
Unseen Diplomacy 2 is the sequel I never anticipated, yet it’s the one you definitely have to experience. As I descended the elevator with my wirecutters, screwdriver, blowgun, and various other tools at the ready, I eagerly looked forward to what my upcoming mission would entail. Would I confront AI-driven robots that were bound to compromise my disguise? Perhaps dismantle several fields of laser traps? Intercept the security cameras to collect my intel in that manner? The options appeared limitless, and the most exciting part was that I seldom knew what would come next.
It was this element of exploration and thrill that was most surprising in Unseen Diplomacy 2, the unexpected follow-up to an exceedingly niche VR tech demonstration from the original HTC Vive’s 2016 launch. I remember being captivated by the physical movement needed to enjoy the original game, showcasing it to countless visitors who came over. Nonetheless, that title was merely a well-executed, distinct idea that lacked substantial gameplay depth.
The sequel is, to be honest, one of the finest VR experiences I’ve encountered. The graphics are not only incredibly stylish and align perfectly with the atmosphere—think back to the 2003 pseudo-spy game XIII with its graphic novel aesthetics—but the concept is thoroughly developed and takes advantage of all the Meta Quest 3’s most remarkable and unique hardware capabilities. Complete wireless freedom, the option to map out your entire home and transform it into a playable virtual arena, and the exhilarating potential that comes with moving your body like a genuine spy would, all without any of the potentially lethal consequences at the end of the day.
Time to gear up, agent
Like its predecessor, Unseen Diplomacy 2 is crafted around the notion that your home can morph into a virtual play area that feels and looks entirely distinct. This isn’t a mixed reality game, although it does incorporate mixed reality missions for those who enjoy that aspect. This remains very much a VR game that transports you to new locations, but the difference is that this edition not only accommodates the full spectrum of physical human movement but also acknowledges that not everyone has the space or the physical capacity to maneuver like a spy.
When you start, I suggest two things immediately. First, if you’re engaging in full roomscale mode—meaning you’ll be walking around your environment and depending on full physical movements—ensure the floor plan it presents before gameplay is accurate. My setup worked optimally when I cleared the area and outlined a lengthy rectangle in my living room to utilize for play.
Secondly, complete the tutorial first. This is not the initial game, which means there’s significantly more complexity at play. You’ll need to get acquainted with all the gadgets in your inventory (and there are plenty). Otherwise, you’ll reach a puzzle and find yourself entirely perplexed during the actual game.
Once you’re underway, prepare to dedicate serious time to this. You can engage for as long or as short as you prefer, but I found the gameplay loop to be exceptionally captivating. Each day begins at a sort of game board that vaguely resembles a blend of Risk and Catan. Daily, pawns shift around the board, indicating where spies are situated globally. Choosing a spy will provide you with a variety of actions, including additional movement, investigation, and task execution.
You have 17 days to avert “doomsday” from happening, so gathering intelligence and fulfilling missions is critical to this objective. Each task occurs in a different location based on intel, and as you may anticipate, missions have specific objectives. Sometimes you’ll need to gather more intel and relay it back to HQ, while at other times you’ll be disarming missiles, infiltrating server farms or mansion basements, and combating numerous police bots along the way.
The optimal way to engage with the game is through roomscale movement, as the rooms and hallways are fully tailored to fit within the actual confines of your residence. But don’t fret, these rooms don’t function like “typical” rooms do. Doors transport you to new areas through a clever blend of procedural generation and exceptional programming, necessitating that you physically walk through them and enter a new space, even if you’ve merely walked in a circle in your living room.
It’s enough to truly perplex you during the first few hours of gameplay, and the experience will continue to astonish you throughout the entirety of the game. Not to mention all the physical puzzles such as cutting wires and rewiring panels, ducking under and navigating around lasers, crawling through vents, etc., that you’ll encounter, along with a variety of hacking minigames, climbing up and down ropes, ladders, unmarked walls with McGuyver-style climbing gear, etc.
The campaign encompasses multiple nations and continents, features three distinct save slots, and offers half a dozen different difficulty levels, even including a dedicated fitness mode that