All platform VR discussion

Anything to do with games at all.
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Oblomov Boblomov
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PostRe: All platform VR discussion
by Oblomov Boblomov » Fri Sep 30, 2022 5:55 pm

Knoyleo wrote:

Quest 3 details have leaked ahead of the Pro announcement, so looks like there'll be a more consumer price level unit next year. Looks like more external cameras, now in colour for passthrough to match the Pro and leaning into Facebook's desire to push mixed reality functions.


Qualcomm Snapdragon XR2 (second gen) SoC


How much better is that than the Quest 2 processor? Are we going from like GameCube graphics to Wii U? :shifty:

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Knoyleo
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PostRe: All platform VR discussion
by Knoyleo » Wed Oct 19, 2022 11:09 am

twitter.com/MadddMouse/status/1582441198085865474



Despite all the good Oculus/Facebook did making VR more accessible with the Quest, they're simultaneously also one of the biggest threats to mass adoption of the tech, by ensuring that the biggest mass market experience of VR is going to be in among the worst experiences possible. Can you imagine people trying VR the first time, and their introductory experience is being dumped into a low poly recreation of a film they liked that totally misses the atmosphere and vibe, to interact with avatars that are less impressive than Nintendo Miis.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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PostRe: All platform VR discussion
by Qikz » Wed Oct 19, 2022 6:13 pm

Knoyleo wrote:

twitter.com/MadddMouse/status/1582441198085865474



Despite all the good Oculus/Facebook did making VR more accessible with the Quest, they're simultaneously also one of the biggest threats to mass adoption of the tech, by ensuring that the biggest mass market experience of VR is going to be in among the worst experiences possible. Can you imagine people trying VR the first time, and their introductory experience is being dumped into a low poly recreation of a film they liked that totally misses the atmosphere and vibe, to interact with avatars that are less impressive than Nintendo Miis.


What makes it worse is there'll be someone who's made that world in VRChat perfectly replicated to movie quality all for free. :lol:

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Moggy
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PostRe: All platform VR discussion
by Moggy » Tue Nov 08, 2022 5:20 pm

twitter.com/iflscience/status/1590011271167938562



Day one :datass:

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Oblomov Boblomov
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PostRe: All platform VR discussion
by Oblomov Boblomov » Tue Dec 06, 2022 1:07 pm

The Walking Dead: Saints & Sinners - Chapter 2: Retribution

My favourite single-player VR game just got a sequel! Available now on the Quest store for £29.99, I will be picking it up asap.

It sounds like it is basically a continuation of the first game, which is no bad thing in my mind. Looks like there is more heavy/automatic weaponry to play with, which will undoubtedly be a lot of fun but could detract from the original experience.

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Knoyleo
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PostRe: All platform VR discussion
by Knoyleo » Tue Jan 10, 2023 9:39 am

So with Facebook hounding all oculus users to switch to a meta account from their oculus accounts or have their social features turned off by the 1st January, they're now turning off social features for all Quest 1 users anyway!

The email I just received reads:

We launched Quest 1 over four years ago and we are grateful to the Quest 1 community for pushing VR forwards. As we look to the future, we remain committed to supporting the community of Quest 1 users and will continue to support the headset with a few changes:

• You will still be able to use your Quest 1 headset and available apps.
• We won't be delivering new features to Quest 1.
• We plan to continue maintaining the system software with critical bug fixes and security patches until 2024.
Quest 1 users will no longer be able to create or join a party.
• Quest 1 users who currently have access to Meta Horizon Home social features will lose access to these features on 5 March 2023. You won't be able to invite others to your Home or visit someone else's Home.


If you have any questions about these changes or about your Quest 1 headset, we encourage you to contact Meta Store support here: https://store.facebook.com/help/support/

Thank you to the entire Quest 1 community for helping us get to where we are today.


:fp:

At least they're going to continue to let us use our headsets.

I've refused to set up a meta account anyway, so I'm already locked out of their social stuff, not that it bothers me as I mainly use the Quest as a HMD for my PC these days, but this is an awful way to treat users of the original headset who do want to use these social bits.

