Asgard's Wrath 2 After 80 Hours: Still the Best VR RPG Ever Made

A long-term review of Asgard's Wrath 2 on Quest 3 after completing the full campaign and most side content. The highs, the lows, and whether it's worth $50.

Pros

  • 80+ hours of genuinely engaging content
  • Combat system that rewards skill and experimentation
  • Production values that shouldn't be possible on standalone hardware
  • Character switching adds real variety

Cons

  • Middle section drags with fetch quests
  • Frame drops in the Egyptian realm's larger areas
  • Inventory management is clunky in VR
  • Some puzzles feel like padding

I finished Asgard’s Wrath 2 last month. Eighty-three hours. I’m not counting the time I spent stuck on that one puzzle in the Egyptian realm — you know the one, with the rotating pillars — because I refuse to acknowledge that existed.

This is going to be a different kind of review because I’ve lived with this game for months. Not a first-impressions take. The real deal.

The First Ten Hours Are Perfect

No qualifiers. The opening sequence through the Norse realm is the best VR gaming experience I’ve had. The scale of the environments, the weight of the combat, the moment you first switch to your mortal hero and realize you’re playing an entirely different character with different abilities — it’s masterfully paced.

I remember standing on top of the first major fortress, looking out at the world below, and thinking “this is on a standalone headset?” The draw distance alone. How the hell did Sanzaru pull this off?

The combat clicks immediately. Physical swings with actual weight behind them. Parrying at the right moment creates this satisfying slowdown effect. And — damn — the first time I grabbed an enemy’s axe mid-swing and redirected it, I felt like a god. Which, I mean, you literally are.

Hours 10-40: Where It Gets Complicated

The middle section is where I have to be honest. The game expands into multiple realms — Norse, Egyptian, Mayan-inspired — and each one is genuinely distinct in design and aesthetic. That’s impressive.

But the side quests. Look, I get that an 80-hour RPG needs filler content. I understand it intellectually. That doesn’t make the fifteenth “go to this location, fight these enemies, bring back this item” quest enjoyable. Some of the side content is genuinely interesting — the companion quests in particular have good story beats — but maybe 40% of it is padding.

I started skipping side quests around hour 25. Came back to them later when I wanted more game, but during the main campaign push they slowed things down.

The puzzles are a mixed bag too. Some are brilliant VR puzzles that use spatial reasoning in ways flatscreen games can’t. Others are “push the block onto the pressure plate” for the twentieth time. You can feel the design team’s varying levels of inspiration throughout.

Hours 40-83: The Home Stretch

The final act picks up considerably. Without spoilers — the story threads converge in a satisfying way, the final boss fights are spectacular, and there’s a late-game ability upgrade that fundamentally changes how combat works. I won’t spoil what it is but when you get it, you’ll understand why the game held it back until this point.

The last dungeon is my favorite section of the entire game. Complex, multi-layered, with puzzles that actually require you to think in three dimensions. If the whole game had this level of design, it’d be a 5/5 with no hesitation.

Combat: The Real Star

Let’s talk about the fighting because it’s what keeps you playing through the slower sections.

The system has depth. Each mortal hero plays differently — the warrior is about timing parries and counter-attacks, the rogue is about positioning and backstabs, the mage (who shows up later) is about crowd control and elemental combos. Switching between god-mode and mortal-mode during fights adds a strategic layer that most VR games don’t have.

Honestly? The combat in Asgard’s Wrath 2 is better than most flat-screen action RPGs. The physicality of VR — actually swinging, actually blocking, actually ducking under attacks — makes it engaging in a way that button combos can’t match.

My one complaint: the inventory and equipment management is awkward. Navigating menus in VR is always a bit clunky, and when you’re trying to compare weapon stats and swap gear between characters, it’s slower than it should be. A better radial menu would help.

Performance

The Quest 3 is working hard. You can tell. Most of the time it holds steady at what feels like 72-90fps (Sanzaru hasn’t publicly confirmed the target), but certain areas — particularly the open-air sections of the Egyptian realm with lots of foliage and enemies — drop noticeably.

It’s not unplayable. It’s not nausea-inducing. But it’s visible, and it pulls you out of the immersion for a moment. I’d rather they’d simplified those areas slightly and maintained a locked framerate.

Loading times between major areas are about 15-30 seconds. Reasonable for the amount of content being loaded.

The Value Question

$50 is a lot for a VR game. Most Quest games are $15-30. So is it worth it?

If you value hours-per-dollar, it’s one of the best deals on the platform. 80+ hours for $50 is $0.63 per hour. Most VR games give you 5-10 hours for $30. Do the math.

If you value consistent quality… it’s more complicated. There are 50 hours of A-tier content in here and 30 hours of B-tier filler. Whether that’s acceptable depends on your tolerance for padding.

For me: absolutely worth it. I haven’t been this invested in a game — VR or otherwise — since Elden Ring. The highs are incredibly high and the lows are “pretty good RPG” rather than bad.

The Bottom Line

Asgard’s Wrath 2 is the game that proves VR RPGs can work. Not “work for VR” — work, period. This is a legitimate RPG with legitimate depth, and it happens to be in VR. The combat is exceptional, the world is vast and beautiful, and the story — while not groundbreaking — gives you enough motivation to push through 80 hours.

It’s not perfect. The mid-game pacing issues are real. Some puzzles needed another design pass. The performance isn’t always solid.

But I’ve thought about this game more in the weeks since finishing it than any VR game I’ve played. And I’m genuinely considering a second playthrough to experiment with builds I skipped.

That says something, right?