Great concept - but be careful if you suffer from motion sickness
I'm ok with other games like Half Life Alyx and Thrill Of The Fight (TOTF). The reason I think is because you can use your hand joystick to "step" forward etc for longer distances and then turn / move around in your more limited physical space like with Alyx. With TOTF your opponent will naturally come to you too, which also makes the whole journey / long movement thing easier in VR. With this game because the VR area is typically big and (at least my) physical room play area is smaller it means you will likely need to use the joystick to make that journey across the rooms but instead of a "step" you have to "scroll" when you move forward / back with the joystick in the game. For me this caused heavy motion sickness. Its like being on a conveyor belt but with no body feedback so it soon just throws my mind off. Theres also the drinking / getting drunk bit in the game that makes the room shake etc which doesnt help - but that drinking bit is optional.
Given its still in development and its price I think the game is ok for a bit of a laugh and it has great potential for growth. Some added craziness in there already was a nice touch. E.g.. The drone in the airport lounge and the general comms via the players phone was a neat thought. Overall its the movement I dont like but that may be just me (hence I still give this a thumbs up) but 5 mins max is all I can play at a time, although the scope / story atm is limited anyway.
If the devs read this far - and for more info things to improve on / ideas to perhaps make this game even better / more appealing:
1. Introduce a "step" movement so the player doesnt have to "scroll" across the floor and feel sick in real life
2. Introduce options for talking back to the AI people in the game. Help with that immersion. Player can choose to be polite or not depending on what AI bots say. Extra points scored for good (relevant) interaction prior to a fight.
3. Make the game challenge the player more from a different social angle. Not just be the instigator as a lowlife, or just male. E.g. At the bar:
Have a challenge for the player to get some drinks in before time is called. Have the bar busy and others jumping the queue to be served / pushing the player out of the way. The challenge is to get served in time. If the player is male he can do this by pushing the others back / fight as needed. If the player is female, its the same challenge where the AI bots wont auto queue jump as much but the player will need to fight back when being groped / cat called by AI bots from behind. Hence the female player will need to interact (or she will freeze) and that will allow others to slip in front. Again for the female player role have some misogynistic talking dude to take out at the final level at the bar. For the male player have some equal mouthy / arrogant dude etc..
I.e. make the scenes more socially relevant to modern life and more likely to get the player to want to fight - not just getting drunk and having a fight. ..Or have I missed something?..