Facebook gonna Facebook I guess.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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PostRe: All platform VR discussion
by jawa_ » Tue Jan 10, 2023 10:18 am

^^^ Incredible. It sometimes feels like buying tech/software today is basically a form of short-term rental.

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PostRe: All platform VR discussion
by Dowbocop » Fri Jan 13, 2023 2:12 pm

I bought Thrill of the Fight last year but have only just got around to playing it. Was expecting to be disappointed but it's actually really good in terms of its approximation of punchbags etc. I could very much see myself doing a decent workout with it.

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PostRe: All platform VR discussion
by Garth » Wed Feb 01, 2023 2:48 pm

twitter.com/business/status/1620794663631192065


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Rocsteady
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PostRe: All platform VR discussion
by Rocsteady » Wed Feb 01, 2023 5:06 pm

Knoyleo wrote:
Moggy wrote:
Knoyleo wrote:https://www.technologyreview.com/2022/08/06/1056727/vr-virtual-reality-psychedelics-transcendence/

VR is as good as psychedelics at helping people reach transcendence
On key metrics, a VR experience elicited a response indistinguishable from subjects who took medium doses of LSD or magic mushrooms.


...

A VR experience called Isness-D is his latest effort. And on four key indicators used in studies of psychedelics, the program showed the same effect as a medium dose of LSD or psilocybin (the main psychoactive component of “magic” mushrooms), according to a recent study in Nature Scientific Reports.

Isness-D is designed for groups of four to five people based anywhere in the world. Each participant is represented as a diffuse cloud of smoke with a ball of light right about where a person’s heart would be.



Participants can partake in an experience called energetic coalescence: they gather in the same spot in the virtual-reality landscape to overlap their diffuse bodies, making it impossible to tell where each person begins and ends. The resulting sense of deep connectedness and ego attenuation mirrors feelings commonly brought about by a psychedelic experience.

...

Glowacki didn’t design Isness-D with the goal of replicating a psychedelic trip. But he was interested in using VR to produce something psychedelics reliably elicit—what’s known as a “self-transcendent experience.”

Self-transcendent experiences exist on a spectrum. Getting lost in a great book could be considered a weak one; the ego death that high doses of psychedelics can induce is on the opposite end. In psychedelic clinical trials, people who report more intense feelings of self-transcendence typically also see the most significant symptom improvements.

What marks a self-transcendent experience is the dissolution of our typical self-definition as a discrete individual, separate from other people and the environment. During such an experience, a deep feeling of unity with other people or your surroundings allows you to expand your self-concept to include them.

There are many routes to a self-transcendent experience. Near-death experiences like Glowacki’s often momentarily blur the boundaries of the self. The overview effect—the feeling astronauts reliably report after seeing Earth from space—creates a sense of connection with humanity as a whole. Meditation can also help people reach self-transcendence.

Isness-D is another route. To create it, Glowacki took aesthetic inspiration from quantum mechanics—as he puts it, “where the definition of what’s matter and what’s energy starts to become blurred.”

For their paper, Glowacki and his collaborators measured the emotional response Isness-D elicited in 75 participants. They based their measurements on four metrics used in psychedelics research—the MEQ30 (a mystical experience questionnaire), the ego dissolution inventory scale, the “communitas” scale, and the “inclusion of community in self” scale. Communitas is defined as an experience of intense shared humanity that transcends social structure. Participants’ responses were then compared with those given in published, double-blind psychedelics studies.

For all four metrics, Isness-D elicited responses indistinguishable from those associated with medium doses of psychedelics. On the mystical experience scale, Isness-D participants reported an experience as intense as that elicited by 20 milligrams of psilocybin or 200 micrograms of LSD, and stronger than that induced by microdoses of either substance.

