<svg width="110" height="18" fill="none" xmlns="http://www.w3.org/2000/svg"><g clip-path="url(#a)" fill="#000"><path d="M79.42 9.335c0-.484.523-.672 1.085-.672.908 0 1.769.282 1.769.282V7.628c-.59-.174-1.193-.241-1.89-.241-1.528 0-2.6.725-2.6 1.908 0 2.299 3.162 1.708 3.162 2.823 0 .551-.495.7-1.218.7-.51 0-1.327-.2-1.916-.406v1.304c.49.195 1.18.378 1.862.378 1.487 0 2.907-.444 2.907-2.043 0-2.218-3.162-1.64-3.162-2.715l.001-.001Zm8.337 1.345c0-1.491.817-2.003 1.783-2.003.643 0 1.32.19 1.774.364V7.696c-.536-.174-1.01-.31-1.802-.31-2.104 0-3.404 1.291-3.404 3.375 0 1.975.938 3.333 3.31 3.333.75 0 1.333-.148 1.976-.364v-1.317c-.723.282-1.279.39-1.775.39-1.044 0-1.862-.484-1.862-2.124v.001ZM42.273 8.596h-.054V7.548h-1.474v6.384h1.581v-3.804c.496-.94 1.099-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.858 0-1.448.336-1.89 1.13Zm19.837 0h-.053V7.548h-1.474v6.384h1.58v-3.804c.497-.94 1.1-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.857 0-1.447.336-1.889 1.13Zm45.76-1.21c-.682 0-1.46.377-2.171.848l-.187.12c-.335-.712-1.005-.967-1.742-.967-.683 0-1.461.35-2.171.82v-.66h-1.501v6.385h1.594V9.35c.59-.39 1.219-.632 1.676-.632.523 0 .844.282.844 1.183v4.032h1.581v-4.57c.59-.39 1.219-.645 1.676-.645.523 0 .845.282.845 1.183v4.032h1.581V9.524c0-1.237-.738-2.137-2.024-2.137h-.001Zm-12.262 5.431c-1.032 0-1.58-.671-1.58-2.07 0-1.398.548-2.07 1.58-2.07s1.568.673 1.568 2.07c0 1.398-.536 2.07-1.568 2.07Zm0-5.43c-2.184 0-3.216 1.411-3.216 3.36 0 1.95 1.032 3.347 3.216 3.347s3.216-1.399 3.216-3.347-1.045-3.36-3.216-3.36ZM73.664 9.336c0-.484.523-.672 1.086-.672.907 0 1.768.282 1.768.282V7.63c-.59-.174-1.193-.241-1.889-.241-1.527 0-2.6.725-2.6 1.908 0 2.299 3.163 1.708 3.163 2.823 0 .551-.496.7-1.22.7-.508 0-1.325-.2-1.915-.406v1.304c.491.195 1.178.378 1.862.378 1.487 0 2.908-.444 2.908-2.043 0-2.218-3.163-1.64-3.163-2.715v-.001Zm-6.86.7c.094-.887.576-1.452 1.366-1.452.845 0 1.099.673 1.099 1.452h-2.466Zm1.38-2.648c-2.037 0-3.096 1.586-3.096 3.32 0 2.38 1.245 3.387 3.267 3.387.817 0 1.523-.109 2.347-.363v-1.32c-.664.244-1.263.391-1.905.391-1.178 0-1.967-.323-2.008-1.72h4.074c.027-.256.054-.497.054-.94 0-1.345-.71-2.756-2.734-2.756ZM56.3 9.483h-1.254V6.257H56.3c1.019 0 1.527.564 1.527 1.573s-.469 1.653-1.527 1.653Zm-.013-4.556h-2.928v9.004h1.688V10.8h1.24c1.916 0 3.31-1.035 3.31-2.97 0-1.935-1.394-2.903-3.31-2.903ZM49.82 12.09c-.51.47-.992.725-1.5.725-.871 0-1.435-.578-1.435-1.935 0-1.465.697-2.231 1.903-2.231.375 0 .764.094 1.032.202v3.239Zm0-4.557c-.47-.094-.805-.149-1.193-.149-2.184 0-3.377 1.466-3.377 3.603 0 2.137 1.193 3.105 2.6 3.105.697 0 1.54-.323 2.05-.753v.591h1.5V4.926h-1.58v2.608Zm-13.565 5.282c-1.031 0-1.58-.671-1.58-2.07 0-1.398.549-2.07 1.58-2.07 1.032 0 1.569.673 1.569 2.07 0 1.397-.537 2.07-1.569 2.07Zm0-5.43c-2.184 0-3.216 1.41-3.216 3.36s1.032 3.347 3.216 3.347c2.185 0 3.216-1.399 3.216-3.347s-1.044-3.36-3.215-3.36Zm47.372 6.545h1.587v-1.64h-1.587v1.64ZM31.608 4.926 29.82 11.82 28.03 4.926h-1.805l.42 1.477-1.575 5.65-1.712-7.128H21.62l2.441 9.005h1.892l1.462-4.815 1.37 4.815h1.892l2.563-9.005h-1.634.001ZM8.973 0C4.025 0 0 4.037 0 9s4.025 9 8.973 9 8.973-4.038 8.973-9-4.026-9-8.973-9ZM.906 9c0-1.173.25-2.287.698-3.293l3.849 10.575A8.095 8.095 0 0 1 .906 9Zm8.067 8.092a8.052 8.052 0 0 1-2.28-.329l2.42-7.055 2.48 6.814c.017.04.037.076.059.112a8.02 8.02 0 0 1-2.68.458Zm1.111-11.885a16 16 0 0 0 .924-.077c.435-.052.383-.693-.051-.667 0 0-1.307.103-2.15.103-.793 0-2.126-.103-2.126-.103-.435-.026-.485.64-.051.667 0 0 .411.052.846.077L8.733 8.66l-1.766 5.311L4.03 5.206c.486-.026.924-.077.924-.077.434-.052.383-.693-.052-.667 0 0-1.306.103-2.15.103-.151 0-.33-.004-.519-.01A8.049 8.049 0 0 1 14.42 3.033c-.035-.003-.069-.007-.105-.007-.792 0-1.355.693-1.355 1.436 0 .667.384 1.231.792 1.897.307.54.666 1.232.666 2.232 0 .692-.266 1.496-.614 2.615l-.806 2.697-2.915-8.698.002.002Zm5.967-.088a8.077 8.077 0 0 1 .989 3.882 8.09 8.09 0 0 1-4.012 6.994l2.464-7.146c.461-1.155.614-2.078.614-2.9 0-.297-.02-.573-.055-.831v.001Z"/></g><defs><clipPath id="a"><path fill="#fff" d="M0 0h109.895v18H0z"/></clipPath></defs></svg>{"id":77502,"date":"2023-10-06T06:54:06","date_gmt":"2023-10-06T05:54:06","guid":{"rendered":"https:\/\/pley2win.com\/uncategorized\/a-new-category-of-vr-game-is-slowly-emerging-right-before-our-eyes-road-to-vr\/"},"modified":"2023-10-06T06:54:06","modified_gmt":"2023-10-06T05:54:06","slug":"a-new-category-of-vr-game-is-slowly-emerging-right-before-our-eyes-road-to-vr","status":"publish","type":"post","link":"https:\/\/pley2win.com\/?p=77502","title":{"rendered":"A