As a child, I visited a local museum that had a large interactive diorama on display. Standing at the table’s edge I could watch while trains, boats, cars, and figurines moved around the miniature town sprawled out before me. There was something particularly memorable about peering into this little town that stayed with me. Watching a world unfold before me that was not my own, but close enough that I could reach out and touch it. That’s what Moss: Book 2 reminds me of.
You play as the Reader, an ethereal looming presence that isn’t truly a part of Moss’ world. There are certain things you can interact with, but there are limits to your powers in this realm. You can look from side to side and feel that same sense of standing on the edge of a diorama and looking in, but with Quill running around the place and excitedly gesturing towards you. It feels real.
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The sign of a good VR game is forgetting your own limitations. For a short amount of time, you don’t remember that you’re sitting in your lounge or bedroom as you move and reach out to areas in the virtual world, only to find yourself colliding with some nearby furniture. For a platformer where I thought I’d largely be sitting down, I was surprised to find myself on my feet so much.
You can’t help but stand to get a better look, re-evaluate a puzzle from another angle, or crouch to peer into a small gap to see if a collectible is hidden away. Sure, I had some janky VR moments where I couldn’t quite achieve what I wanted in the first five or so tries, but I’m well aware that with my constant movement, I was probably often straying out of the optimum camera area needed for tracking purposes.
Moss was applauded for its
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