Feels like a century since I've made a proper post in here, but I finished up a bunch of games recently.
Prey 2017
Like probably many others I slept on this one at release, thinking it was a cynical reboot of the 2006 game (which I liked well enough). Turns out that's not AT ALL what it is - it's actually Deus Ex meets Alien in a massive art deco space station. It's exactly my kind of shit and immediately became one of my favorite games. It's also primarily a horror game, with survival-horror elements, pushing it even further up my alley.
The title was a publisher decision, the game was originally titled Neuroshock and places itself firmly in the 0451 lineage, and while it doesn't have many NPCs to talk to it might be the single greatest example of the Deus Ex design philosophy when it comes to environment design, every inch of the station is player accessible (including the exterior) and there's almost always several different paths around any given obstacle.
It's clever and interesting enough that I don't want to give anything away, but definitely check this out if you missed it (or didn't realize what it was thanks to the awful title and marketing).
The Walking Dead: Saints and Sinners
Probably my current favorite made-for-VR game and might be my all time favorite licensed game by default. This is a survival-horror game built around scavenging, and actually has some immersive sim elements (several interlocking mechanics, open environments with many routes, focus on stealth).
Melee combat is particularly good, and gruesome. Weapons have somewhat realistic weight and you must for eg swing an axe just right to penetrate the skull, then it embeds and you have to yank it back out. Which leads to great moments where you're frantically trying to pull your screwdriver out of one Z's head before the other one closes in, or you might just drop the weapon and try to pull out something else. Small moments like that, or just reloading a gun under pressure are SO good in VR but hard to convey without playing it.
It also obviously has the walking dead zombie rules, so everyone is infected and any human killed rises again as a zombie within a couple minutes even if they haven't been bitten. This makes clearing out human strongholds interesting in ways I've never seen before, as anyone you take down becomes a timed liability for both sides.
Skyrim VR
Skyrim doesn't need any more praise but after nearly 3 years of on-and-off playing and 230 hours logged I've done just about everything, and my save files were starting to come apart at the seams so it was about time anyway. VR is such a perfect fit for this game, massively improved my enjoyment and appreciation of the TES world to the point where if the next game doesn't have VR support at launch I'll probably skip it until add it.
Spider-Man 2018
Actually beat this a few months ago, but returned to get the platinum trophy. Wasn't worth it, there's an ungodly amount of bullshit repetitive tasks to do, started the DLC but it's just more of the same and actually really dampened my enthusiasm for the game and any potential sequels. If they can't come up with enough variety to keep one game interesting then what hope is there for another? I still love the cutscenes and the game features excellent renditions of so many characters, but there's so much monotony between story beats that I ended up lowering the difficulty just to speed through it.
My favorite element is just the city itself, probably one of my favourite open world maps at least aesthetically, I was still impressed with the visuals even after too many hours of it and swinging around didn't get old even when everything else did.
Return of the Obra Dinn
I'm someone who didn't at all get the appeal of Papers Please but this one was way more my thing, it's nice to see the same guy take functionally similar gameplay but turn it into such a drastically different game. Also the visual parallel between old monochrome monitors and old print is absolute genius, the visuals took a bit to get used to but I find them incredible now, in action it really looks like a moving illustration.
Only thing I didn't like was a sort of forced pace. Gameplay consists of finding corpses, rewinding to the moment of death and figuring out what happened. Cause of death is usually obvious, but figuring out the identity of the victim and (where applicable) the murderer is where the big-brain Sherlocking comes in.
My problem is that each time you enter a new memory the game forces you to stay there for about a minute before leaving. I assume this is to force players to really examine the scene so they don't miss, for example, another character in an adjacent room, but for this type of game surely the player is going to take in every detail without the game having to take command. Oddly enough I found this less egregious as it went on, maybe it had just worn me down though.
Anyway, a very unique game executed well, though I don't quite get the sheer praise that's been heaped on it. I've been burned by over-hyped indie games quite a bit but I'm glad I checked this one out.