When Sullivan powers up the game Far Cry, the room floods with light and the wall seems to fall away, replaced by palm trees and tropical blue sea and the sandy beach of a desert atoll. Tiny, frothy waves lap at the carpet from the bottom of the screen, rendered in exquisite detail, smooth and fluid and lifelike. When projected at this size, the game unfolds at human scale. An opposing soldier appears about six feet tall, and railings and fences come up about waist-high. It’s as if the wall has fallen away and left a doorway in its place.