Review: Strike Suit Zero


Having launched just over a year ago, Born Ready Games’ Strike Suit Zero has developed a keen audience on Windows, Mac and Linux PC formats. Developed by a small UK studio thanks to a successful Kickstarter campaign, Strike Suit Zero is a space combat videogame designed to pick-up the slack the genre has been experiencing since Zone of the Enders decided to ground the action in anime storylines. Strike Suit Zero has a story of course, but it’s far more intimately involved with player action instead of passive spectatorship.


And that action has been designed with Oculus Rift in mind. From very early on in the production of Strike Suit Zero Born Ready Games made it clear that the Oculus Rift headset was a natural part of the plan. Though not ready in time for launch, an Oculus Rift update was made available soon after and is now operational as a native component of the videogame. So much so in fact, that the frontend menu of the videogame features the option to launch directly into an Oculus Rift enabled mode.

The videogame is a space combat simulator in a very similar fashion to that which you may be expecting. The player takes on the role of a fighter pilot in a number of different craft equipped with laser cannons and missile launchers of varying capability and conditions. Though it may sound fairly generic Strike Suit Zero does make a good attempt to build moments of tension into it’s standardised mission structure. Once the initial training missions have been completed the videogame makes no bones about challenging it’s players; the difficulty level ramps up considerably once the player has established the basics of vehicle and weapon control, and that’s no bad thing.

Strike Suit Zero‘s ace-up-it’s-sleeve is the transforming craft. When reaching these later levels the player will be given new craft far more capable than anything they had been piloting previously. The firepower and manoeuvrability of these bi-pedal craft is simply astronomical in comparison to your standard ships, and as such Born Ready Games has seen fit to limit their use. A single meter prevents the videogame’s difficulty from breaking, and the challenge now lies in the addition of millimetres to this meter and judicious use of it when full. Strike Suit Zero may not revolutionise the space combat genre, but it has plenty of ideas as to how to go about it.


What’s perhaps more important however, is the fact that Strike Suit Zero is the very first space combat videogame to make use of the Oculus Rift headset; and in that regard it sets a very high benchmark. The degree of customisability with the motion-tracking of the headset is a wholly welcome addition, allowing you to set your own limits, and when exercised to it’s fullest Strike Suit Zero‘s Oculus Rift enabled gameplay is truly wonderful. Piloting your craft with the interior view – despite the lack of internal animation – is an remarkably immersive experience to the degree that very few can claim to have yet achieved. Strike Suit Zero stands by itself as an enjoyable videogame, but with the Oculus Rift headset it takes on a brand new form: this is a compelling virtual reality experience that shouldn’t be missed by any keen early adopter.


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Genre: Space Combat
Platform: PC | Developed by: Born Ready Games
Published by: Born Ready Games
Kevin Joyce

About Kevin Joyce

An experienced videogame journalist with more than a decade covering console, PC and mobile platforms. Editor-in-Chief at VRFocus, Kevin Joyce oversaw the launch of the website in 2014 and continues to lead the operation on a daily basis.

6 responses on “Review: Strike Suit Zero

  1. Grant

    Played this game in VR for a couple of hours. However had to put in down just because of the resolution of the Devkit makes it almost impossible to distinguish enemies etc. However will definitely pick it up again once the consumer version is released. I wonder what HUD changes they will make for the consumer edition. It was a little odd having hud elements off screen.

  2. Fluke

    SSZ is a good example of an existing game getting support tacked on. The HUD renders at an uncomfortable depth, the cockpit scale is totally wrong, and the menus need quite a bit of work.

    How you can say this was designed with VR in mind when it got support added on quite a while after release is odd to say the least.

    1. feathers

      This is why journalist reviews often can’t be trusted. They either deliberately leave out important information or they’re too dumb to notice.

  3. nargorn

    Have the OCULUS RIFT DK2. Thought it could be awesome after reading this “commercial” and found out that it only might be working with the DK1.

    OCULUS RIFT DK2 Users stay away!

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