New Category of VR Game is Slowly Emerging Right Before Our Eyes &#8211; Road to VR"},"content":{"rendered":"<p><a href=\"https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-113355\" src=\"https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2.png\" alt=\"\" width=\"600\" height=\"371\" srcset=\"https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2.png 600w, https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2-125x77.png 125w, https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2-320x198.png 320w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/a><br \/>Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email.<br \/><script type=\"text\/javascript\" src=\"https:\/\/campaigns.zoho.com\/js\/zc.iframe.js\"><\/script><br \/> <iframe loading=\"lazy\" id=\"iframewin\" src=\"https:\/\/adtv-zgpvh.maillist-manage.net\/ua\/Optin?od=11287ecc4117e8&amp;zx=13029edf3&amp;tD=1f1c800c3eebb60d&amp;sD=1f1c800c3eecedb1\" width=\"100%\" height=\"100%\" frameborder=\"0\"><\/iframe><br \/>The much lauded <em>Echo VR<\/em> might <a href=\"https:\/\/www.roadtovr.com\/echo-vr-meta-protest-flying-messages\/\">no longer be with us<\/a>, but one of its innovations is living on in a new wave of VR games.<br \/><span id=\"more-114506\"><\/span><br \/><em>Echo VR<\/em> (and its single-player counterpart,\u00a0<em>Lone Echo<\/em>) were among the first major VR games to build a game around a virtual movement system based entirely on the player&#8217;s arm movement. While most VR games used (and continue to use) thumbsticks to allow players to glide around on their feet, the\u00a0<em>Echo<\/em> games actually gave players\u00a0<em>no<\/em> control over their feet, and instead had them floating around exclusively in zero-G environments with only their hands to push and pull themselves around the game space.<br \/>While other early VR games definitely contributed to the idea of arm-based movement\u00a0rather than sliding thumbstick movement (shout-out to <em>Lucid Trips<\/em> <em>Climbey<\/em>,\u00a0<em>Sprint Vector<\/em> and\u00a0many more), the\u00a0<em>Echo<\/em> games did a lot of heavy lifting to popularize this novel locomotion concept.<br \/>And from there, the idea has grown and evolved.<br \/><a href=\"https:\/\/www.meta.com\/experiences\/4979055762136823\/\"><em>Gorilla Tag (2021)<\/em><\/a>, whose creator specifically says he was inspired by\u00a0<em>Echo VR<\/em>, has become one of VR&#8217;s most popular games, bringing its spin on arm-based locomotion to a much wider audience. With that exposure, more and more players are learning how this particular way of moving in VR can be fun, making them more likely to try games with similar mechanics.<br \/>And this goes far beyond the smattering of\u00a0<em>Gorilla Tag\u00a0<\/em>clones you can find on Steam.<br \/><a href=\"https:\/\/www.meta.com\/experiences\/5157404804284116\/\"><em>Nock (2022)<\/em><\/a>\u00a0went several steps further with a much faster type of sliding and gliding arm movement, while also weaving in bows and arrows, challenging players to both navigate and shoot with their hands in a continuous flow.<br \/><iframe loading=\"lazy\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/5sDSyejhxRs?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen title=\"Nock | Announcement Trailer\"><\/iframe><br \/><a href=\"https:\/\/www.meta.com\/experiences\/6032030750197169\/\"><em>Space Ball (2023)<\/em><\/a> took the <em>Gorilla Tag<\/em> movement and fused it with a\u00a0<em>Rocket League<\/em> style game, letting players bound around the arena and launch themselves to dunk a huge ball into a hoop.<br \/>It&#8217;s not just multiplayer games either. Arm-based locomotion systems are popping up in single player adventures like\u00a0<a href=\"https:\/\/www.meta.com\/experiences\/2302118823192509\/\"><em>Phantom Covert Ops (2020) <\/em><\/a>which\u00a0had a very literal take on arm-movement in VR\u2014asking players to paddle themselves around in a covert kayak. It sounds silly on the surface, but there&#8217;s no doubt the game&#8217;s arm-based movement was both unique and successful.