
Game intel
VR Giants
VR Giants is a local multiplayer coop VR game that makes use of one player’s body to extend the level for the other player to explore. One player is huge (Goli…
Co-op VR is amazing when it works-and a headache when it doesn’t. That’s why VR Giants landing on Meta Quest on December 11, 2025, caught my attention. It’s an asymmetric co-op puzzle-platformer built around one colossal player and one tiny partner, now with two crucial upgrades for standalone VR: both players can play fully in-headset, and there’s a free Friends Pass so your buddy can jump in instantly. That’s the friction-killer co-op VR has been waiting for, especially right before the holidays.
Developer Risa Interactive is bringing VR Giants to the Meta Quest store after a stint in Steam Early Access. The hook has always been smart: one player embodies a towering, world-manipulating giant while the other plays a nimble platformer-style character navigating hazards below. On Quest, that core premise gets its best shot yet. The press line that both players can now play fully in VR matters; it removes the “one person in a headset, one person on a keyboard” split that limited who could join and where you could play.
The second win is the free Friends Pass. Co-op lives or dies on how quickly a friend can join your lobby. If your partner doesn’t need to buy in to test the waters, that’s more players trying it, more sessions actually happening, and fewer “we’ll play it later” promises that never happen. For Quest, where spontaneous multiplayer is a huge part of the platform’s appeal, that’s a big deal.
VR has plenty of symmetrical co-op shooters and dungeon crawlers. The asymmetric space is thinner. That makes VR Giants interesting because it leans into what VR does best: scale, tangible interaction, and verbal coordination. The giant should be physically lifting bridges, holding platforms steady, or literally offering their hand as a moving ledge, while the smaller player times jumps and solves ground-level puzzles. It’s the sort of “we can only do this in VR” design that gets non-gamers hooked and makes veterans grin.

The holiday timing helps too. December is when headsets hit living rooms, and asym co-op is a great on-ramp for family and friends. The giant’s role is typically more intuitive-reach, grab, hold—while the small-player platforming scratches the classic gamer itch. If Risa nails onboarding and comfort, this could be that rare VR game you can teach in one minute and still play for hours.
VR Giants’ earlier pitch focused on trust and chatter: “Hold still, I’m jumping!” “Raise your hand—higher!” “Bridge me over those spikes!” That tone is promising. The best asymmetric VR games transform your living room into a cooperative improv stage where communication is the mechanic. Think of the social chaos of Acron: Attack of the Squirrels or the callouts in Keep Talking and Nobody Explodes, but welded to tactile, room-scale problem solving. If the Quest version preserves that energy while letting both players share presence, it could be dangerously replayable.

Most co-op hits on Quest are symmetrical: you and your friends fight the same fights with similar tools. Asymmetric designs are rarer and memorable when they land. Carly and the Reaperman pioneered the VR-plus-flatscreen pairing; Acron leaned into one headset versus a crowd on phones. VR Giants sits between those ideas—two players, one towering and one tiny, both in VR. That’s a cleaner pitch for 2025 because the technical friction is lower and the payoff (shared presence and scale) is higher.
The biggest opportunity here is approachability. Not everyone wants to reload, strafe, and snap-turn through a full-action session. Helping a friend across a chasm with your literal hand? That’s the kind of delightful, low-stress VR moment that sells the medium without a tutorial wall.

I’m genuinely optimistic about this one. VR Giants is exactly the sort of co-op experiment VR needs more of, and the studio has already iterated in Early Access—a good sign they understand the design’s quirks. If the Quest launch ships with smooth onboarding, robust comfort options, and a clear, no-gimmicks Friends Pass, it could become a staple of headset demo nights and Discord co-op calendars alike. I just hope Risa answers the cross-play question and avoids nickel-and-dime limitations on the pass. Let the game speak for itself, and word-of-mouth will do the rest.
VR Giants hits Meta Quest on December 11 with two-headset co-op and a free Friends Pass—the exact combo co-op VR needs. If the online flow is smooth and the content holds up, this asymmetric puzzler could be holiday-party gold and a new go-to for showing off what VR can uniquely do.
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