Last week, I decided to try Isness-D for myself. The three other participants in my Isness-D session—who tuned in from Portugal, Italy, and California—were already arranged in a circle facing one another by the time I arrived. The landscape surrounding us was sparse and gray, with a sky that reminded me of the moment before dawn. Looking down at where my hands should have been, I saw two dull lights, which I could brighten by pressing the controller I held in each hand.

The only object in the barren landscape was a “molecular thread”—a long string of one of the simplest amino acids, alanine, which wiggled with lifelike spontaneity. (“We had some physics models lying around for how to simulate its motion in real time,” Glowacki explains.) At the start, we were instructed to hold the thread and state something we wanted to connect to better, as if we were infusing it with this intention.

Then a narration directed our thoughts and movements like a guided meditation. When it came time to energetically coalesce, the gentle voice instructed us to scoot a little closer. Then we moved closer still, until we left our four corners and met in the center of the circle—four clumps of smoke billowing together.

As we inched nearer, I worried about infringing upon the other participants’ personal space. Then I remembered that oceans and thousands of miles separated me from them—and wasn’t ditching the notion of personal space the whole point? So I tried to settle into the intimacy.

“What happens in VR is that sense of completely forgetting about the existence of the external world,” says Agnieszka Sekula, a PhD candidate at the Centre for Human Psychopharmacology in Australia and a cofounder of a company that uses VR to enhance psychedelic therapy. “So there is definitely similarity there to this sense of experiencing an alternate reality under psychedelics that feels more real than what’s actually out there.”

But, she adds, “there’s definitely differences between what a psychedelic experience feels like and what virtual reality feels like.” Because of this, she appreciates that Isness-D charts a new path to transcendence instead of just mimicking one that existed already.

More research is needed on the enduring effects of an Isness-D experience and whether virtual reality, in general, can induce benefits similar to psychedelics. The dominant theory on how psychedelics improve clinical outcomes (a debate far from settled) is that their effect is driven by both the subjective experience of a trip and the drug’s neurochemical effect on the brain. Since VR only mirrors the subjective experience, its clinical benefit, which has yet to be rigorously tested, may not be as strong.

Jacob Aday, a psychiatry researcher at the University of California, San Francisco, says he wishes the study had measured participants’ mental wellness. He thinks VR likely can downregulate the default mode network—a brain network that’s active when our thoughts aren’t directed at a specific task, and which psychedelics can suppress (scientists theorize that this is what causes ego death). People shown awe-inspiring videos have diminished activity in this network. VR is better at inducing awe than regular video, so Isness-D might similarly dial it down.

Already, a startup called aNUma that spun out of Glowacki’s lab allows anyone with a VR headset to sign up for Isness sessions weekly. The startup sells a shortened version of Isness-D to companies for virtual wellness retreats, and provides a similar experience called Ripple to help patients, their families, and their caregivers cope with terminal illness. A coauthor of the paper describing Isness-D is even piloting it in couples and family therapy.

“What we’ve found is that representing people as pure luminosity really releases them from a lot of judgments and projections,” Glowacki says. That includes negative thoughts about their body and prejudices. He has personally facilitated aNUma sessions for cancer patients and their loved ones. One, a woman with pancreatic cancer, died days later. The last time she and her friends gathered was as mingling balls of light.

For one phase of my Isness-D experience, moving created a brief electric trail that marked where I’d just been. After a few moments of this, the narration prodded: “What does it feel like to see the past?” I started to think of people from my past who I missed or had hurt. In sloppy cursive, I used my finger to write their names in the air. Just as quickly as I scribbled them, I watched them vanish.


VR - it's a trip!


What about playing in VR while on LSD/mushrooms?

A prospect as exciting as it is terrifying. :lol:

Realise it was ages ago but I am curious about trying this. Regular games on psychedelics become intensely boring I find - the unreality of them really stands out - but I'm curious if VR would overcome that. I suspect it would either be a similar experience or horribly, overwhelmingly confusing.

