OrbusVR Shows How Far VR MMOs Still Have to Go
It looks... rough. I think the style is nice, though simplistic, but the world they've shown is very "landscapey" and empty.
Combat looks a bit clunky -- as does most of the gameplay -- and everything feels very low-budget-indie. It suffers from looking like art assets were sloppily placed in a world built as more of a tech demo.
While all of those things definitely turn me off of the game and clearly show the MMO genre is far from a real VR treatment, there is something magical at work here.
Players are already taking the initiative in building a community-centric environment. Players are congregating in starting areas helping others, people are talking and socializing, and hanging out while sharing a new experience.
The players are forming the building blocks and foundation in a way that feels remarkably similar to what I participated in back in the days of Active Worlds, The Realm, and EverQuest.
That's a powerful start, and not something to easily discount. If a MMORPG can manage to create depth of gameplay and the scope of a real MMO world while still maintaining that community, then they'll have recaptured what MMORPGs lost many years ago.
Other positives include the motion of casting spells. I find that immersive. I also like their presentation of inventory management. Just a few minor tweaks and that interface could all be quite nice.
If I can play sitting down then these guys can count me in as a player once the game is in a more finished state.
P.S. - Square Enix may not like the use of their intellectual property. Might want to rethink that cactus.