<br \/>In 2023 alone we&#8217;ve seen more arm-based movement games like\u00a0<a href=\"https:\/\/www.meta.com\/experiences\/5446476285387663\/\"><em>No More Rainbows<\/em><\/a>, <a href=\"https:\/\/www.meta.com\/experiences\/5890261201026060\/\"><em>Toss!<\/em><\/a>, and <em><a href=\"https:\/\/www.meta.com\/experiences\/5344306855599112\/\">Outta Hand<\/a><\/em>. If you peruse the reviews of these games, you find a common theme of advice from reviewers: &#8216;if you liked <em>Gorilla Tag<\/em>, check this out!&#8217;. Clearly the players enjoying these games want more like them, with the desired similarity being the use of arms for movement.<br \/>And there&#8217;s more to come. One of the most intriguing upcoming Quest titles,\u00a0<a href=\"https:\/\/www.meta.com\/experiences\/5302178529865980\"><em>Underdogs<\/em><\/a>, takes the concept in a different direction, where a player brawls it out in a mech using their arms to pull themselves around the arena.<br \/><iframe loading=\"lazy\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/9rt2iuTVAcU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen title=\"UNDERDOGS | Announcement Trailer | Meta Quest 2 + 3 + Pro\"><\/iframe><br \/>And in a truly full-circle moment, the creators of\u00a0<em>Gorilla Tag<\/em> (which were inspired by\u00a0<em>Echo VR)<\/em> are <a href=\"https:\/\/www.roadtovr.com\/another-axiom-project-a2-echo-vr-gorilla-tag\/\">building a spiritual successor to\u00a0<em>Echo VR<\/em><\/a><em>.<\/em>\u00a0Currently codenamed &#8216;Project A2&#8217;, the game will revisit arm-based movement in zero-G in an effort to revive the very game that popularized arm-based movement to so many in the first place.<br \/>It&#8217;s apparent that VR developers and players alike are beginning to find that controlling your arms with&#8230; your arms, is much more engaging than controlling your legs with&#8230; a thumbstick. I have a feeling that this new wave of games built entirely around arm-based movement is here to stay. The question on my mind is if they will remain as their own genre within VR, or perhaps come to define the way movement works in most VR games.<br \/><i>This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. <a href=\"http:\/\/www.roadtovr.com\/advertise\/#affiliate-disclosure\" target=\"_blank\" rel=\"noopener\">See here for more information.<\/a><\/i><br \/>It will be its own nitch. I played sprint vector. Wasn\u2019t the greatest. I\u2019d rather have a treadmill and walk. Arm movement in a space game like echo and a kayak game make sense. Games that walk and try to use arms is a huge disconnect and immersion breaking.<br \/>*niche<br \/>Nah&#8230; arm movement will get old, just like everything. It was O.K when it was the novelty way to get around &#8216;the problem with transport in VR&#8217; but come on.. how many games can we seriously stomach that keep reusing this kludge for VR&#8217;s failings? Unless you&#8217;re an actual swinging ape or in zero G there&#8217;s a limit to how many decent games can pull this off without seeming like yet &#8216;another gold rush&#8217; of mediocrity.<br \/>The problem needs addressing at the hardware level, with proper ways to move around, I don&#8217;t think treadmills are the answer either (too clunky and high friction as in to get in\/out). VR will never really be VR until we solve this issue, and limiting ourselves to arm pulling\/swinging forever is NOT the answer at all.<br \/>It will either require expensive and elaborate exoskeletons mounted on gyroscopes or walls that can give us haptic feedback AND full 360 freedom of every limb to run, fly, fall etc&#8230; OR we need to decouple movement entirely from the physical world (neural stuff), swinging arms is such a cop out.<br \/>Well, I think the swinging arms to move around like in Westworld:Awakenings works very well, haven&#8217;t seen a system like that being used much (or at all).<br \/>TL;DR: <i>a roughly matching physical movement can successfully fool the brain into thinking that the movement in VR is real despite you feeling that you are still standing still, and thereby improve or even get rid of motion sickness, allowing for types of game play so far considered too uncomfortable for most.