by Bowl of Tentacles and Jandusoft, the experience wears its PT inspiration openly and unapologetically. Players step into the role of Mark, a teenager attempting to contact his deceased mother through a spirit board after his father’s arrest, only for the ritual to unleash increasingly disturbing paranormal events inside the family home. It’s a setup that immediately taps into familiar psychological horror territory, but VR gives the concept a more oppressive sense of presence than the original release ever managed. Even so, the game struggles to evolve beyond its central gimmick, delivering an experience that often feels more like an extended haunted attraction than a fully realised narrative horror game.
To the game’s credit, its atmosphere can be remarkably effective during its strongest moments. Evil Inside VR understands the value of confined spaces, dim lighting, and anticipation, frequently using silence and environmental tension more effectively than its actual scares. Wandering the looping corridors with only a flashlight illuminating fragments of the environment creates an uneasy sense of vulnerability that naturally benefits from VR immersion. On PlayStation VR2 especially, the OLED display helps the darkness feel genuinely oppressive, while dynamic lighting and environmental shadows add texture to otherwise fairly simple surroundings. The game rarely looks visually impressive in a conventional sense, but it often succeeds at creating mood through restraint and claustrophobia. Unfortunately, it also leans heavily on predictable jump scares, loud stingers, and familiar horror tropes that eventually make the experience feel repetitive rather than psychologically unsettling.
The VR conversion itself sits somewhere between thoughtful adaptation and missed opportunity. There are certainly immersive touches scattered throughout the experience: phones can be physically picked up, puzzle boxes require direct interaction, and countless objects can be grabbed, rotated, or thrown around the environment. On PS VR2, haptic feedback adds additional tactile presence when interacting with doors and walls, helping the world feel slightly more physical than on Meta Quest. Yet many of these interactions feel superficial because the gameplay surrounding them remains so limited. Items rarely serve meaningful gameplay purposes, puzzles are minimal and straightforward, and much of the progression simply involves slowly walking the same hallways repeatedly while waiting for scripted events to trigger. The VR additions improve immersion, but they never fundamentally transform the original game’s design into something that truly feels built around virtual reality.
That repetitive structure quickly becomes difficult to ignore. Like PT, Evil Inside VR revolves around looping through a familiar environment while subtle changes gradually distort the player’s understanding of the space. Unlike Kojima’s famous teaser, however, the escalation here lacks variety and momentum. Most loops introduce only small environmental alterations – a different open door, a flickering light, a ghost appearing briefly in the hallway – and the game depends heavily on these tiny shifts to sustain tension for its entire runtime. Since the full experience lasts under an hour for most players, the pacing never becomes outright exhausting, but it does become monotonous surprisingly quickly. Slow movement speeds further compound the issue, especially during repeated backtracking sections that make progression feel artificially stretched. Even crouching feels sluggish, and seated play can create awkward positioning issues during some interactions.
Narratively, the game also struggles to capitalise on the emotional themes it introduces. Mark’s grief, his fractured family situation, and the implied trauma surrounding his parents are all potentially compelling ideas, but the story rarely explores them in meaningful depth. Much of the exposition arrives through static cutscenes and scripted dialogue rather than environmental storytelling, which feels especially disappointing in VR where immersion could have carried far more emotional weight. Converting previously first-person sequences into flat 2D scenes can even weakens the sense of presence rather than enhancing it, and by the time the story reaches its conclusion, Evil Inside VR never fully develops the emotional core needed to make its supernatural horror resonate beyond surface-level imagery and familiar genre beats.
Technical performance paints a mixed picture depending on platform and player expectations. The PlayStation VR2 version benefits from stronger lighting, tactile feedback, and more convincing environmental shadows, but it also suffers from noticeable reprojection artefacts and ghosting. At the same time, the overall image quality is perfectly serviceable despite the reliance on reprojection, with clear and effective use of darkness even if the technology underneath feels under-optimised. The Meta Quest version appears somewhat more stable overall, though naturally less advanced in terms of immersion features. Across both platforms, Evil Inside VR often feels like a project with solid artistic intentions that simply lacked the technical polish and development scope necessary to fully realise them.
Audio ultimately emerges as one of the game’s more successful elements. Environmental ambience, creaking floorboards, distant sounds, and oppressive musical cues consistently help maintain tension even when the gameplay itself becomes repetitive. The soundscape often carries scenes that would otherwise feel visually underwhelming. Voice acting fares reasonably well in parts, but the script itself rarely gives performers enough material to elevate the story beyond its fairly thin premise. Like much of Evil Inside VR, the audio demonstrates flashes of quality that hint at a stronger game underneath the surface, even if the final result never fully comes together.
What remains is a brief but atmospheric VR horror experience that succeeds more as a showcase of mood than as a satisfying game in its own right. There are moments where Evil Inside VR genuinely captures the uncomfortable intimacy that makes psychological horror work so well in virtual reality, particularly for newcomers to the medium who may be more susceptible to its oppressive pacing and sudden scares. For experienced VR players, however, the shallow mechanics, repetitive structure, and uneven technical execution make it difficult to overlook the game’s limitations. Bowl of Tentacles clearly shows potential in environmental interaction and horror presentation, but Evil Inside VR feels more like an early experiment than a fully evolved VR title. There’s enough here to suggest talent and ambition, yet not enough substance to make the nightmare linger once the headset comes off.
Score: 6.0/10

