Fred Is Back: ‘Arizona Sunshine 2’ Brings the Zombified Apocalypse Back to Meta Quest

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Arizona Sunshine® has been wowing zombiephiles and VR gamers alike since its Rift debut in 2016. That’s seven years of post-apocalyptic carnage served up with a side of wry humor. And now, fans of the franchise and newcomers alike are in luck as Arizona Sunshine® 2 blasts its way onto Meta Quest and Rift today.

Cross-play co-op? Check. Cross-buy support on Quest and Rift? Double-check. A narrative-driven campaign that can be played through solo or with a friend, plus a co-op Horde mode for a squad of up to four? Check chickity check check.

Check out the launch trailer on YouTube (viewer discretion advised), or watch some gameplay footage below.

At launch, Quest 3 players will be able to enjoy an upgraded resolution for an even crisper, more beautiful apocalypse. And later in December, an update for Quest 3 will enable real-time shadows on dynamic objects.

We sat down with Vertigo Games Senior Designer Nick Witsel to learn more.


Tell us a little about yourself. How did you get your start in the games industry, and what brought you to Vertigo?

Nick Witsel: I was studying game design when I first got my hands on the Rift DK1 and could experience the potential of VR. I kept up to date with all the latest VR developments, played VR games ,and prototyped some VR concepts with friends. It was then, just days after I had finished playing Arizona Sunshine, that an old acquaintance contacted me about Vertigo Games looking for a new game designer.

Did you get to work on the original Arizona Sunshine post-launch at all? If so, in what capacity?

NW: My first job at Vertigo was to design the Dead Man DLC. It was an incredible opportunity, and I’m still very proud of what we managed to deliver. The company was a lot smaller back then. I think I was the 12th full-time-employee to join the studio. I still recall testing the Quest 1 prototype and realizing what an incredible game changer it would be.

What was your role during the development of Arizona Sunshine 2?

NW: I joined the project a bit later and am credited as the Senior Narrative Designer. Arizona Sunshine 2 is a story-driven experience at its heart, with a whole new dynamic brought on when played in co-op. We have a wonderful script written by lead writer Rob Yescombe (The Invisible Hours, Farpoint), hilarious VO lines, and exciting levels that are packed with detail. My job was to get all those together and ensure they complemented one another.

Give us the elevator pitch for Arizona Sunshine 2. How does the game evolve the franchise?

NW: You get a dog!

But also, the game is fully built for the latest-generation VR, giving us the opportunity to go next-level with our world building and game systems. You’ll find that Arizona Sunshine 2’s world is a leap forward in world interactivity and detail. Story beats play out in a mixture of ways, including cinematic events big and small, that bring the world to life.

We’re introducing an all-new gore and mutilation system—you can chop off limbs, whack Fred, and play fetch. The gore and mutilation really come into their own through the newly introduced melee system that will bring the apocalypse up close and personal. And on top of that, we’re also introducing other types of weapons, including a flamethrower, to over 40 weapons in total.

What can fans of the original Arizona Sunshine expect to see?

NW: Rubber Ducky makes a return! And everything else they liked about the first game. Some fan-favorite elements to look out for include our unmistakable protagonist and his wry humor, the overall sun-drenched setting, signature realistic shooting mechanics, and of course: co-op campaign mode, which will bring a whole new dynamic to playing the campaign, as well as four-player Horde mode.

What about players who slept on the original?

NW: The game is designed to be fun for newcomers as well. You don’t have to have played the original to play Arizona Sunshine 2. The story is easy to pick up and fun for everyone. This may just be the best moment yet to step into the world of Arizona Sunshine.

What lessons learned from Arizona Sunshine and/or After the Fall® did the dev team take with them into production for Arizona Sunshine 2?

NW: One particularly interesting thing is how the game’s reloading mechanics differ from one another. AS1 was still very early in VR game development, and we felt that having a simpler reloading mechanic would make the game less overbearing. With ATF, we added a more advanced reloading mechanic as something players could toggle on or off. And with AS2, this “advanced” system became the basis for the main reloading mechanic. We’ve both learned that we can ask more from players and also gained a much better understanding on how to set up these systems in ways that feel realistic and immersive while still streamlining it so you don’t have to read a weapon manual first.

Let’s talk gore. What can you tell us about the game’s new mutilation and gore systems.

NW: It’s on a whole ’nother level. First off, I’d say what we’ve been able to deliver on Quest knocks any other gore system on that platform out of the park. You can shoot off individual limbs, hack machetes into skulls, and set off explosions that will send body parts flying across the level.

What was the inspiration behind Buddy, and why is he the goodest boy?

NW: He’s the best boy, isn’t he? The idea actually came from our CEO, Richard Stitselaar. Both from a VR interaction, combat and narrative perspective, it felt like a good focus for a sequel. Buddy adds another fun tactical element to combat. He’s able to pin down zombies so you can focus on taking down others. Players will realize that there’s more to the apocalypse than survival alone though—it’s about finding companionship just as much.

How many hours is the narrative campaign?

NW: This will vary greatly per player, but it’s been designed to last between eight and 12 hours. It’s important to note that some will take less than eight hours, while others will take longer than 12. It’s essential you play on the difficulty that feels right for you. Arizona Sunshine 2 is meant to give you a decent challenge, and we recommend the higher difficulties for more experienced VR players for the best possible experience with the game.

Tell us about the co-op campaign. What can players expect?

NW: Campaign co-op mode is built on the foundations of that of the original game. Playing by yourself, you’ll focus on the narrative, fighting your way through the story campaign for survival with Buddy by your side. But when a friend joins in co-op, while the story remains the same, the dynamic of the game changes quite a bit, just like it did with AS1 back in the day. It becomes more of a freestyle, fun way to survive the apocalypse together. Arizona Sunshine 2 embraces this much more in its game design as the world is littered with items and interactivity that you can use for this. And yes, you can both give Buddy orders. ;)

How about Horde mode?

NW: Launch is the beginning of Horde mode, an endless mode for four players in co-op that pits you against the horde to survive as long as possible. There’s online leaderboards to see how good you fared against the rest. Three more free co-op maps will be added across year one.

What’s your favorite part of the game and why?

NW: Buddy! I mean, how could he not be? ;)

Anything else you’d like to share with our readers?

NW: The more friendly interactions you have with Buddy, the better your bond will become. Pet him, play with him, and feed him—not just because you’ll inevitably grow to like him. He’ll react to your actions to show your love is reciprocated.