Honestly, VR can be a bit of a gimmick sometimes. We’ve all been there—strapping a plastic box to our faces only to spend twenty minutes calibrating floor heights or untangling cables, all for a game that feels like a glorified tech demo. But then there’s I Expect You To Die 2: The Spy and the Liar. Developed by Schell Games, this sequel didn't just iterate on the original; it basically perfected the "escape room in a chair" genre. It’s clever. It’s frustrating. It makes you feel like James Bond if James Bond were constantly accidentally blowing himself up with a thermal detonator while trying to pour a glass of sherry.
You play as a secret agent. Again. This time, you're going undercover to stop the Zoraxis organization’s latest bid for world domination. It’s classic 1960s spy aesthetic, dripping with style and a theme song that honestly has no business being as good as it is. But the magic isn't just in the vibes. It’s in the physics.
Why I Expect You To Die 2 Hits Different
Most VR games want you to run around. They want you to swing your arms until you hit a lamp. I Expect You To Die 2 is different because it’s a seated experience. You are stuck in a fixed position—a stage, a plane, a van—and everything you need is within arm's reach. Or, more accurately, within reach of your telekinetic powers.
This creates a specific kind of "flow state" that’s rare in gaming. Because you aren't worrying about locomotion or motion sickness, your entire brain is dedicated to the puzzle at hand. And the puzzles are mean. They are genuinely, hilariously mean. One minute you’re fixing a stage light, and the next, a silent alarm triggers and you have four seconds to figure out which colored wire to cut before the room fills with toxic gas.
The game relies on a "die and retry" loop. You will die. A lot. But unlike a Dark Souls boss where death feels like a punishment for slow reflexes, death here feels like a punchline. You learn that the cigar on the desk is actually a mini-rocket. You learn that the champagne bottle is pressurized enough to knock out a guard. You learn through failure, and because the loading screens are fast, it never feels like a chore.
The Voice Acting Carrying the Narrative
We have to talk about Wil Wheaton. He voices John Juniper, a celebrity soot-sayer and high-society figure who becomes your primary contact/rival throughout the campaign. Wheaton brings this specific brand of theatrical arrogance that fits the game’s tone perfectly. It’s not just "press button, hear dialogue." The characters react to what you're doing. If you start throwing staplers around the room while a villain is giving a monologue, they might actually comment on your lack of professionalism.
This level of reactive design is what separates a "good" VR game from a "great" one. It makes the world feel reactive. It makes you feel like you're actually in the scene, rather than just clicking on assets in a 3D environment.
The Mechanics of a Perfect Sequel
Schell Games clearly looked at the feedback from the first title. The original was great, but it felt a bit short. It felt like a proof of concept. I Expect You To Die 2 feels like a full-course meal.
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There are six distinct missions. That might sound small to people used to 100-hour open-world RPGs, but each mission is a dense thicket of interactions. There are hidden souvenirs to find. There are speed-run challenges that require you to execute every move with surgical precision.
The physics engine is remarkably stable. In the first game, sometimes things would "jank out" and fly across the room if you bumped them wrong. In the sequel, the weight of objects feels... right. When you pick up a heavy briefcase, the virtual hand lags just a tiny bit to simulate the weight. When you're unscrewing a panel with a screwdriver, the haptic feedback in the controllers tells you exactly when the screw has cleared the threads. It’s subtle stuff, but it’s the difference between immersion and frustration.
Breaking Down the Level Design
Take the "Jet Set" level as an example. You're on a private plane. It starts calm. You're just a flight attendant. But then the layers start peeling back. You realize the food tray has a hidden compartment. You realize the window isn't just a window.
The game uses "visual affordances" incredibly well. An affordance is a design cue that tells you how to use an object—like how a handle tells you to pull. In I Expect You To Die 2, the world is filled with these. You see a dial; you want to turn it. You see a button; you want to press it. The developers play with these instincts. Sometimes the button does exactly what you think. Sometimes the button drops a chandelier on your head.
It’s a game about curiosity and the consequences of that curiosity.
Technical Specs and Accessibility
If you’re wondering if your rig can run it, the good news is that it’s highly optimized. It runs natively on the Meta Quest 2 and 3, and it looks surprisingly sharp for mobile hardware. On PCVR via Steam, the lighting effects are kicked up a notch, giving the metal surfaces a realistic sheen and making the shadows in the darker levels feel more oppressive.
