

Having this little snap-in so close to the general aiming area sometimes caused me to accidentally connect to it and begin healing during a shootout, however, creating a lot of frustration and forcing me to hold my controller awkwardly to the left a bit to avoid it. Additionally, by moving the controller a bit to the right, you can attach it to healing connection and watch as a group of drones descend from above and fix up any damage you’ve taken. Luckily, these snappy little missions are definitely the best of what Cyberpilot has to offer, but that’s not to say they’re all particularly compelling either.Įach robot has two main abilities assigned to L2 and R2 and a third special ability that is performed by hitting a button to the left of your vision in-game.

Each has their own brief tutorial and a short mission, and then a final mission brings them all together for about ten minutes worth of additional gameplay. Once you push past the padding, you do eventually get to pilot a mechanical dog called a Panzerhund, a small hacking drone, and a giant mech called a Zitadelle. "Moving forward or backward is very smooth, but looking right or left is done through snapping, causing a noticeable clipping effect." Beyond these pre-mission activities, you spend less than an hour actually piloting the robots.

And while these side-activities aren’t offensive independently, they serve to showcase just how little content Cyberpilot actually offers. One such segment has you swinging the Zitadelle around and removing pieces of shrapnel before you can finally move on to the mission, while another has you snapping a few pieces together on a gun before attaching it to a drone. Before you get to make your way to any of the fun, Cyberpilot weighs the experience down with very obvious padding that sees you pulling various levers, pressing buttons, and swapping out chips on the Nazi robots before missions.

The problem is that it never makes a good case as to why it should even bother to exist in its current form.Ĭyberpilot’s campaign (if you can call it that) clocks in at under 2 hours, much of which is spent outside of the repurposed Nazi robots the game touts as its selling point. While the intense co-op in Youngblood sticks relatively close to the traditional Wolfenstein gameplay formula with some new RPG-lite mechanics and a solid 15-hour story, Cyberpilot feels more akin to a tech demo meant to showcase what the series might look like as a VR experience. Wolfenstein: Cyberpilot acts as a companion game to Wolfenstein: Youngblood, and though they released on the same day, they’re vastly different experiences.
