Moss

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The combat accounts for about half of the gameplay, with environmental puzzles making up the rest. You, as the human-sized “Reader,” have an orb you can use to manipulate select objects like platforms and enemies. As Moss’ gameplay ramps up, you’ll eventually have to battle several enemies at a time while also using the right stick and trigger to puppeteer something else in the world as well, which is like patting your head and rubbing your stomach at the same time.

“ That difficulty progression is as steady as it is smart.

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Moss’ use of scale and 360-degree immersion is key to its charm and appeal. Sure, it could work on a television, but being able to look around its mouse-sized environments from up high or put your face right down next to Quill’s never wears out its welcome. Looking up at the forest’s tall trees and down at the tiny, medieval-style architecture makes me feel like a benevolent Gargamel peering down into the Smurfs’ village. Each area is different, from green village to misty pond to dark cave to brooding castle.

If anything, I only wanted to spend more time in more areas of this beautiful VR world than its short story allows. At least there are dozens of collectible scrolls to find, and they too utilize VR cleverly. Some are hidden behind a barrel or pot or visible but out of reach, while others can only be seen if you use your VR headset to look carefully around the play space.

“ Moss’ only real annoyances are technical.

Moss’ simple story of rescuing Quill’s uncle from a tormenting evil force isn’t its most enjoyable aspect, but it works. I like that you’re reading a living storybook from inside a cathedral between chapters, and the audiobook-style presentation by a talented voice actress kept me interested. You won’t find a ton of world-building, however, and the story doesn’t so much conclude as simply assume there’s going to be a sequel to continue the tale. And I truly hope there is!