- Platforms: Meta Quest, PSVR, PSVR2, SteamVR.
- Play Style: Seated (highly recommended).
- Comfort Level: High. Since there’s no artificial locomotion, even people who usually get "sim-sick" can play this for hours.
One thing that often gets overlooked is the subtitle system. VR subtitles are notoriously hard to get right because they can mess with your depth perception. Schell Games implemented a system where the text is pinned to the environment or follows your gaze in a way that doesn't feel intrusive. It's a small detail, but for the hard of hearing or those playing in a loud environment, it’s a lifesaver.
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What People Get Wrong About the Difficulty
A common complaint you'll see on forums is that the game is "too hard" or "unfair." That’s a misunderstanding of the genre. I Expect You To Die 2 isn't a puzzle game in the sense that Portal is. It’s a situational awareness game.
If you die because a laser shot you from the ceiling, the game isn't being unfair. It's telling you: "Look up next time." It’s a trial-by-fire learning process. The satisfaction doesn't come from solving a complex math equation; it comes from the "Aha!" moment when you realize the solution to the problem has been sitting in your lap the whole time.
Actually, sometimes it literally is in your lap. I spent ten minutes looking for a key once, only to realize I had tucked it into a pocket on my virtual vest and forgotten about it.
The Hidden Depth of Speedrunning
Once you beat the missions, the game changes. You start seeing the "fast" way to do things. You realize you don't have to wait for the elevator if you can jam the gears with a nearby pipe. This is where the replayability kicks in.
The community around this game has found some truly insane ways to bypass triggers. There’s a specific kind of pride in finishing a level that took you forty minutes on your first try in under three minutes. It turns the game from a slow-paced puzzler into a high-octane action sequence where you’re juggling objects and flicking switches without even looking.
Why It Matters for the Future of VR
We are currently in a weird spot with VR. Big AAA studios are hesitant to jump in, and we’re seeing a lot of generic shooters. I Expect You To Die 2 proves that you don’t need a massive open world to create a compelling experience. You just need a high level of interactivity.
It’s about the "density" of the experience. Every object in the room should do something. If I pick up a donut, I should be able to eat it. If I pick up a fire extinguisher, I should be able to spray it. This game treats the player with respect by assuming they will try to break things, and then it provides a reaction for when they do.
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Actionable Steps for New Players
If you’re about to jump in, or if you’ve been struggling with a specific level, here is the veteran’s advice for surviving the Zoraxis threat.
Keep your workspace clean.
It’s tempting to leave every drawer open and every tool lying on your desk. Don't. When the alarms go off and the room starts shaking, you’re going to knock that vital screwdriver onto the floor. Close drawers when you’re done with them. Keep your primary tools in your "side pockets" (the hover zones near your hips).
Listen to the audio cues.
The sound design isn't just for atmosphere. Almost every trap has a distinct sound before it triggers. A hiss of gas, a mechanical click, the hum of a charging laser. If you hear something new, stop what you’re doing and look around.
Don't overthink the telekinesis.
You can pull objects toward you, but you can also "hover" them in place. This is essential for levels where you need to hold two things at once. Hover the shield in front of your face while you work the control panel with your other hand. It sounds simple, but many players forget they can "park" items in mid-air.
Check the souvenirs.
Each level has a list of hidden objectives and souvenirs. These aren't just for trophies. Often, finding a souvenir forces you to interact with the environment in a way that reveals a shortcut or a hidden mechanic you missed during your first playthrough.
Play the first one first (usually).
While the story in the sequel stands on its own, the "tutorial" of the first game sets the stage for the logic of the second. If you jump straight into the second, you might miss some of the subtle "rules" of the world that the first game spends time teaching you. Plus, the first game is also a masterpiece, so why skip it?
The game is a masterclass in VR design. It’s funny, it’s polished, and it manages to make you feel like a genius and an idiot at the exact same time. Whether you’re a VR veteran or you just got a headset for the holidays, this is the one you shouldn't skip. Just... maybe don't drink the tea if the villain offers it to you. Trust me on that one.
Next Steps for Mastery:
- Check your settings: Ensure "Anti-Aliasing" is turned up if you are on PCVR to help see fine details on distant puzzle elements.
- Experiment with failure: Spend one run intentionally touching everything you shouldn't to see the death animations; it often reveals hidden clues.
- Optimize your guardian: Since this is a seated game, clear a small 3x3 foot area around your chair to avoid hitting real-world furniture during high-intensity segments.