Back when these games first launched, virtual reality was still a sci-fi fantasy. The kind of thing you read about in the news but didn’t actually have the chance to buy. But looking back, it’s hard not to imagine how transformative VR could’ve been for some of the most atmospheric, intense, and groundbreaking titles of their time.

From scaling colossi to creeping through monster-filled corridors, these games practically begged for a headset. Sure, some eventually got VR ports years later, but if the tech had been ready on day one? Gaming history might’ve changed.

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Mirror’s Edge was all about momentum and the pure joy ofparkourin first-person, which was something almost unheard of at the time. Now imagine experiencing that in VR. Leaping across dizzying rooftop gaps and sliding under obstacles would feel incredible with the added depth and presence of a headset.

Of course, you’d probably need an iron stomach to keep your lunch down, but it would’ve been so worth it. Faith’s sleek, minimalist world design practically begs for VR treatment.

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Alien: Isolation already made plenty of people wet themselves in standard HD, so tossing it into VR would’ve turned survival horror into an actual health hazard. Crouching in a locker while the xenomorph paces inches away? Hearing it hiss behind you and daring not to breathe? That’s prime VR horror.

The game’s tense pacing andatmospheric gamedesign would’ve made the headset feel like a second skin, albeit a very sweaty one. Shockingly, a full VR version didn’t officially happen, because Isolation might’ve been the closest thing to actually being in an Alien movie.

Shadows obscuring a hallway in Thief.-1

Before Assassin’s Creed, before Splinter Cell, there was Thief. It was all about staying hidden, not fighting. The game emphasized sound andstealth, allowing players to sneak around like ghosts. In VR, that slow, methodical approach would be perfect.

Peeking around corners, physically ducking behind crates, and tracking enemy footsteps in 3D space? Yes, please. Its murky atmosphere and intricate level design would be even more immersive when you’re crouching in the dark. Thief in VR wouldn’t just be fun. It would redefine what stealth gameplay could feel like. Plus, those ambient soundscapes would hit differently through a headset.

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Shadow of the Colossus was a minimalist masterpiece: quiet, lonely, and filled with moments of jaw-dropping scale. Fighting colossi in VR would turn “epic” into even epic-er. Each towering creature you climb feels enormous on a flat screen. In VR, it would be genuinely overwhelming.

It would be next-level immersion. If any game could’ve benefited from the scale and perspective VR provides, it’s this one.

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Rapture was already one of the most visually stunning and thematically rich game worlds ever built. Now imagine being dropped into it. BioShock in VR would’ve been sensory overload in the best possible way. Wandering those art deco hallways, watching water drip from cracked ceilings, and getting up close and personal with a Big Daddy would have been unforgettable.

You’d absolutely flinch when Splicers screamed from the shadows, and you might need a breather after every combat encounter. The immersive storytelling and ambience make this a perfect game for VR.

Wander facing the first colossus, Valus.

Yes, Skyrim eventually came to VR, but we’re talking about launch-day Skyrim in VR, when the game was still a cultural event. This game already did a lot for the genre, but imagine how much more it would have done if VR would have existed at the time.

Imagine being able to dual-wield spells with motion controls, or accidentally shouting your NPC companion off a mountain would’ve been even more chaotic and magical. It would have made everything just that much more incredible.

Wander about to engage a Colossus in Shadow of the Colossus

Dead Space was already absolutely horrifying in 2D. In VR, it might have become a bit hard to stomach! The flickering lights, the echoing vents, and the necromorphs are pure nightmare fuel. Walking slowly through derelict spaceships with only a plasma cutter and your nerves would have been unforgettable in VR.

Plus, the zero-G segments would be wild, and those diegetic HUD elements like the health bar and holographic menus would blend beautifully into a headset. If any game needed to come to VR, it was this one.

Shadow of the Colossus Argus

Portal 2 is already a masterclass in first-person puzzle design and dark humor. In VR, it would have been even more showstopping. Imagine if you could look through two portals in real 3D space and see yourself across the room? That’s the mind-bending mechanics that this game is built on. It’s a game that’s just begging you to think spatially, and VR would have made that so much more mind-bending.

Add in those terrifying momentum puzzles and long drops, and you have a recipe for a VR delight. It would have been clever and probably made you follow over at least once.

Wander against the Third Colossus in Shadow of the Colossus for the PS2.

Metro 2033 is grimy and steeped in atmosphere, making it, basically, perfect VR intensity. Just picture it: the hiss of your gas mask, the flicker of your headlamp, and the sound of mutants skittering in the dark tunnels. All the while knowing your filter’s running out. It’s claustrophobic survival at its best.

VR would’ve turned every narrow corridor into a panic-inducing crawl and made its world feel even more oppressive (in the best way). Every flicker of your lightbulb would have been so much more dramatic.

Wander facing a Colossus in Shadow of the colossus

Condemned was a gritty, first-person brawler wrapped in a psychological horror shell. It would have made a great VR game, but VR didn’t come around for another five years. The combat was brutal and personal, with every pipe swing or crowbar block feeling weighty and desperate. But swinging that pipe in VR would have taken the game to a new level.

The game’s sound design was already drenched in paranoia, too. In VR, those creaks and whispers would have been so much more intense.