I’ve been hearing people evangelizing about VR for years. I always put it in roughly the same category as new parents: they say “it’s changed the way I think about everything!” and “you can’t really understand until you experience it yourself!” I figured okay, fine, that’s genuinely great for you but I don’t feel like I’m missing out on anything.
But I finally got a very gracious offer to try out the Oculus and Vive headsets. And now I’m going to have to be one of Those People.
From hearing the descriptions, I’d expected it to be the case where I put on the headset and am instantly transported to a fantastic, vividly-realized world. It wasn’t. I put on the headset (Oculus Rift first) and found myself in a nice, slightly stylized version of a modern living room where I could look around what was clearly a 3D space. I’d expected it to be like the people who saw the first movie footage of an oncoming train and (according to legend) dove for safety. Instead, it was more like the first time I saw a 3D movie. Clearly a neat effect, and genuinely more immersive, but nothing transcendent.
I played the first two levels of Lucky’s Tale, which is completely charming and a perfect packaged game for the Rift. I’d never thought a 3rd person VR game could possibly work, but it does: it feels like being inside the level along with the character you’re controlling. Essentially, you’re one of the Lakitu. I only wished that they did a bit more with the VR right off the bat; I got to a section that did depend on looking at targets, but apart from that it was just a more immersive presentation of a 3D platformer.
The other issue is that I was standing up, and the camera’s constant gentle drifting was starting to throw off my balance. It wasn’t outright nauseating for me, but it did feel like I was on a slowly rocking boat and felt unsteady on my feet. I tried a few minutes of Adrift — the game I’d most been looking forward to — but after being unsteady already, it was way too disorienting for me to tolerate for long.
Then I put on the HTC Vive, and started up Valve’s The Lab. And it was, without exaggeration, possibly the coolest thing I’ve ever seen on a computer.
I’d already seen the “Robot Repair” demo on YouTube in its entirety, so I was kind of spoiled for it. In a way, though, it’s the least spectacular part of The Lab, since it’s the least interactive even though it’s the most “produced.” It’s hilarious and a fantastic experience in its own right as well as being a perfect teaser as to the potential of a VR version of Portal. The tone of humor combined with menace that the Portal games get so perfect is made 1000 times better when you’re convinced that you’re trapped inside a space with GlaDOS, and that GlaDOS is enormous.
But the rest of the demos take that tone and let you interact with a space that feels less scripted. The “Slingshot” demo is my favorite, but they’re all fantastic. Bending down to pet a robot dog, flying a drone around a huge warehouse, launching an endless stream of balloons: it all cements the idea that I’m in a fantastic place better than anything else. I was sold within a minute.
The technology is astounding, but if The Lab proves anything, it’s that technology is only part of it.
It’s easy to see why so many people have become fascinated by it, and more importantly, why it doesn’t feel like just another gimmick. It’s also easier to understand why there’s such a “new frontier” aura around VR: it feels that there’s still a ton of experimentation and innovation to be done. How can you move people through an environment without its being nauseating? What are the different ways you can immerse the player in the experience without drawing attention to the fact that none of the objects can touch them or be touched? How do you keep the experience from feeling completely isolating?
Whatever the case, I’m a convert. And since I’m relatively late to the party, I have to catch up on all that lost time by being extra insufferable about it.