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Moggy
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PostRe: All platform VR discussion
by Moggy » Wed Feb 01, 2023 5:09 pm

Rocsteady wrote:
Knoyleo wrote:
Moggy wrote:
Knoyleo wrote:https://www.technologyreview.com/2022/08/06/1056727/vr-virtual-reality-psychedelics-transcendence/

VR is as good as psychedelics at helping people reach transcendence
On key metrics, a VR experience elicited a response indistinguishable from subjects who took medium doses of LSD or magic mushrooms.


...

A VR experience called Isness-D is his latest effort. And on four key indicators used in studies of psychedelics, the program showed the same effect as a medium dose of LSD or psilocybin (the main psychoactive component of “magic” mushrooms), according to a recent study in Nature Scientific Reports.

Isness-D is designed for groups of four to five people based anywhere in the world. Each participant is represented as a diffuse cloud of smoke with a ball of light right about where a person’s heart would be.



Participants can partake in an experience called energetic coalescence: they gather in the same spot in the virtual-reality landscape to overlap their diffuse bodies, making it impossible to tell where each person begins and ends. The resulting sense of deep connectedness and ego attenuation mirrors feelings commonly brought about by a psychedelic experience.

...

Glowacki didn’t design Isness-D with the goal of replicating a psychedelic trip. But he was interested in using VR to produce something psychedelics reliably elicit—what’s known as a “self-transcendent experience.”

Self-transcendent experiences exist on a spectrum. Getting lost in a great book could be considered a weak one; the ego death that high doses of psychedelics can induce is on the opposite end. In psychedelic clinical trials, people who report more intense feelings of self-transcendence typically also see the most significant symptom improvements.

What marks a self-transcendent experience is the dissolution of our typical self-definition as a discrete individual, separate from other people and the environment. During such an experience, a deep feeling of unity with other people or your surroundings allows you to expand your self-concept to include them.

There are many routes to a self-transcendent experience. Near-death experiences like Glowacki’s often momentarily blur the boundaries of the self. The overview effect—the feeling astronauts reliably report after seeing Earth from space—creates a sense of connection with humanity as a whole. Meditation can also help people reach self-transcendence.

Isness-D is another route. To create it, Glowacki took aesthetic inspiration from quantum mechanics—as he puts it, “where the definition of what’s matter and what’s energy starts to become blurred.”

For their paper, Glowacki and his collaborators measured the emotional response Isness-D elicited in 75 participants. They based their measurements on four metrics used in psychedelics research—the MEQ30 (a mystical experience questionnaire), the ego dissolution inventory scale, the “communitas” scale, and the “inclusion of community in self” scale. Communitas is defined as an experience of intense shared humanity that transcends social structure. Participants’ responses were then compared with those given in published, double-blind psychedelics studies.

For all four metrics, Isness-D elicited responses indistinguishable from those associated with medium doses of psychedelics. On the mystical experience scale, Isness-D participants reported an experience as intense as that elicited by 20 milligrams of psilocybin or 200 micrograms of LSD, and stronger than that induced by microdoses of either substance.

Last week, I decided to try Isness-D for myself. The three other participants in my Isness-D session—who tuned in from Portugal, Italy, and California—were already arranged in a circle facing one another by the time I arrived. The landscape surrounding us was sparse and gray, with a sky that reminded me of the moment before dawn. Looking down at where my hands should have been, I saw two dull lights, which I could brighten by pressing the controller I held in each hand.

The only object in the barren landscape was a “molecular thread”—a long string of one of the simplest amino acids, alanine, which wiggled with lifelike spontaneity. (“We had some physics models lying around for how to simulate its motion in real time,” Glowacki explains.) At the start, we were instructed to hold the thread and state something we wanted to connect to better, as if we were infusing it with this intention.

Then a narration directed our thoughts and movements like a guided meditation. When it came time to energetically coalesce, the gentle voice instructed us to scoot a little closer. Then we moved closer still, until we left our four corners and met in the center of the circle—four clumps of smoke billowing together.

As we inched nearer, I worried about infringing upon the other participants’ personal space. Then I remembered that oceans and thousands of miles separated me from them—and wasn’t ditching the notion of personal space the whole point? So I tried to settle into the intimacy.

