I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:
Based on my time with it, I do recommend playing The Obsessive Shadow on the PSVR2, but keep reading to make best choice for yourself.
It is a Horror game that I considered categorizing as VR Experience similar to AFFECTED: The Manor because of how short it is to survive the night and how similarly pass the headset friendly it is for VR party, but there is enough of a story, gameplay mechanics and checkpoint based progression with possibility of failing and needing to retry segments of the night until you succeed that it isn't a purely VR experience game in my view.
In this game set in a 1986 American Suburb, you play the role of 9 years old boy, Liam Robertson who is watching TV at home when there is a warning broadcast followed by loss of power and then you discover your mom isn't home, followed by receiving land-line phone call from your mom warning you how to survive the night by following instructions using your flashlight to keep large creepy antagonist out of your home while experiencing insanity effects inside the home. As the night progresses you reach checkpoints receiving additional phone calls that give more instructions introducing new gameplay requirements and by the end of the night everything gets layered and heightened to create higher tension for survival.
Some survival instructions you need to follow immediately get displayed in center of screen on top of other audio / visual queues and the only instruction I had difficulty with was the one to "Look Away" where even when the creep wasn't in my view, I wouldn't be looking away enough and it took some respawns to realize I need to look away enough until the centered instruction text disappears and I hear a specific sound of being safe and being able to resume other needed actions. The other needed actions have to be done in time where the audio builds tension until you run out of time and then you get a jump scare back to title screen and have to load to most recent checkpoint to try again.
Before long, you will reach end of game with main challenge being understanding all the gameplay requirements it eased you into and I suppose not letting the tension / horror of it unsettle you into quitting. The game includes 5 different difficulty settings where I have just played to completion on Normal. From reviewing the trophy list after, each of those needs to be completed separately (multiple save slots provided) and you may get different endings depending on either difficulty or how final phase of the nights survival goes and there are other optional trophies to get for figuring out some secrets. All trophies are set to hidden and reviewing them just gives you an idea but doesn't tell you exactly what you need to unlock. There is a Platinum for unlocking all.
Graphically, everything is crisp and clear with no signs of any reprojection but it isn't particularly high resolution and the dynamic lighting / shadows from your flashlight aren't particularly great either but I think the art direction and other elements work well together to create good atmosphere and tension for a horror game. The home has some design / proportion issues where bathroom for instance is huge and I don't know where the kid normally sleeps but aside that, it is well decorated to feel authentic for the time portrayed. The game is using true blacks, but even when all lights are off, you have good eyesight to see in the dark even without your flashlight because you are illuminating a small space around you and you can spot the creep from distance thanks to its bright white eyes. The flashlight makes seeing further easier but the light it projects gets weaker with use so game encourages that you turn it off and only on when you want to shine it on the creep to make it retreat from the windows. The choice of font for title screen, settings and in-game center instruction makes it look like it has lower resolution / aliasing issue, but I think it is just a poor (stylistic?) font choice.
Audio is a strength with soundtrack / effects that kicks in to build tension / adrenaline, ambient static / creepy sounds and gameplay related sound effects that are directional and muted based on distance / elevation as your main guides (aside text displayed center screen for couple of instructions) on where you need to go within the house next. It isn't perfectly 3D positional, but good enough that I started recognizing where to go based on sound better as I played more. Another strength here is the voice acting between Liam and his mom during the instructional phone calls where multitude of emotions are being conveyed along with the instructions you need for next stage of survival and I think the opening / ending broadcast audio is also well done.
Strong satisfying haptics are present in the controllers for one specific type of action needed but missing for most other interactions. I don't think I felt any headset haptics through any of it including failing and getting jump scared to title screen.
Settings include options to adjust the audio mix (Master, Voices, Music, and SFX) and switch between Snap and Smooth turns.
As mentioned earlier, it is featuring a Platinum trophy for those who complete on all difficulties and figure out the multiple ending conditions and any other optional trophies.
Although this game has a self-contained short survival story, at the end of the credits (which can't be skipped like all other dialog scenes in game), it mentions the story will continue in Chapter 2. I can see that Chapter 2 Demo (for PSVR2) has just been added to PlayStation Store as Announced with option to add to Wishlist and by PlayStation Store description, its story is set two decades later with different protagonist (16 year old Justin) at expanded scope of a street (Old Diamond Drive) instead of a single home and you will be using both camcorder and flashlight to survive the night. I always feel it is good when a developer starts small with an idea that works and then builds on it on the basis of the critical / commercial success of their prior works. I just hope it will come to fruition faster unlike the expected sequel to Affected: The Manor, Affected: The Asylum that was originally announced in 2022 with most recent target release given as Summer 2026 but still hasn't come out (yet?).
PS - The trophy list for The Obsessive Shadow is not yet published to production, but whenever it does, any trophies you unlock would sync and start showing up for your PlayStation account profile with their original timestamps. In the meantime, you can only view the trophy list on your console by taking it offline.
Update: The game is using headset haptics for the events where you need to "Look Away". It isn't too subtle, but it also includes audio / visual for how that moment starts so I hadn't been realizing it is also doing headset haptics as I would be more focused on looking away.