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Review of Vigor on Nintendo Switch

by Chucky Chucky photo Jul 2020
Cover image of Vigor on Switch
Gamefings Score: 7/10
Platform: Switch Switch logo
Released: 08 Jul 2020
Genre: Looter shooter / Survival shooter (free-to-play)
Developer: Bohemia Interactive
Publisher: Bohemia Interactive

Introduction

Vigor is the sort of game that asks you to embrace Scandinavian minimalism by reducing your possessions to a single dented pistol, a half-eaten snack and a fiercely upgraded wooden shack. Set in post-apocalyptic Norway and originally hatched on Xbox, this free-to-play survival shooter arrived on the Nintendo Switch on July 8, 2020. On paper it reads like several successful trends mashed together: looter-shooter progression, quick-session PvP encounters, and a comfortingly grim Shelter you can tinker with between bouts of mutual attrition. The basic appeal is simple: run into an Encounter, grab whatever isn't nailed down (often literally), hope you don't get knocked off the planet by radiation or another Outlander, then return to your Shelter and pretend the last minute of being chased by an airdrop light never happened. The reward loop is tidy, the weapon roster is varied across seasons, and the game's seasons and battle passes keep the cosmetics coming. If you're the kind of person who enjoys losing everything because you decided to be brave and inspect a suspicious glowing crate, Vigor has a special kind of cruel charm for you.

Gameplay

Vigor's heartbeat is its Encounters: bite-sized maps dotted with Points of Interest like houses, radio towers and outposts, plus special Loot Events such as Barred Houses and Timed Safes that tempt you with the promise of better gear. Encounters are risk-reward puzzles disguised as armed sociability: you can stroll around and be friendly, but the moment someone opens an airdrop or shoots at you, the friendliness evaporates faster than your last set of antibiotics. Airdrops are the game's siren song. They arrive from an off-screen C-130 or AC-130, glow like a tourist trap and trigger a radiation timer across the map. Picking up an airdrop is a choice with consequences - your location is broadcast to every other Outlander - and the game helpfully offers options to buff or sabotage them from the Comm Station. Buffing can mean extra loot; sabotaging can mean an instant trudge through a radioactive sprinkler system. For those who like their loot with a side of adrenaline, radioactive airdrops are the culinary equivalent of a ghost pepper. Radiation isn't just atmosphere; it's the soft clock that corrals the match into panic. After a set time the map fills with a radiation cloud, pushing players towards exits and each other. Iodine and other consumables give temporary protection, which makes prep in the Shelter matter. Speaking of the Shelter: it is more than a place to hang your coat. You can upgrade stations (rat traps, herb boxes), craft weapons and consumables, practice on the shooting range where scarecrows have exactly the health of an enemy Outlander, and donate food for better crates. Upgrade enough and your Shelter begins to generate materials and shorten crafting times - basically a tiny factory that says "I survived and bought a better generator." Loot you bring back is added to your stash; die in the field and the stash gets dramatic. Losing gear is part of the loop: death means losing looted items and loadout gear unless you bought Insurance with Crowns in the lobby. Crowns are the in-game currency and the obvious tether to the game's monetization: you can spend them to upgrade airdrops, buy Insurance, unlock loadouts in Elimination, or skip waiting for crafting to finish. It is worth noting that the shop and seasons push cosmetics and convenience rather than immediate pay-for-power, although the temptation to spend Crowns to protect a prized loadout is very real. Beyond Encounters, there are two other modes: Shootout and Elimination. Shootout is a frenetic solo arena where weapons are randomized on spawn; you'll respawn with a new weapon if you die, and 10-minute matches reward the higher scorers. It's fast, messy and a good warm-up if you like your PvP with fewer tactical pauses. Elimination is a 5v5 tactical mode with pre-made loadouts, score multipliers and loadout tickets that let you override a taken kit. It feels like Vigor's attempt at a more competitive, round-based experience - and it succeeds at offering variety so the game doesn't ossify into one loop. Progression is largely Shelter-driven. Weapons and consumables often require blueprints, which drop from crates and airdrops; crafting requires materials and an upgraded crafting table. If you like checking inventory menus and planning what to craft next, Vigor supports a satisfying micro-economy of scrapping, crafting and saving. The game's seasons (and later, Chronicles) have steadily added weapons, maps and consumables - crossbows, motion jammers, mortar strikes, smoke grenades, and more - so the sandbox keeps changing. The developers have also added new maps over time, such as Sawmill, Anniken, Myren and Eikevjen, which helps keep the encounter layouts feeling fresh. Matchmaking and the free-to-play economy are the usual balancing act. You will encounter players who are clearly more invested - better Shelter upgrades, richer loadouts - but the core loop is forgiving enough that a keen player with modest gear can still outplay someone with better cosmetics. If you die a lot, buy Insurance like a prudent hermit. Or don't, and embrace chaos; it's honestly part of the charm.

Graphics

Vigor runs on Unreal Engine 4, which means it looks competent without trying to win any photorealism awards on the Switch. The visuals lean toward functional: readable weapon models, distinct map POIs and Shelter upgrades that actually change the look of your base. The Shelter's visual progression is satisfying - you can see your investment, which is rare for a game where most progression is invisible numbers. On Switch the game is not going to show you what modern GPUs dream about at night, but it maintains clarity and performance across its modestly sized maps. Maps like Kjerstin and Myren have enough detail to feel atmospheric without cluttering the space, and the airdrops glow with sufficient menace. Cosmetic items from seasonal Battle Passes add flair, and the art direction does a good job of making everything readable in the heat of an Encounter. If you're looking for cinematic vistas, look elsewhere; if you're looking for a game where you can reliably spot an enemy behind a radio tower before they spot you, Vigor delivers.

Conclusion

Vigor on Switch is a tidy, well-structured survival looter-shooter that trades AAA bells and whistles for a compact, addictive loop: loot, survive, and build a shelter that quietly pays dividends while you practice being a competent disaster. Its modes - Encounters, Shootout and Elimination - provide variety, and the seasonal updates have kept the weapon wheel interesting. The free-to-play elements are visible in Crowns and Battle Pass cosmetics, but they generally push convenience and cosmetics rather than pay-to-win complexity. That said, the sting of losing your loot when you die can be harsh, and the urge to spend Crowns on Insurance or better airdrops is real if you like sleeping with your prized gun beside you. If you enjoy tense 15-20 minute sessions where every decision to open a crate could end in either profit or a very rude demise, Vigor is worth your time. It's especially good if you like incremental base-building that actually changes your play experience. For Switch players who want a concise, repeatable PvP loop with the occasional heroic failure, Vigor is a smug little companion. Recommended for fans of looter-shooters who don't need everything to look like a movie; less recommended if you want fully permanent progression or a zero-risk fashion economy. In short: bring iodine, upgrade your shelter, and treat airdrops like relationships - exciting, dangerous, and possibly radioactive.

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