Some games are more than just games; they’re entire worlds waiting to be walked through, touched and lived in. And withvirtual realityfinally finding its footing in the industry, there are certain titles that seem almost too perfect for the medium. These are games that, if rebuilt from the ground up for VR, could pave way for an entirely different experience from the base, non-VR version of it.

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Whether is competitive or casual, there is a VR shooter game out there for everyone.

From stealth assassinations and galactic diplomacy to zero-G exploration and claustrophobic horror, these titles feel like they were always meant to be played with an VR headset on.

Pistol Whip

7Dishonored

Where Stealth Feels Sharper Than Steel

Dishonored

Arkane’s Dishonored was already ahead of its time when it launched in 2012. Built on intricate level design and player-driven choices, the game follows Corvo Attano as he navigates the plague-ridden city of Dunwall usingsupernatural abilitiesto either stealthily neutralize targets or slice through them with brutal precision.

What makes Dishonored such a compelling candidate for VR isn’t just its first-person perspective – it’s the sheer variety of player agency. Blinking across rooftops, peeking around corners while holding your breath or possessing a rat to slither through a crack in the wall are all actions that could be reimagined in VR with tactile motion controls and spatial audio.

Corvo Attano holding a knife and crossbow while on the roof of a building in Dishonored

Holding your blade in one hand while freezing time with the other, then carefully selecting the perfect route through a room of armed guards – these moments would gain a new layer of immersion if players could physically perform them.

There’s been no official VR support or mod that fully captures this potential. While some fans have experimented with ports and prototypes, a fully-optimized VR version that respects the game’s stealth mechanics and AI responsiveness is still missing. In the right hands, it could be one of the most memorable VR experiences ever built.

A picture of Night City during daytime in Cyberpunk 2077

6Cyberpunk 2077

Johnny Would Never Shut Up in VR

Cyberpunk 2077

By the time Cyberpunk 2077 finally lived up to its promises, it had transformed into one of the mostvisually-arrestingand narratively-rich games of its generation. Night City, with its pulsating neon signs, towering megabuildings and endless crowd chatter, already feels like a place players could get lost in – even without a headset.

But VR would change everything. Walking through Kabuki Market, dodging traffic on foot, leaning out of a flying Delamain cab – it’s not hard to imagine how disorienting and thrilling it would be to experience that chaos in VR. The immersive conversations with characters like Judy, Panam and Johnny Silverhand could take on a new intensity if players had to make eye contact or pick up a cigarette by hand while choosing dialogue options mid-conversation.

The strange and mysterious open world of Outer Wilds

There’s a popular VR mod by Luke Ross that brings Cyberpunk 2077 to headsets in a limited fashion but without native support for motion controls or full environmental interaction, it remains a proof of concept. The dream is a native VR version where players can actually hack into cameras using hand gestures, draw their weapon by reaching to their side or lean in to peek around cover during gunfights.

Cyberpunk already nails sensory overload. VR would just make the overload personal.

Taking cover from gunfire in Mass Effect

5Outer Wilds

Eyes Open, Oxygen Low

Outer Wilds

Mobius Digital’s Outer Wilds isn’t about combat or upgrades – it’s about understanding. The game traps players in a 22-minute time loop and sends them across a dying solar system, slowly piecing together the tragic fate of an ancient civilization while watching planets crumble, explode or fall into black holes in real time.

Outer Wilds is already a deeplyimmersive gamebut the thought of floating through the decaying surface of Brittle Hollow or landing on the quantum moon in VR would make the entire experience even more haunting. Using head tracking to scan an alien ruin while listening to the distant signal of another traveler’s harmonica could make the solitude hit harder. And piloting the ship with motion controls – gripping the yoke and gently adjusting thrusters by hand – would add a tactile element that enhances both the wonder and the dread.

There’s no official VR support and while some modders have made early attempts, the game’s physics-based systems and reliance on careful observation make it a difficult title to convert without glitches or motion sickness. But if done right, a native VR version of Outer Wilds could be one of the most meditative and gut-wrenching adventures in the medium.

