There’s something wonderfully absurd happening in our living rooms right now. On one hand, we’re watching Tom Cruise perform death-defying stunts in Mission: Impossible – The Final Reckoning, marveling at the sheer impossibility of what we’re seeing. On the other, we’re strapping on headsets and literally becoming Ethan Hunt ourselves, dodging virtual lasers in our actual physical spaces. This strange duality speaks volumes about where entertainment is heading – we’re no longer satisfied just watching impossible things happen; we want to feel impossible ourselves, even if it’s just in our modest living spaces with the coffee table pushed aside.
The timing of Laser Dance’s launch on Meta Quest couldn’t be more perfect. As we watch Cruise’s final (maybe?) Mission: Impossible installment from our couches, we’re simultaneously being offered the chance to create our own spy fantasies. For $9.99, we can transform our ordinary rooms into high-security facilities, complete with laser grids that adapt to our specific space. There’s something deeply satisfying about this democratization of the impossible – where once only Hollywood stars with massive insurance policies could attempt such feats, now anyone with a VR headset can experience the thrill of contorting their body to avoid detection.
What’s particularly fascinating is how these two experiences complement each other. After watching The Final Reckoning’s behind-the-scenes footage showing the meticulous planning behind Cruise’s stunts, playing Laser Dance feels like participating in that same creative process. You start to appreciate the spatial awareness, the timing, the physical intelligence required to navigate complex obstacles. The game’s 80 laser patterns and 18 levels that adapt to your room size create an experience that’s both structured and personal – your living room becomes your training ground, your personal IMF headquarters.
The physical versus digital ownership debate surrounding Mission: Impossible’s home release adds another layer to this conversation. While some argue for the permanence of physical media, our mixed reality experiences represent the opposite end of the spectrum – entirely ephemeral, existing only when we choose to engage with them. Yet both offer forms of ownership: one gives you permanent access to watch Cruise’s stunts, while the other gives you temporary ownership of the stunt experience itself. It’s the difference between owning a recording of a concert and being able to step onto the stage yourself whenever you want.
Ultimately, this convergence points toward a future where entertainment isn’t something we passively consume but something we actively inhabit. The line between watching Mission: Impossible and living it is blurring in ways that would have seemed like science fiction just a decade ago. As we move between these experiences – from spectator to participant, from digital viewer to physical mover – we’re not just changing how we entertain ourselves; we’re redefining what entertainment means. The mission, should you choose to accept it, is no longer just to watch the impossible, but to become it, if only for a few minutes in your living room.