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It’s far too easy to obscure the tips of your fingers from the Quest’s cameras, making it a real battle to aim and then squeeze your index finger to fire a gun. Not to mention that firefights are rendered practically impossible. Though the absence of controllers is often a delight, you’d kill for one when you need to summon a menu. The game’s list of gestures, for example, take some memorization, and this early version can have trouble picking up specific inputs. It’s when you need to do, well, anything other than walk or push buttons that things fall apart a bit. Gone is the familiar curl of fingers around a controller, replaced with hands that intuitively twitch and fidget to mirror your every motion.
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Traipsing through the game’s procedural labyrinths, which mystically morph every time you round a corner to ensure you never run out of walking room, is thrillingly immersive.
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Sure enough, moments of Tea For God with hand-tracking are pure magic.
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