4Mass Effect

Paragons and Renegades Deserve Full Eye Contact

Mass Effect: Legendary Edition

What made the original Mass Effect trilogy unforgettable wasn’t just its space opera narrative or loyalty missions – it was the way players grew attached to their crew over time. Conversations with Garrus in the Citadel docking bay or arguing with the Illusive Man in a holographic standoff had weight not just because of the stakes but because they felt real.

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A VR version of Mass Effect wouldn’t just be about combat – though taking cover during a Reaper invasion or manually aiming biotics would be thrilling – it would be about proximity. Standing face-to-face with Liara in the Shadow Broker’s lair or confronting Saren on Virmire would gain a new kind of emotional texture when experienced in virtual space. The dialogue wheel, iconic as it is, could be reimagined with hand gestures or vocal inputs letting players express themselves more naturally.

Given the success of the Mass Effect Legendary Edition, an official VR version could reintroduce the series to a whole new generation. No mods currently exist to bring it to VR but the groundwork in terms of world-building and character interaction is already in place. All it needs is the right headset and a sense of presence.

3Mirror’s Edge

Don’t Look Down

Mirror’s Edge

Back in 2008, Mirror’s Edge redefined how movement could feel in a first-person game. Playing as Faith Connors, players dashed across rooftops, scaled skyscrapers and slid under security systems – all while being chased by armed guards in a totalitarian dystopia. The game didn’t rely on combat. Instead, it was all about rhythm, flow and timing.

Which makes it all the more surprising that Mirror’s Edge never got a proper VR version. The sensation of speed and verticality would be completely transformed if players had to look down to see how high they were or physically turn their head mid-wall run to spot the next ledge. With proper motion-sickness handling and intuitive movement controls, Mirror’s Edge in VR could be one of the most exhilarating (and terrifying) ways to test someone’s nerves.

Some fans have tried porting the game’s assets into custom VR environments but none of them retain the full momentum-based traversal system that made the original so unique. The minimalist art direction combined with the game’s clean UI and sharp sound design would work beautifully inside a headset – assuming the player’s stomach can handle it.

2Alien Isolation

Sevastopol Is Even Scarier When You’re the One Hiding

There are few games that capture dread the way Alien: Isolation does. Set fifteen years after Ridley Scott’s original film, the game follows Amanda Ripley as she searches for her mother’s whereabouts aboard the Sevastopol Station – a station that just happens to be stalked by a single unstoppable Xenomorph.

Even on a flat screen, hiding under desks and inside lockers while the alien sniffs the air just inches away feels suffocating. In VR, that terror multiplies. Players wouldn’t just hear the thumping footsteps – they’d feel them. The game already supports unofficial VR through older SDKs but they’re not compatible with modern headsets or motion controls and many core systems break during play.

An official VR version reworked for modern platforms with proper support for movement would be one of themost intense horror games ever made. Every flicker of light, every creak of metal, every moment of silence would become unbearable. And considering how much of the game’s horror relies on spatial awareness and sound cues, VR would turn it into a survival experience that feels physically exhausting – in the best way.

1Halo: Combat Evolved

That First Ringworld Sunrise, But This Time in 360 Degrees

Halo: Combat Evolved

Few opening sequences are as burned into gaming history as the moment Master Chief steps out onto the surface of Halo for the first time. The skybox, the scale, the music – it was a revelation back in 2001 and it’s still iconic today.

Now imagine that same moment in VR. Looking up and seeing the ring stretch overhead. Holding an MA5B Assault Rifle by hand. Tossing a plasma grenade with a flick of the wrist. Exploring the Pillar of Autumn as it falls apart around you. Halo: Combat Evolved’s world design, which relied on wide-open spaces and clear geometry, would adapt surprisingly well to VR – especially with updated visuals from the Anniversary edition.

There have been experimental mods to bring various Halo titles to VR but none offer full-scale interactivity or motion control support. And while Halo Infinite toys with open-ended level design, there’s something about the original game’s structure – simple, purposeful and unfiltered – that makes it an ideal candidate for a from-the-ground-up VR remake.

The Master Chief Collection already shows there’s a market for revisiting the classics. A VR version of Combat Evolved would be the perfect way to honor that legacy and to finally see the Halo ring the way it was always meant to be seen.

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