It's so difficult to explain the power of presence in VR - on top of what makes Astro Bot such a powerful use of that presence - and how that affects the "gameplay".
In a traditional sense, it doesn't. It operates on a deeper level.
When we play Mario we, at times 'feel' like we are Mario, and at times feel like we are controlling Mario - the latter is less immersive, even if it is highly engaging.
Astro Bot's 'trick' is so clever - not only because of how the latter "puppeteer" subconcious feeling remains highly immersive, but how the game actually folds that fluctuation between puppet and puppeteer into it's design, as your mind plays around with where it's 'seated' in the game world. The affect is that you are together, player and character, and it's a truly astounding sensation.
I feel bad for everyone eager to dismiss that this game, or any VR title can have a profound, watershed moment without understanding the power of these cheap mind-tricks can have in the hands of capable designers.
Agree. Do hope that the final game expand greatly upon the playroom slice since I did not felt the magic then. Hope they will demo this game in stores in my region so I can give it another try. Also, to be fair, you can't blame others from doubting the impact of this game when they tried many VR games and experience and none of them are transformative experience to them. Idk, maybe some of us just can't get VR =/. I rather hope VR have something that can give me the experiences you guys are enjoying so much then just oh this is OK.