Back in 2017, one of the most interesting parts about Robo Recall was the gunplay, at least from my perspective as a new VR user back then. The game had a unique way of mitigating the inability to play a reload animation in VR: the player never reloaded by refilling a magazine. Throwing empty weapons at enemies would rebound, refilling them. You could never remove a magazine in the base game. Other than that, once a weapon ran out of ammunition, the player simply dropped it on the ground, where it fizzled away in sci-fi fashion. The player would then grab new guns from their hips. This worked wonderfully with the fast paced action of Robo Recall, but it also worked alongside the Teleport-only movement style that Epic Games shipped Robo Recall with. Teleport-only was chosen to maximize comfort as you traveled across huge sections of a virtual city.





However, it wouldn't be long before players could stand on their VR legs, and wanted more than a simple teleport. Mods have been created in the time since that allowed players to walk, sprint, jump, swing, and even fly through the levels at incredible speeds. And with that added immersion came a new request.





With newer VR games boasting accurate, intuitive magazine reloads accompanying incredible smooth locomotion controls, Robo Recall was in dire need of an upgrade. This is where my work began.