Walking in virtual reality is hard, so 'Lone Echo' got rid of it

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First generation virtual reality may have nailed sense of presence, but one major limitation keeps it from feeling truly immersive:
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. The endless landscapes of the digital world are hampered by the
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-- your playspace is only so big, and if you walk too far in any given direction, you're going to hit a wall. Most games get around this with teleportation mechanics, allowing the player's avatar to jump to far-off locations. Ready at Dawn Studios' Lone Echo took another approach: turn off the gravity, and eliminate the need to walk altogether.

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