For years, avid video game enthusiasts could only dream of immersing themselves into a world outside their own. Being able to swing a sword or drink a potion was nothing more than action played on their screens. As of Oct. 13, Sony will be cross this boundary as it releases its new virtual reality home system, the PlayStation VR. It will be compatible with Sony’s PlayStation 4 console at an introductory price of $400. Gamers will be able to immerse themselves completely into multiple titles, such as Tekken 7 and Resident Evil 7.

Is it worth the price?

Depending on what you intend to do with this system, the answer to this question is debatable.

At the introductory price of $400, the PlayStation VR enables gamers to do more than just play games. Players can immerse themselves within pictures and videos through the system’s cinematic mode. This ability takes the concept of panoramic media to an entirely new level. For gamers who wish to experience previous PS4 titles in this new format, The PlayStation VR supports this function by projecting the titles in the same manner as designated VR games. However, the system itself does not come with the PlayStation Move controller that acts as a necessity to truly interact with the virtual world. Although players are able to use the PlayStation 4’s standard DualShock controller as a substitute, it does not allow the user to interact as flawlessly with the virtual world as the PlayStation Move does.

What is Sony's and the public's reaction?

Public reaction to the new system has been mixed from both worried parents and excited gamers. Local avid gamer Conrad Showley called the new VR home system "something that I've never experienced but sounds unbelievably cool."

Concerned parents claim that the release of such a gaming system "further detaches gamers from reality and harms their social skills." This point of view does have some validation.

Studies have shown that gaming addiction is the fastest addiction growth among teens. Is it possible that some boundaries are simply not meant to be crossed? Sony counters this perspective by providing two separate images for both the television screen and the headset wearer themselves. By doing so, Sony claims that it turns the VR system into a “social experience.” Whether or not Sony delivers satisfaction this coming October will determine if it has crossed boundaries into success or run into a road block of failure.

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