<\/i><br \/>It&#8217;s quite interesting how well arm based motion works, and why it does, esp. in games where you fling yourself through space. Older games in zero gravity like ADR1FT were prone to causing serious motion sickness, due to the dissonance between the motion you see and the motion you feel. That&#8217;s also a problem for stick based movement, but there you are at least oriented as your feeling of gravity would suggest, and only the movement is wrong.<br \/>Our vestibular system is pretty good at detecting acceleration or deceleration, but cannot feel absolute speed like when traveling on a train or plane. Virtual  rollercoasters that make flat 90\u00b0 turns without leaning into the curve, or seemingly move up and down at a constant speeds, are puke machines, because there the visual representation, reported movement and experience based expectation of significant acceleration are all extremely off. So for a long time one advice for implementing movement in VR was to skip any physical correct acceleration and instead just go from standing still to full speed instantly, thereby avoiding showing any acceleration, something the brain seems to be more willing to accept than acceleration it can&#8217;t also feel.<br \/>So bouncing from tree to tree in Gorilla Tag or flinging yourself through space in Echo VR with lots of accelerations and turns should make you really sick, but it apparently doesn&#8217;t. The difference to stick\/controller based movement is that here the virtual movement is seemingly the reaction to a physical movement. We have a sense called proprioception that allows us to know the exact position of our limbs without seeing them. So if you grab something with our hand and push yourself away from it, you brain got the message that you just excerpted force, and a movement in that direction is therefore a consequence of your action.<br \/>Motion sickness is triggered by the brain misinterpreting a mismatch between movement your visual systems sees and your vestibular system feels as a sign of poisoning and an urgent reason to make you empty your stomach. Having an actual physical movement seemingly cause the movement you see is apparently enough to convince the brain that the movement actually happens, somewhat overriding that you can feel that you are still standing in place. That&#8217;s not a new insight, &#8220;Natural Locomotion&#8221; has been available on Steam for five years, and allows users to translate movement gestures into stick movements. So instead of just pressing your thumb forwards, you continuously move your arms back and forth, and the app translates this to movement in VR. Natural Locomotion helps a lot of people overcome motion sickness, even though they still stand still while now power walking with their arms through Skyrim. Others lessen motion sickness by just walking in place or bobbing their real head, while the head bobbing in many flat first person games will feel horrible in VR.<br \/>So besides this being a new category of VR games based on arm locomotion, this is actually a (new) way of locomotion in VR that is both less limited than teleporting and less prone to cause motion sickness than stick based movement. Its main trick is always that you perform a physical motion that <i>could<\/i> have caused the virtual motion to fool the brain into thinking the motion is real. As a consequence, this type of movement should also feel more immersive (and tiring), which is something a lot of Natural Locomotion users report. <br \/>And it is not really limited to arm movement. Currently VR HMDs only track hands and head, but with e.g. the Quest 3 now also tracking shoulders and parts of the legs, it could be possible to achieve the same just by rhythmically rocking your shoulders or knees up and down, even during seated experience, and the presence of a somewhat matching physical movement will mitigate many of the problems of stick based movement. A lot of gameplay scenarios that so far were considered to be very uncomfortable for lots of players may actually become feasible just by integrating physical movement, which pretty much only has to match the rough direction for single movements, or a realistic walking rhythm for repeated motion. So the next new category of VR games might be based on arm flapping or hip thrusting.