Have we really reached the future of gaming, or is virtual reality still a half-fulfilled promise?
That was the question I asked myself a couple of weeks ago, right after trying out Asgard's Wrath 2 on Meta Quest 3. It wasn't my first VR experience, but it was the first time I truly felt like I was inside a game, in the most literal and emotional sense of the word. What I saw, heard, and felt that afternoon was the closest thing I've ever had to an interactive cinematic experience—no joystick, no screen, no filters.
And yet, I left that session with more questions than answers. Is the industry ready to mass-produce this type of experience? Do VR games make sense in a country like Chile, where price and access are still barriers? Is virtual reality a fad, a bubble... or the next big evolution of gaming?
This article is my attempt to answer those questions. Not through speculation, but through the technical, economic, and social analysis of a technology that—whether we like it or not—is redefining the relationship between player and game.
What is a VR game really (and what makes it different)?
Not everything played with VR headsets can truly be considered "VR." What sets a virtual reality game apart isn't just the 360° visual support, but the full interactivity with the environment . In other words, the player doesn't observe the action from the outside, but rather takes part in it with their body, gaze, and reflexes.
In technical terms, we are talking about:
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Six-degree-of-freedom (6DoF) head tracking .
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Haptic controllers that interpret hand and finger movements.
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Physical interaction with objects in the digital environment (doors, weapons, instruments).
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Spatial audio for total sensory immersion.
These elements, when implemented well, achieve what developers call virtual presence , the sensation that the body is "inside" the digital world. Moving a joystick isn't the same as physically ducking to dodge an arrow or throwing a grenade by twisting your torso. Cognition changes . And that redefines what it means to play .
Hardware: Is the technology ready to support this new world?
In 2025, the main players in VR hardware are clearly defined:
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Meta Quest 3 : The most popular model, thanks to its balance of power, portability, and price. It integrates mixed reality sensors, opening the door to combined experiences between the physical and digital worlds.
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PS VR2 (PlayStation 5) : Excellent in visual quality and haptic controls, but limited by its dependence on a console.
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PC VR (Valve Index, Pimax Crystal, etc.) : Maximum fidelity, but inaccessible to most due to their price and technical requirements.
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Apple Vision Pro : Not yet focused on gaming, but marks the beginning of the convergence between extended reality and interactive entertainment.
Traditional bottlenecks have been limited field of view (FOV) , sensor latency, and headset weight. Today, those problems have been mitigated—not solved—with new optical designs, dedicated processors (like the Snapdragon XR2 Gen 2), and micro-OLED displays with higher refresh rates.
But the challenge is no longer so much technical as narrative.
VR Game Design: A New Interactive Language
Designing for VR isn't just about adapting an FPS to a headset. It's about rethinking how a story is told in a three-dimensional space where the player sees everything , from within .
Take Half-Life: Alyx, for example. This Valve title not only took advantage of realistic object interaction mechanics (reloading weapons, searching shelves for ammo, solving puzzles with your hands), but it also redefined combat pacing . The tension of having to duck behind a piece of furniture, reload in real time, and throw a bottle to distract enemies can't be replicated on a flat screen.
The most successful genres so far in VR include:
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Rhythm simulators : Beat Saber, Pistol Whip.
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Tactical shooter : Pavlov VR, Onward, Contractors.
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Horror and suspense : Resident Evil 4 VR, Phasmophobia.
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Narrative Exploration : Moss, Red Matter 2.
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Social and sandbox : VRChat, Rec Room, Horizon Worlds.
However, VR development remains limited by a lack of control standards, comfortable motion interfaces ( motion sickness is still an issue for many), and a development community that, for now, remains niche.

And what about artificial intelligence ? The new ally of immersion
One of the most promising elements is the integration of generative AI and adaptive systems into VR games.
Projects like Meta's Project Galea aim to enable devices to read neural signals to adapt the narrative or game difficulty based on the player's emotions. Other proposals include NPCs with built-in language models , capable of holding fluid conversations without relying on pre-recorded lines.
This completely changes the experience. Receiving a mission via text isn't the same as speaking to a virtual character and receiving a contextualized response . AI allows for radical customization, a story that literally reacts to your voice, decisions, and body language.
And in Chile? Between slow adoption and a growing community
In the Chilean market , VR is still an emerging field. The reasons are obvious: high prices , lack of official distribution for devices like Quest or Valve Index, and poor visibility in physical stores.
But there are positive signs:
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Stores like PC Factory and SP Digital already offer VR headsets with local support.
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Active communities are emerging on Discord, Reddit Chile, and Facebook groups.
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Universities and startups are exploring VR in areas such as healthcare, education, and industrial training.
The average entry cost for a Meta Quest 3 game is around CLP 660,000 in local stores, a price that remains high for the average gamer. However, for those who invest in experiences, the added value of immersion justifies it .
Are we facing the future of gaming or just a luxury segment?
The answer isn't binary. VR won't replace traditional gaming , just as mobile devices didn't replace consoles. But it will mark a new level of experience for those looking for something beyond the controller and the screen.
As a tech journalist, I've seen plenty of broken promises . But this time is different. VR isn't a gadget; it's an evolving platform, fueled by the convergence of hardware, software, AI, and experience design .
Immersion is no longer optional
Video games are no longer observed. In the new frontier posed by virtual reality, games are lived, felt, and inhabited. And that changes everything.
The next five years won't decide whether VR is viable. They'll decide whether it will be universal. Everything will depend on whether we manage to democratize access, optimize development, and—above all—generate content worth experiencing.
What do you think?
Have you tried any VR games yet? Are you interested in this type of experience, or would you rather stick with your traditional console or PC? Share your experience in the comments and join the conversation.
And if you want to know more about this topic, I invite you to read our analysis of the 10 best-selling games in Meta Quest