If you’ve ever played any sort of walking simulator game then you know what to expect here. You explore environments, look at items to pick up and inspect them, read lots of notes and journal entries, and occasionally solve a simple puzzle or walk into a jump scare. It’s very by-the-numbers and doesn’t do anything particularly remarkable. However, the sense of atmosphere and the dark, foreboding tone are very effective.
I can’t speak to what the game feels like outside of VR, but inside the headset it’s quite unsettling. The jump scares were timed well and often made me physically jump in my seat while still feeling relevant and not completely out of place. Each of them was either expected or explained, which is much better than seemingly random ghosts and creatures popping out for no reason.
Near the latter third of the game the environments take a very twisted turn as the designers trade in sterile hospital corridors for other-worldly locales, quaint picnic spots, and greenhouses bathed in autumn light. Visually it’s very nice considering the small team and lack of true, dedicated VR support.
Rise of Insanity isn’t a perfect game, but it doesn’t try to be. The story has some satisfying twists if you’re paying attention and the environments are well-designed with nice vistas and some top-notch jump scares to keep you on your toes. I’d have loved motion controller support or a more fleshed out VR integration, but as it stands as a gamepad-only VR title it certainly delivers good scares wrapped up in a solid story at a brisk two hour pace.
Rise of Insanity is currently available on Steam with optional VR support for Oculus Rift, HTC Vive, and Valve Index for $9.99 and available on PS4 with optional support for PSVR for $12.99. Read our Game Review Guidelines for more information on how we arrived at this score.