<br \/>A very simple technique for dealing with the proprioceptive mismatch of smooth locomotion is to gently step from foot to foot whilst locomoting; not a walking stride but a series of small weight shifts. <br \/>Ankles are the centre of the &#8220;foot active subsystem&#8221;, making small movement stimulates the neurocircuitry of the foot with measurable benefits. Ankle proprioception is arguably the most important aspect of balance control (The Role of Ankle Proprioception for Balance Control in relation to Sports Performance and Injury. Jia Han et al. Biomed Res Int. 2015. )<br \/>In the absence of lower limb movement, arm swinging takes an important role to maintain active proprioception and hence balance control. <br \/>An interesting experiment is to play a seated VR game like Aircar, try playing with feet on floor, then use seating that lets the user lift the feet off the floor whilst supporting the body, you will have a very different experience with the latter feeling like flying<\/p>\n<p><a href=\"https:\/\/news.google.com\/rss\/articles\/CBMiRmh0dHBzOi8vd3d3LnJvYWR0b3ZyLmNvbS9uZXctY2F0ZWdvcnktb2YtdnItZ2FtZS1hcm0tYmFzZWQtbG9jb21vdGlvbi_SAUpodHRwczovL3d3dy5yb2FkdG92ci5jb20vbmV3LWNhdGVnb3J5LW9mLXZyLWdhbWUtYXJtLWJhc2VkLWxvY29tb3Rpb24vYW1wLw?oc=5\">source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email. The much lauded Echo VR might no longer be with us, but one of its innovations is living on in a new wave of VR games.Echo VR (and its single-player counterpart,\u00a0Lone Echo) were [&hellip;]<\/p>\n","protected":false},"author":31,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-77502","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>A New Category of VR Game is Slowly Emerging Right Before Our Eyes - Road to VR - Gaming News<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pley2win.com\/?p=77502\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"A New Category of VR Game is Slowly Emerging Right Before Our Eyes - Road to VR - Gaming News\" \/>\n<meta property=\"og:description\" content=\"Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email. The much lauded Echo VR might no longer be with us, but one of its innovations is living on in a new wave of VR games.Echo VR (and its single-player counterpart,\u00a0Lone Echo) were [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/pley2win.com\/?p=77502\" \/>\n<meta property=\"og:site_name\" content=\"Gaming News\" \/>\n<meta property=\"article:published_time\" content=\"2023-10-06T05:54:06+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2.png\" \/>\n<meta name=\"author\" content=\"alexiswalsh4378\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"alexiswalsh4378\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"9 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"A New Category of VR Game is Slowly Emerging Right Before Our Eyes - Road to VR - Gaming News","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/pley2win.com\/?p=77502","og_locale":"en_US","og_type":"article","og_title":"A New Category of VR Game is Slowly Emerging Right Before Our Eyes - Road to VR - Gaming News","og_description":"Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email. The much lauded Echo VR might no longer be with us, but one of its innovations is living on in a new wave of VR games.Echo VR (and its single-player counterpart,\u00a0Lone Echo) were [&hellip;]","og_url":"https:\/\/pley2win.com\/?p=77502","og_site_name":"Gaming News","article_published_time":"2023-10-06T05:54:06+00:00","og_image":[{"url":"https:\/\/roadtovrlive-5ea0.kxcdn.com\/wp-content\/uploads\/2023\/07\/road-to-vr-daily-roundup-logos-2.png","type":"","width":"","height":""}],"author":"alexiswalsh4378","twitter_card":"summary_large_image","twitter_misc":{"Written by":"alexiswalsh4378","Est. reading time":"9 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"https:\/\/pley2win.com\/?p=77502#article","isPartOf":{"@id":"https:\/\/pley2win.com\/?p=77502"},"author":{"name":"alexiswalsh4378","@id":"https:\/\/pley2win.com\/#\/schema\/person\/66bd3a503af6f4a359422150c24d1775"},"headline":"A New Category of VR Game is Slowly Emerging Right Before Our Eyes &#8211; 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