“What happens in VR is that sense of completely forgetting about the existence of the external world,” says Agnieszka Sekula, a PhD candidate at the Centre for Human Psychopharmacology in Australia and a cofounder of a company that uses VR to enhance psychedelic therapy. “So there is definitely similarity there to this sense of experiencing an alternate reality under psychedelics that feels more real than what’s actually out there.”

But, she adds, “there’s definitely differences between what a psychedelic experience feels like and what virtual reality feels like.” Because of this, she appreciates that Isness-D charts a new path to transcendence instead of just mimicking one that existed already.

More research is needed on the enduring effects of an Isness-D experience and whether virtual reality, in general, can induce benefits similar to psychedelics. The dominant theory on how psychedelics improve clinical outcomes (a debate far from settled) is that their effect is driven by both the subjective experience of a trip and the drug’s neurochemical effect on the brain. Since VR only mirrors the subjective experience, its clinical benefit, which has yet to be rigorously tested, may not be as strong.

Jacob Aday, a psychiatry researcher at the University of California, San Francisco, says he wishes the study had measured participants’ mental wellness. He thinks VR likely can downregulate the default mode network—a brain network that’s active when our thoughts aren’t directed at a specific task, and which psychedelics can suppress (scientists theorize that this is what causes ego death). People shown awe-inspiring videos have diminished activity in this network. VR is better at inducing awe than regular video, so Isness-D might similarly dial it down.

Already, a startup called aNUma that spun out of Glowacki’s lab allows anyone with a VR headset to sign up for Isness sessions weekly. The startup sells a shortened version of Isness-D to companies for virtual wellness retreats, and provides a similar experience called Ripple to help patients, their families, and their caregivers cope with terminal illness. A coauthor of the paper describing Isness-D is even piloting it in couples and family therapy.

“What we’ve found is that representing people as pure luminosity really releases them from a lot of judgments and projections,” Glowacki says. That includes negative thoughts about their body and prejudices. He has personally facilitated aNUma sessions for cancer patients and their loved ones. One, a woman with pancreatic cancer, died days later. The last time she and her friends gathered was as mingling balls of light.

For one phase of my Isness-D experience, moving created a brief electric trail that marked where I’d just been. After a few moments of this, the narration prodded: “What does it feel like to see the past?” I started to think of people from my past who I missed or had hurt. In sloppy cursive, I used my finger to write their names in the air. Just as quickly as I scribbled them, I watched them vanish.


VR - it's a trip!


What about playing in VR while on LSD/mushrooms?

A prospect as exciting as it is terrifying. :lol:

Realise it was ages ago but I am curious about trying this. Regular games on psychedelics become intensely boring I find - the unreality of them really stands out - but I'm curious if VR would overcome that. I suspect it would either be a similar experience or horribly, overwhelmingly confusing.


Try it with RE7.

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DarkRula
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PostRe: All platform VR discussion
by DarkRula » Tue Feb 07, 2023 5:04 pm

Well, having had a Quest 2 for pretty much a year now, the only thing I really like on it is Walkabout Mini Golf. And VR videos when done right.

Today's experience involves something I'd got with the Starter Pack back when I first bought it and never touched. That being A Township Tale. Oh, my word has it apparently bugged for me. First time going in, it asks me if I want to try the tutorial, softlocks on me when I press yes. Second time I go in, the servers screen had froze so I couldn't get to the tutorial anyway. Third time going in, I get into the tutorial, work my around the controls and how to do things to then find that I cannot use a hammer to nail things together when crafting. Would not work. At all. Small taps, heavy whacks, nothing I did would make the hammer interact with the nail. Even going in a fourth time didn't help.

Promptly uninstalled. If I hadn't got so much playtime out of Walkabout Mini Golf I'd consider the entire Starter Pack a waste.

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PostRe: All platform VR discussion
by jawa_ » Tue Feb 07, 2023 5:16 pm

DarkRula wrote:Well, having had a Quest 2 for pretty much a year now, the only thing I really like on it is Walkabout Mini Golf. And VR videos when done right...

