Oh boy, where to start with Electronauts? This game’s been sticking around in my mind for, what, seven years now? And, you know, it’s not like I have any musical talent—seriously, a total mess at karaoke—yet somehow, Electronauts makes me feel like I could DJ at the most underground club. It’s wild.
First off, drumsticks. Yeah, those things you probably haven’t picked up since elementary school music class. They decided, hey, those are gonna be the magic wands for controlling this whole shebang. And I’m thinking, “Why drumsticks?” I guess someone figured out we’re pretty talented with tools—like, evolution or whatever. So, naturally, they become extensions of our arms, like some super cool VR appendage. Pretty smart when you think about it.
And, wow, the controls! You’re not just poking buttons like you would on your phone. Nope, you jab that drumstick into a button and pull the trigger, like some game-changing grip action. It’s kinda like those mystical feedback vibes you get with actual buttons that click and push back against you. Except, uh, this is in VR, so none of that tactile comfort, but hey, they found a clever workaround.
Now, hierarchy—sounds boring, right? But not here. They somehow make cubes exciting. Imagine, each cube is its own mini-app, kinda like the icons on your phone. You pop one into a pedestal and—bam!—you’ve got access to a whole new feature without your brain exploding from too much info. It’s like an organized chaos, a beautiful jumble that just works.
But, hold up—let’s not forget flexibility. I’d get into that, but I think I’ve rambled enough for now. Who knew a VR game could teach us so much about design without being all in-your-face with the tech talk? It’s like learning through osmosis or something. Anyway, enough of my tangent. Maybe I should go and actually play the thing again…