okinsama85
OkinSama
okinsama85

Oculus Home isn’t a walled-garden. That term does not apply to this.

The VR rooms that the character walks around, are huge. So as you’re “driving” the hero around, you have to turn your head to see the full environement, as he walks accross a room, he’ll walk past you, so you turn to follow him. Imagine being a swivle security cam, in each room. It works nicely in a game like this,

The VR rooms that the character walks around, are huge. So as you’re “driving” the hero around, you have to turn your head to see the full environement, as he walks accross a room, he’ll walk past you, so you turn to follow him. Imagine being a swivle security cam, in each room. It works nicely in a game like this,

The VR rooms that the character walks around, are huge. So as you’re “driving” the hero around, you have to turn your head to see the full environement, as he walks accross a room, he’ll walk past you, so you turn to follow him. Imagine being a swivle security cam, in each room. It works nicely in a game like this,

The VR rooms that the character walks around, are huge. So as you’re “driving” the hero around, you have to turn your head to see the full environement, as he walks accross a room, he’ll walk past you, so you turn to follow him. Imagine being a swivle security cam, in each room. It works nicely in a game like this,

It’s a stepping-stone situation. VR needs lots of consumers, and lots of games, in order to succeed.. And both of those things depend on the other, in order to improve. So it makes sense that, at least while the industry is still tiny, that they make more exclusives to encourage more people to get VR hardware.