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We felt that teleporting was a better fit for us and suited the style of the other games in the series - set locations within an environment that hold the key interest points.
So the way I understand it you don't teleport around where you choose i.e you don't move around, you can only jump to fixed key points, is that right? because that would make more sense, no need for free locomotion in that case.
That's right, there are set locations to teleport to throughout each level.
From what I can see in the video there is artificial turning too so that's perfect. Really looking forward to playing this. Thanks for the info!!
It's not about forcing free loco or teleport, it's about choice. The more options the better for everyone.
It probably does not matter in this game because of the way it is designed, node-based movement but if that wasn't the case I would never buy the game being teleport only and there are many others out there like me.
Exactly. Myself and some friends who also play VR were going to buy this until we found out it was teleport. Games like Boneworks have forced smooth locomotion and were very successful. The reason being that a lot, if not the majority of VR players, prefer that way of movement. It's more immersive, which is the main sell for VR. Having teleport and snap turn is just nauseating to a lot of players and is a deal breaker (myself included).
Shame as this actually looked quite good. On a separate note, christ knows why you'd release a VR game at the same time as Alyx but never mind. Good luck with it.
To be honest for me (and many other peoples) that's actually the complete opposite: Snap turn and teleport makes the game EASIER to handle without having nausea, since in smooth locomotion while you move in the game, and you're conditioned that you're really moving in some ways, your body is NOT, and that seriously ♥♥♥♥♥ your brain up not sure what is happening and makes more likely to throw up.
Problem for me right now is the price, 30€ for this kind of length is way too high.