Random question/thought: Did the Rift not including touch in the box open it up more to monitor comparisons than it needed to be?
Seems to me a lot of the disappointment or apathy I saw today was from gamers who leveraged their reference point of games on monitors and TVs to directly compare the value proposition VR was offering in the form of the Rift. Sometimes it didn't compare favorably. Sometimes the games could arguably be better experiences on a TV or monitor. And that, in my estimation, is often because those games are running by way of the standard controller, which inherently limits showing what VR as a medium can offer. It's...a half-measure. As a result, the Rift looks like a glorified monitor to be compared in a traditional pros/cons way against other monitors. In a number of today's games, the Rift acted in a fashion often similar to a window into the gaming worlds of their games rather than actually being IN the world. As a result, criticism flowed more freely than anticipated. The Rift had to justify its existence by direct comparison to what TV/monitor versions of its games are like or could have been like. That's a hard comparison to win with these early, more "proof of concept" games.
Consequently, the launch of the Vive strikes me as even more important than it was a day ago. Why? As the VR product that is featuring a design built around standing, room scale and touch at its core, very few of the Vive games we'll see played next week by GB or whomever will be games that they will say, "yea...this may have been better (or even do-able) on a regular TV..." once they take their HMDs off. Because they can't be. Hover Junkers doesn't work without stand/room and touch. Space Pirate Trainer doesn't work either. Audio Shield doesn't work without touch controllers. So on and so forth. And so the Vive launch strikes me as the first really clear opportunity to see how gaming journalists really respond to the full VR experience, as it should largely look and feel different to them than anything else and any other way they've played games. One where immersion isn't something talked about, but experienced. And that response will give us some ideas into how the response to the Vive's Touch will look.