Bigger, Bloodier, and Even More Ridiculous
“GORN 2” is Free Lives’ triumphant return to VR’s blood-soaked gladiator arenas. Released for PC VR and Quest 2/3 (with a PSVR 2 release expected later in 2025), this sequel takes everything the original game did right and dials it up with hilarious, absurd energy. Having played it extensively on the Valve Index via SteamVR, it’s clear “GORN 2” embraces its legacy of cartoonish violence while attempting to push the formula forward — though not without a few stumbles.
What Makes GORN 2 Different?
If the first “GORN” felt like a tech demo stretched into a cult classic, “GORN 2” is a full-fledged, properly built VR experience. Five themed arenas each introduce their own blend of environmental hazards — from spike-covered pendulums to meat grinders and fire traps — turning each fight into a deadly playground. Weapons range from “standard” VR fare like swords and axes to truly absurd creations like tree-trunk swords, rocket knives, and magical bows firing explosive balloons.
Unlike its predecessor’s janky grab-and-drag movement, “GORN 2” supports modern VR locomotion: thumbstick movement, teleportation, and smooth rotation. This means the action flows better, allowing players to dodge, swing, and slam with natural momentum. It’s a huge quality-of-life upgrade that makes the carnage feel more satisfying and less clunky.

A Closer Look at Gameplay
The moment you step into “GORN 2,” you’re not just fighting AI; you’re participating in a kinetic, improvisational dance of violence. The enemies — rubbery, over-the-top “Rokibe” gladiators — flop around with exaggerated physics, making every swing, punch, or thrown weapon a mini-comedy routine.
Weapon Variety:
- Conventional: swords, axes, maces.
- Absurd: growing swords, spring-loaded hammers, explosive morning stars.
- Projectile Madness: hand cannons, bows with fire, metal, and explosive arrows.
Special Powers:
- Potions grant slow-motion or speed boosts mid-fight.
- Telekinesis lets you rip enemies apart or hurl weapons with mind power.
Boss Battles: Each arena concludes with a boss fight against enemies loaded with ridiculous personality. They’re not just “tougher” versions of regular foes; they’re full-on cartoon villains, complete with goofy dialogue and unique arena hazards.
Replayability: Post-campaign, players can dive into endless mode or build custom fights with a surprising degree of creative freedom. Modifying enemy types, gravity, weapon loadouts, and arena hazards adds hours of sandbox chaos.
Playing on the Valve Index
The Valve Index’s precise tracking and high refresh rate amplify “GORN 2″‘s chaotic combat. Weapon swings feel weighty, and the smooth locomotion options ensure fast-paced fights stay comfortable. Physically ducking under a spiked pendulum or yanking a rocket knife out of an enemy’s chest never loses its novelty.
Audio plays a big part too. Weapon impacts land with squishy, crunchy thuds, and the enemies’ exaggerated taunts — calling you “smelly” or “cowardly meat” — add to the game’s manic, juvenile humor.
Where It Thrives and Where It Falls
Despite all the laughs and madness, “GORN 2” isn’t flawless. The campaign lasts around 3–4 hours, and while it’s an intensely fun ride, it wraps up faster than some players might expect. If you’re not inclined to build custom arenas or chase endless mode challenges, the long-term replay value can feel thin.
Combat, while hilariously chaotic, sometimes lacks the visceral impact of the first “GORN.” Dismemberment and anatomical destruction feel softer — perhaps toned down to accommodate standalone VR hardware like the Quest 3. Parrying also isn’t as reliable as it could be; some swings that should feel heavy occasionally pass through enemies with minimal feedback.
That said, the improvements to throwing weapons, the smart environmental traps, and the overall polish in visual fidelity more than make up for these shortcomings in moment-to-moment gameplay.
Strengths of the Bloody Arena (“Swords Sharpened”)
- Smooth Movement and Combat: “GORN 2” feels genuinely great to move around in, thanks to its full VR comfort and control options.
- Absurd Weapon Creativity: From sausage launchers to hand cannons, every weapon has a unique feel and often leads to laugh-out-loud moments.
- Dynamic Arena Design: Environmental hazards are more than just scenery; they’re gameplay-altering threats and opportunities.
- Wild Size Manipulation: One fight you’re towering over tiny enemies; the next you’re the size of a chicken, desperately dodging foot stomps.
- Great Performance on PC VR: Even with all the madness, the game runs smoothly on high-end rigs like those paired with Valve Index.
Cracks in the Armor (“Broken Shields”)
- Short Campaign: The main story is over almost as soon as it begins, leaving custom modes to pick up the slack.
- Limited Casual Replayability: If you’re not into tinkering with arena settings, “GORN 2” might sit in your library untouched after a weekend.
- Combat Lacks a Bit of Edge: Compared to the original, slicing and smashing feels slightly less “meaty” and satisfying.
- Quest 3 Influence is Noticeable: PC VR players might spot design compromises intended to make the game run better on standalone headsets.
- Story? What Story? The “plot” is just an excuse for the carnage. Don’t expect memorable characters or emotional depth.
GORN 2: "GORN 2" is pure VR joy distilled into a whirlwind of blood, laughter, and absurdity. On Valve Index, it plays smooth, looks fantastic, and delivers one of the most genuinely cathartic experiences VR can offer. However, unless you love custom battles and endless self-made challenges, its short campaign and lack of deep progression systems mean you might not stick around long after the first bloodbath ends. Still, for sheer pick-up-and-play madness, "GORN 2" is an easy recommendation — especially if you're the type who thinks "giant meat cleaver vs. hypnotized enemy" sounds like the perfect afternoon. – Obsidian