GameSpot published an in-depth feature on High On Life VR, sitting down with Flat2VR Studios co-founder and COO Eric Masher and High On Life VR game director Emily O'Neal of Squanch Games to talk about why the studio is betting on Meta Quest 3 and 3S for a game this size. Masher pointed to Quest's 30–40 million headset install base and Gorilla Tag's $100 million-plus revenue as proof the audience — and its spending power — is already there, and is maturing: “We do see that audience that has been playing Gorilla Tag starting to grow up... What are they going to want to play next?”

O'Neal detailed the technical lift of fitting High On Life's sprawling, densely animated worlds onto standalone hardware, including a move to a newer version of Unreal Engine to hit a steady 72 fps. The Gatlians remain the centerpiece of the VR adaptation — “the core question we continually return to... [is] do you feel like you're holding a living creature in your hand” — with Knifey singled out for the most bespoke new systems, built around letting players physically stab rather than press a button.

On comfort, Masher said the team is building out a full suite of turning and locomotion options and expects motion sickness to matter less over time as younger players grow up already playing in headsets. High On Life VR still has no release date, but is open for preorder now on the Meta Horizon Store.

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