One of the DK2's improvements is a higher resolution screen (1080p versus the original Development Kit's 1280x800 display), and after the initial few seconds of noticing the pixels (they are right up against your eyeballs after all), my mind just erased them out, and I was well and truly lost in the world.

Using a controller, I guided Lucky around, smashing boxes, jumping on bad guys and running across walkways. As Lucky moved, the camera automatically followed him around, occasionally zooming in to help navigate tricky walkways.

I also found myself naturally peering in closer to objects like flowers and mushrooms to get a better look at them; made possible by the same head-tracking LED lights from the Crystal Cove iteration, although on the DK2 they're hidden from view.

A camera tracks these LEDs, which allows your head to be tracked in 3D space, letting you peer around objects and adding an impressive layer of immersion.

After guiding Lucky to the end of the level, I had to throw some bombs at a few targets. Aiming was taken care of with my head. I simply looked where I wanted to aim, and pressed the trigger. Simple.

By this point I know I'll be snapping up a Rift on launch day, and it occured to me that I didn't feel sick.

Many users of past iterations of the Rift have complained about motion sickness, but the DK2 has a higher framerate, reducing motion blur which Oculus tells us all but eradicates motion sickness.

I tend to deal with motion in games quite well anyway (Mirror's Edge on a projector didn't phase me), so it's hard for me to say if my lack of discomfort was down to the increased frame rate or not.