Espire 1: VR Operative is very promising from the level I played. It's more along the lines of a "full game" than many of the more arcade-y 15-minutes-or-less games that VR seems to excel at.
I played the Quest version, not the PC versions. I'd describe the visuals on the level I saw as HD Dreamcast-y with Special Sauce. The environments are pretty plain, but if you see a computer or a model with details on it, it's probably pretty detailed. Here's the Quest version, which runs perfect:
VIDEO The thing with Quest downports is that they may look worse, but they'll generally run and play fine, which is why I have no prob using it for head movement-heavy games. They've been pretty decent about making sure games meet Quest performance standards before they make them available on the store. This is a big improvement over the Go store where it was kind of Android-y when it came to quality control (ie. If it builds, you can sell it).
spoiler (click to show/hide)
PC version doesn't look great either. They were clearly keeping their specs low to make sure this translated to Quest and PSVR well.VIDEO
The game itself is a stealth shooter. You have magnetized hands and knees/feet (or you're part robot or something) and can climb any metal surface. Yes, this means hanging over enemies' heads on the ceiling Alien-style and then going bug nuts on everyone. The climbing mechanic is pretty fun--there's something similar in Vader Immortal but it's put to much more use here. This isn't really a case where there's linear, you-must-use-this-to-advance conspicuous metal paths all over the place. It's placed kind of organically. Anyway, I only did 1 level, and a lot of it was very tutorial, so I can't really say how well this mechanic is used throughout the game, but there's a lot of potential in this.
Also, it's really weird hanging from the ceiling in VR, looking upwards in reality, and seeing the floor of some Dreamcast office building filled with baddies. I'm not even sure if that sentence makes sense. We're deep Borges now.
The shooting mechanics are also nice. I won't go over everything, but they've added numerous nice wrinkles to the same-ol same-ol. You grab weapons by reaching near body locations and grabbing (ie. grab at your waist for your pistol, your left chest for your tool...), and unlike most games that use this mechanic, Espire lets you customize exactly where you want to grab. So if you need your waist holsters at nipple level, you do you. There's more to shooting but like I'm supposed to have a job and I have other shit I want to touch on. It's good, maybe better than good.
Next, comfort and UI options. I said this is more like a full game, and the developers have gone above and beyond in offering enough comfort options to make sure anyone can play this to their likely. I think they have every comfort option in the book and they may have invented a few new ones. Also, the HUD is rather customizable. This is the kind of FPS that requires actual FPS movement, which is a tough thing to do in a corridor-heavy VR game without making people spray vomit way beyond the limits of their Guardian zone. So aces here, with one minor nit that is not specific to this game...
...Comfort options. They offer a lot of them, but they don't really explain any of them. Lots of other games with comfort options are the same way. This stuff can get conceptual and tough to describe, so I think most developers just opt to not write difficult tool tips. The issue is that first impressions are everything, and if Average Joe doesn't know what he needs his comfort options to be, he's likely not going to have a very pleasant experience with VR, and he'll never try it again, especially if he gets sick (and he probably will). Pistol Whip, which has really simple controls, also has really complex, thorough comfort settings. Pistol Whip is a great intro to VR, but understanding the comfort options is more demanding than anything the game asks of you. This is a significant barrier; users need to understand at least the basics of comfort options if they're going to enjoy VR. The nature of the problem also means that this is something the players have to learn, unless there are like unimaginable super-psychic processors developed any time soon.