
Game intel
Vortex 9 VR Version
iTales VR just announced Vortex 9 VR for Meta Quest, promising a rare thing in the headset’s ecosystem: an online third‑person shooter, with full cross‑play to mobile and PC. It debuted with a teaser during PlayB3yond Indie Game Fest 2025, and the studio is targeting a late‑2025 release. The hook isn’t just the “cutest battle pets” marketing-though they’re leaning hard on that. It’s the perspective. Quest is drowning in first‑person shooters; third‑person combat in online VR is practically nonexistent. If Vortex 9 pulls this off, it could carve out a fresh lane in a very crowded genre.
Vortex 9 already tallied 10 million installs across its existing platforms, and the VR version is described as a straight‑up port with VR controls and full cross‑play. Expect eight playable heroes (John, Jane, Marvin McSpy, Mr Goodboy, Jess Purrfect, Hellen D. Mon, Mercydroid, Beelzebox), flamboyant skins, and an arsenal that swings from goofy melee lollipops to heavy machine guns and space miniguns. Multiplayer staples are in—Team Battle, Solo Deathmatch, and Capture Point—with more modes teased. The tone is colorful and irreverent, closer to a Saturday‑morning arena brawler than a mil‑sim like Onward or Contractors.
As for the “first‑ever” claim: third‑person VR games exist on Quest (think platformers and action‑adventures), but an online third‑person shooter on the standalone platform is extremely rare, if not totally unheard of. So, iTales might be technically right. Either way, the novelty here is real.
Third‑person in VR is a balancing act. Done well, it’s more comfortable than sprinting in first‑person—less motion sickness, better awareness of your avatar, and fewer “I just clipped a wall with my face” moments. Done poorly, it’s disorienting: camera snaps, occluded targets, and a constant fight between head movement and right‑stick camera control. The press notes don’t explain how Vortex 9 handles this. A steady over‑the‑shoulder cam that respects head look and uses subtle smoothing would be a strong starting point. Anything that yanks the camera hard during dodge moves or melee swings will be a nausea generator.

Cross‑play is both the headline and the hazard. Mobile players with generous aim assist and PC mouse users can shred lobbies if matchmaking ignores input. If iTales wants VR players to stick, they’ll need:
Then there’s the meta question: time‑to‑kill and map readability. Mobile shooters lean toward short TTK and tight arenas. In VR, that can feel cheap without clear sightlines and readable silhouettes. The character roster is flamboyant—great for visibility, if animations telegraph abilities and weapon types at a glance. Pets are a cute twist, but in competitive modes they need obvious tells; otherwise they’re just particle‑spam.
The press release doesn’t mention pricing. Given Vortex 9’s mobile roots and 10 million installs, it’s reasonable to expect a free‑to‑play model with cosmetics, unlock tracks, maybe a battle pass. That’s fine if drop rates are fair and gameplay power isn’t sold. VR players, especially on Quest, have little patience for aggressive monetization layered on top of a wobbly port. If iTales wants goodwill, they should be transparent early: what’s earnable, what’s premium, and whether pets or heroes confer gameplay advantages.
Quest 3’s extra oomph and the platform’s hunger for new multiplayer hooks set the stage. First‑person shooters have saturated the store; a third‑person entry that’s approachable, readable, and friendly to VR newcomers could open the door for friends to party up across devices. The PlayB3yond showcase is also a smart venue: it puts the game in front of indie‑minded players who actually try new concepts rather than waiting for brand‑name sequels.

As for iTales VR, they have at least one Quest‑native project under their belt with Dark Trip in Early Access this year. Different genre, sure, but it means they’re not unfamiliar with Quest’s performance quirks, refresh rate targets, or comfort guidelines. If Vortex 9 VR hits a locked 90Hz (or smartly scales between 72/80/90) with crisp UI and stable netcode, it stands a chance to stick.
If the team nails those pillars, Vortex 9 could become the easy‑to‑invite shooter for VR nights—the one you convince your mobile friend to try while you play in a headset. If not, it risks being another cute trailer that can’t survive the realities of VR comfort and cross‑play balance.
Vortex 9 VR is aiming at a rare target: an online third‑person shooter on Quest with full cross‑play. The concept makes sense and the audience is there, but success hinges on camera comfort, input‑fair matchmaking, performance, and fair monetization. I’m cautiously optimistic—and ready to squad up if they get the fundamentals right.
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