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I Expect You to Die

A VR puzzle game about escaping deadly situations as a spy.

1 source1 tips

Where I Expect You to Die comes up1 episode or test

Gcreator of Game Maker's Toolkit testControllers Control Everything
At a glanceI Expect You to Die trades movement for hands-on interaction
  1. 1Hand controllersPlayers reach out directly
  2. 2Grab, pull, pokeNo button prompts to memorize
  3. 3Movement is poorControllers handle locomotion badly
  4. 4Seated playDesign leans on interaction, not movement

From Mark Brown on VR controllers

What was said about I Expect You to Die

1Hand controllers as the interface in I Expect You to Die

  • I Expect You to Die lets players reach out and grab things instead of pressing buttons. VR hand controllers let players grab, pull and poke objects directly, so there are no prompts or button layouts to memorize. This supports a wide range of interactions in the puzzle game.

    Mark Brown's example is the same idea Job Simulator uses. His phrasing: "just by letting the player reach out and grab, pull, and poke things."

  • The tradeoff is that controllers are poor at moving through space, so play stays seated. VR controllers handle locomotion badly, so I Expect You to Die is played seated, or within a small tracking area. The design leans on interaction rather than movement.

    The same pattern is seen in Job Simulator and Giant Cop, across Vive, Oculus Touch and PlayStation Move.

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