One of the many lingering questions around the first wave of consumer virtual reality is whether we can realistically expect experiences which involve more than a handful minutes spent staring slack-jawed at some rendered paradise or briefly experimenting with a motion-controlled, cartoonish physics gimmick. I’m still combing through the 60-odd titles released on the HTC Vive’s not-a-launch day, and the bulk is solidly within the either the Brief Visual Experience or Didn’t We Basically Do This On Eyetoy In 2006 boxes. That’s OK: it’s early days and everyone’s still figuring this stuff out. But in terms of what I should actually use my Vive for day-to-day in the meantime, I’m coming up a bit short. Video is the main driver for now, but clearly I’d like to be gaming too.
Apollo 11 is more in the ‘experience’ box than the ‘game’ box, but what it does offer is something to spend an evening with, rather than just a slice of an evening. It’s a signpost to a VR future which simulates fantastic voyages, not simply hands-off lollygagging at something for a heartbeat. It’s also, like almost everything else I’ve tried, an all-too-able demonstration of current VR’s limitations, but I guess I’m starting to take that for granted now.
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