Well, talk about being an agent of decline, holy shit. You like went off a list or something. You checked everything.
...
Regarding the story, lore, characters, narrative aspects, they should be secondary. Gameplay and mechanical depth should be the focus of any videogame.
What can I say? I've always been an unrepentant graphics whore and am always up to a debate of
how Graphics matter more than Gameplay and many people are in denial about it even on this very board. For instance I don't think Hitman would be anywhere near as popular or have gotten close to as many sequels and movie adaptations if instead of being a 3D Action/Shooter/Stealth game with AAA production values it was an Indie pixel game with similar mechanics or if it had gotten popular during the C64 gaming era. It's questionable if you'd even still be a fan of it in that case or had ever heard about it.
To maybe make you even a bit more Butthurt, for instance while people were yelling about "Turn-based combat" during the Pillars of Eternity KickStarter, I was over there lobbying them to render their backgrounds out in at least 4K to future-proof the game(s) in the hope that we don't run into another Infinity Engine situation down the line in the case they become Classics, where your party of player characters looks like an ant colony or satellite image from low orbit if you play at native higher resolutions:
https://forums.obsidian.net/topic/6...ering-your-backgrounds-at-higher-resolutions/ so that situations like this do not arise:
https://steamcommunity.com/app/317120/discussions/0/622954302084733803/ and by the point the game was released I already had a 4K display. Given how forgettable most of the new game(s) turned out overall though, I don't think it's really much of a concern anymore.
The main reason why I got into RPGs and Adventure games in the 90s wasn't really their amazing gameplay,
but their intricate hand-drawn backgrounds and
appealing pixel graphics. I dropped Adventures around the time they thought it was
a great idea to jump onto shitty early 3D and only got into other genres like Shooters more later when they were more visually appealing.
The fact that some series are the same, and you exemplify with AC and FC, is no excuse to make changes for the sake of it. They could improve, add new mechanics, refine existing ones, add some more, you know, let their creativity shine. But no, you just want them to reinvent the wheel, quality be damned, because it's "boring".
Yes, having a game series run for over 10-15+ years across various console generations with respectively 23/7/8 titles without changing up too much of anything does tend to get boring.
I will say though that it's pretty common for people to say normal controller use... which I would never use a controller for first-person games anyway but let's ignore that...
I guess you could say "anything can be done in VR!" but my point is more that most people aren't going to want to use VR for everything.
Some of the Oculus Rift Launch titles that were designed around the use of the Xbox One controller and were released in March of 2016 or only slightly after were a
3rd-person Action RPG with room-based camera called Chronos that later spawned the Action RPG/Shooter
Remnant: From the Ashes taking place in the same world, a
3rd-person Action Adventure called Edge of Nowhere, a
3rd-person 3D Jump&Run game called Lucky's Tale (that is inferior to Moss though), a
Mountain-climbing Simulator from CryTek called The Climb, a fast-paced
bird flight Simulator from UbiSoft called Eagle Flight, a
Sci-Fi RTS game called AirMech Command, a
Strategy Hacking Puzzle game called DarkNet, a
Mystery/Horror Adventure with investigations called Dead Secret, a
Tower Defense game with Defense Grid 2 VR, a
Horror Dungeon Crawler called Dreadhalls with procedurally generated levels, a pinball game with
Pinball FX 2 VR, a
Swinging Parkour/Exploration game with Windlands, an Airhockey game with
Shufflepuck Cantina Deluxe, a
Co-Op bomb defusal party game called Keep Talking And Nobody Explodes, a
Multiplayer Card Battle game called Dragon Front, among many others. And again, we're only talking Rift Launch titles here, this by far doesn't cover the breadth of variety in the kind of titles released since.
This is why I can't help but comment on how some people's view of what VR is or can do, or what it's apparently only good for, or what people would want to use it for can be incredibly myopic, which can be a bit frustrating since they're talking about things like they were knowledgeable expert witnesses on the subject, when it's obvious they know near to nothing about it, often even without having ever even used a VR Headset, getting basic things wrong that someone who used one for a few hours would not and talking about how it's "not for them" based more on stereotypes in their head more than reality.
As for first-person games and controller use, that's why the Motion controllers are a lot more popular and the best choice for them, which is why I'd expect full support for them in something like a Hitman port, since getting your hands ready, tightening the wire and strangling some NPC with it would come a lot more natural than pushing a button. As does just aiming or reloading with your hands or bringing a gun to your face to look through the Iron sights, since they're all intuitive natural movements that you'd expect instead of abstractions based on Mouse or Controller movement and a permanent cross-hair often in the middle of your screen. Interacting with the environment, picking up objects to inspect them and find out more about a target, hiding evidence and the likes would also
come naturally a lot more than "pressing E", although it's questionable how much of that would be available in a port. It's a strange choice that they went with PSVR first though since its tracking is generally considered a bit shit, I guess SONY paid them handsomely.
normal controller use along with VR kills you when it comes to motion sickness. That's why most VR games default to the teleportation shit. I guess you could say "anything can be done in VR!" but my point is more that most people aren't going to want to use VR for everything.
I've never had any problems with motion sickness, even during the early Prototype stage with low resolution and no positional tracking (head movement in space), even when things were lagging or games were extremely fast-paced, regardless of which control method I used e.g. whether it was Mouse+Keyboard in stuff like Team Fortress 2 or Half Life 2, a Controller in other games or whether I was sitting or moving around, so I'm not really the person to talk to about that. I don't even really hear all that much about motion sickness from actual people playing VR, I think "the teleportation shit" prevailed mostly due to an abundance of caution among some developers and this mindset: