A few days ago, I huddled next to my PlayStation 4, and stared at the expensive piece of glass and plastic that’s sat next to the console, completely untouched, for more than a year. Upon closer inspection, I realized there were spiderwebs inside my PlayStation VR headset, and at some point, I’d borrowed the USB cable needed to power it on, and never returned it. There are three VR headsets in my house, but I can’t remember the last time I used any of them. Every time I’m tempted, the work needed to set everything up—the cables, the moving of furniture—is enough to push me towards a game that’ll boot up when I hit a single button.
I believe the Moss dev talked about how to design a VR game by first understanding the space you actually need with human limits. Thinking about what fun to do with your body. Curious if this and few other VR games will help others understand VR designs.
Haha I love the article title. I’m always happy to hear another game making a compelling case for what VR can do. I haven’t had a chance to play Moss yet, but do I hope this game sells well enough to allow the devs to continue pursuing opportunities in the VR space.
(sidenote: I’m curious if you got a chance to try out Superhot VR or Sprint Vector, Patrick. In my opinion both games do an impressive job of showcasing the potential of VR–Sprint Vector especially with its controls, and Superhot VR with its sense of immersion)
Hoping to see some of these PSVR exclusives get to PC eventually, not planning to buy a 2nd headset just to play them.
I haven’t played Lone Echo yet but playing the Echo Arena multiplayer part of it was a real out-of-body experience. Austin had a lot of praise for Area X in Rez Infinite and I would agree, it’s a downright magical 15 minutes or so.