Room scale VR is something I'm mixed on. The main issue is that whether you are wireless or wired makes minimal difference as does having a bare living room to play in, whilst it's certainly a bit more immersive to be able to lean around a corner or duck behind cover you're still limited by real space. Say you shoot the enemy around the corner by ducking in and out of cover, you step out and before you is a corridor - you can't run down it though, not without breaking your helmet and face against the front window of your home. It means every physical experience is a half-way house compromise mixture of real enactment and traditional controls.
Added tech tries to minimise this but still hits practical limits and this is stuff that VR can never get around so forever limits what the home experience can deliver. The same comes from the practical aspect of playing a game for a while and then getting to the point where you just want to sit down for a bit but too often the experience of transitioning between the two play styles is convoluted and flawed when really seated play should be the default given it's the access point experience.
I do wonder if that's part of the reason why there's so much silence to even successful content like Astrobot. Everyone who plays it loves it and reviews were glowing but it seems not to be held up as as much of a beacon for the tech as it deserves to be and I wonder if it's a bit like Tearaway. Tearaway was a great showcase for building a game around the capabilities of the Vita but despite that there seemed to be little appetite for more experiences like that. I'm curious if Alyx will be the same, where it is lauded for exploiting the tech more than any other VR title but the demand for more experiences like it are lowkey because players casually lean back to more passive experiences.
Added tech tries to minimise this but still hits practical limits and this is stuff that VR can never get around so forever limits what the home experience can deliver. The same comes from the practical aspect of playing a game for a while and then getting to the point where you just want to sit down for a bit but too often the experience of transitioning between the two play styles is convoluted and flawed when really seated play should be the default given it's the access point experience.
I do wonder if that's part of the reason why there's so much silence to even successful content like Astrobot. Everyone who plays it loves it and reviews were glowing but it seems not to be held up as as much of a beacon for the tech as it deserves to be and I wonder if it's a bit like Tearaway. Tearaway was a great showcase for building a game around the capabilities of the Vita but despite that there seemed to be little appetite for more experiences like that. I'm curious if Alyx will be the same, where it is lauded for exploiting the tech more than any other VR title but the demand for more experiences like it are lowkey because players casually lean back to more passive experiences.
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