...If I hadn't got so much playtime out of Walkabout Mini Golf I'd consider the entire Starter Pack a waste.

Dang! I'm sorry that your experience of VR hasn't worked out, Rula. I've not used a Quest 2 (I've only had PSVR) but I wonder if any other GRcadians could advise on some decent Quest 2 titles to try out? I kinda feel that there must be something out there that could float your boat!

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Dowbocop
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PostRe: All platform VR discussion
by Dowbocop » Tue Feb 07, 2023 5:30 pm

DarkRula wrote:Well, having had a Quest 2 for pretty much a year now, the only thing I really like on it is Walkabout Mini Golf. And VR videos when done right.

Today's experience involves something I'd got with the Starter Pack back when I first bought it and never touched. That being A Township Tale. Oh, my word has it apparently bugged for me. First time going in, it asks me if I want to try the tutorial, softlocks on me when I press yes. Second time I go in, the servers screen had froze so I couldn't get to the tutorial anyway. Third time going in, I get into the tutorial, work my around the controls and how to do things to then find that I cannot use a hammer to nail things together when crafting. Would not work. At all. Small taps, heavy whacks, nothing I did would make the hammer interact with the nail. Even going in a fourth time didn't help.

Promptly uninstalled. If I hadn't got so much playtime out of Walkabout Mini Golf I'd consider the entire Starter Pack a waste.
What have you played and not enjoyed?

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DarkRula
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PostRe: All platform VR discussion
by DarkRula » Tue Feb 07, 2023 6:11 pm

Maybe being a bit harsh with that opening statement, but Walkabout Mini Golf is the only game I've played that has no flaws. I can easily jump in and enjoy all the way through. For those others I have played, though...

Dash Dash World is a cool kart racer, which I do enjoy. Some items might be tricky to use, particularly the melee ones, but I have fun with it. I'd say it's my second most liked, especially with items off. Great amount of speed and easy enough to control. Startenders is a great enough bartending sim, but there's too much to be aware of. Not helped by needing a lot of space in which to play. Even with the easy-reach option, I still find myself having mess around with the camera to grab things properly. Wings 1941 is a great airplane shooter, guiding the plane with one of the controllers through the levels. But at times, certain sections can be tricky when it expects you to stretch beyond what it usually asks of you in terms of positioning.

All of these do have something to do with space, so I'm well up to admitting that this is likely just a me problem. Maybe I just like the chill VR stuff more than action-based stuff. Though it's still not going to stop me trying action-based stuff in future. Just need to make sure it doesn't require much space. Which is exactly why I haven't given Thrill of the Fight a try despite that being in the Starter Pack as well.

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PostRe: All platform VR discussion
by kazanova_Frankenstein » Tue Feb 07, 2023 8:31 pm

Resi 4, Red Matter and Shadowpoint are pretty essential in my opinion. Then you have your Beat Sabers, Audacia etc. and a while host of rhythm games if that’s your thing.

Oh, and Phantom Covert Ops (yes the sas kayak sim one) is far better and in depth than it has any right to be.

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Songwriter
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PostRe: All platform VR discussion
by Songwriter » Tue Feb 07, 2023 9:02 pm

The Room. Like a genuinely good escape room with special effects, and spooky gooseberry fool.

9.5/10.

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PostRe: All platform VR discussion
by kazanova_Frankenstein » Tue Feb 07, 2023 10:45 pm

The Room came to mind after my above post. About time I replayed that one.

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Victor Mildew
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PostRe: All platform VR discussion
by Victor Mildew » Wed Feb 08, 2023 7:44 am

The non VR room games are usually pretty cheap and worth a play. Pretty basic stuff puzzle wise but still enjoyable.

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PostRe: All platform VR discussion
by kazanova_Frankenstein » Wed Feb 08, 2023 8:10 am

The Room is actually just a really great game franchise. 3 of the only mobile games I have ever bought and I enjoyed them all immensely.


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