Stop me if this sounds familiar, because I’m sure I’ve written it before: the thing that makes gaming in Virtual Reality fundamentally different from playing on a regular screen is that it removes a layer of abstraction. You don’t look around by moving the mouse, pressing a stick in a certain direction or pressing a button: you look around by looking around. It sounds like a small difference, but it feels entirely different whether you look up at an enormous, ominous gate covered with runes glowing red by moving the hand holding the mouse a few centimetres away from you or whether you lean your head back. You perceive size and scale entirely differently, and as a result things feel more intimate, more real, for want of a better word. Present-day VR aims at reducing abstraction even more by means of room-scale solutions (the virtual space is represented by the actual space, so you can walk around in-game by walking around in the available space – until you bump into the nearest wall or trip over the cat) and of controllers that replicate hand and finger movement, so you grab things in virtual space not by pushing a button but by using your actual hands.