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Blood & Truth Review: A Good VR Shooter and a Good Crime Story, Not Quite Enough of Either

Blood & Truth is a PlayStation VR gangster shooter from London Studio. We review its story, combat, and VR design, plus why it's the studio's final game.

By mitch·6 min read
A masked soldier crouches behind cover in a sunlit market street, gun drawn.

Blood & Truth is a first-person shooter built for the PlayStation VR headset, and it wants you to feel like the star of a London gangster film. You play Ryan Marks, a former Special Forces soldier who comes home for his father’s funeral and walks into a hostage standoff. Sony Interactive Entertainment published it on 28 May 2019 for the PlayStation 4’s PlayStation VR. London Studio developed it. It was the last game that studio made before it closed.

Trailer, via PlayStation.

Ryan Marks Comes Home to a Funeral

The setup is clean and mean. Ryan is abroad when he learns his father died of a heart attack. He returns to London, where his brother Nick picks him up at the airport. After the funeral, the family gathers. Then Tony Sharp arrives.

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Sharp is a London crime boss with designs on the Marks family’s turf. He brings his brother Keach and a woman named Kayla. The mourning household becomes a standoff. Keach holds the family at gunpoint, including Ryan’s sister Michelle. Nick tricks Keach into thinking the gun’s safety is on. Michelle and Nick take Keach down and knock him out. The family flees to a hidden safe house.

That opening is the best argument Blood & Truth makes for itself. It is a crime story told at close range, and the headset puts you inside it. You are not watching Ryan’s family get threatened. You are standing in the room.

Point, Press, and Move

The mechanics are deliberately simple. To move, you look at a spot and press a button. Ryan walks there on his own. You hide behind cover and pick up different guns to shoot enemies. You can interact with objects. The PS Move motion controllers are the whole interface.

That scheme sounds limiting. In practice it keeps the shooting readable, which matters when you cannot see your own hands without the headset tracking them. You lean out of cover, fire, duck back. The game never asks you to do anything your body cannot do in a living room.

Where it stumbles is variety. The movement system does one thing well and repeats it. Blood & Truth is a shooter and an adventure, and the adventure half is thinner than the shooter half.

Tony Sharp Is Not in the Casino

The middle act sends Ryan into Sharp’s private casino. Anne, Ryan’s mother, is reluctant to let him go. He goes anyway. He infiltrates the building and learns Tony is not there. Tony is at his art gallery. Keach is still on site.

Ryan rigs the casino with bombs and tracks Keach to a hotel room. He confronts him and chases him through the building. When he finally stops Keach, he questions him about Tony’s location. Keach does not know. Keach is either killed by Ryan or killed suddenly by an armored guard. Ryan escapes and blows the casino with the bombs he planted.

That sequence is the game’s high point and its clearest flaw at once. The chase has momentum. The interrogation has weight. Then the game hands you a choice about Keach’s death that does not change much, and the bombs go off on a timer you already set. The set piece is loud, but it is not asking you anything.

A Story Framed by an Interrogation

Blood & Truth opens with Ryan being questioned by an agent named Carson. Carson explains the situation. The game then shows you the events leading up to that room through flashbacks.

It is a standard frame, and it does the job. It gives the story a destination. It also tips the game’s hand early: you know Ryan survives to sit in that chair. The tension has to come from somewhere other than whether he makes it.

The cast carries it. Kayla is described as a woman who supposedly works for Tony, and she kills one of Anne’s bodyguards during the standoff. That single act does more to establish her than any line of dialogue. Michelle and Nick get a real moment when they take down Keach. Anne gets a mother’s reluctance and not much else.

The London Heist, Stretched to a Feature

Blood & Truth grew out of “The London Heist,” an experience inside PlayStation VR Worlds. You can feel that lineage. The best scenes are heist-sized: a room, a gun, a person in front of you. The game is at its sharpest when it stays small.

When it reaches for a full campaign, it spreads thin. The plot moves Ryan from a compound rescue to a funeral to a safe house to a casino to a hotel room to an art gallery. Each location is a set. Few of them are characters.

The compound rescue that opens the story, where Ryan saves a fellow soldier named Deacon, is over before it registers. It exists to establish that Ryan is capable. The funeral exists to establish that he has a family. Both work. Neither lingers.

What the Headset Adds and What It Costs

Virtual reality is the reason to play Blood & Truth, and it is also the reason the game cannot do everything a flat-screen shooter can. First-person perspective in VR makes the standoff scenes genuinely uncomfortable in the way they should be. A crime boss in your face is different when he is in your face.

The cost is scale. You cannot sprint through a level. You cannot spin and fire. The game trades freedom for presence, and it mostly wins that trade. It just never finds a way to make the trade feel like a choice rather than a constraint.

Here is how the campaign’s major beats line up:

Sequence Location Key figure
Rescue Hostile compound Deacon
Homecoming London airport Nick
Standoff Marks family gathering Tony Sharp, Keach, Kayla
Infiltration Private casino Keach
Confrontation Hotel room Keach
Approach Art gallery Tony Sharp

That running order is the whole game. Six beats, one arc, roughly the length of a long evening. It is not padded, which is a virtue. It is also not deep enough to reward a second pass.

The Verdict on Blood & Truth

Blood & Truth is a good VR shooter with a good crime story and not quite enough of either. The shooting is clean, the movement system is smart, and the opening standoff is the kind of scene VR was built for. The story has a real spine: a family, a funeral, a man who will not let another one happen.

What holds it back is repetition. The casino infiltration and the hotel chase are the same idea at different volumes. The frame story with Carson tells you where you are going before you get there. And the choice the game offers you at the end of the Keach sequence is not really a choice.

It is worth noting what Blood & Truth represents. It was the final game from London Studio before the studio closed. That gives it a weight it did not ask for. It is also one of the few full-length narrative shooters built specifically for PlayStation VR, and it treats the headset as a storytelling tool rather than a gimmick.

The parts that matter most are the small ones. A brother picking you up at the airport. A mother who does not want you to go. A crime boss walking into a house full of grief. Blood & Truth knows that a gangster story is a family story with guns in it. It just does not always trust itself to sit still and let that land.

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