You don't spend any time thinking about controls, it's as intuitive as can possibly be. It's a rather interesting phenomenon that, no matter how old or young the player of Audioshield is, I don't have to explain the controls beyond "touch the dots."
the failure of kinect was, of course, the imprecise control. The Vive has the most precise positional tracking I've ever used. When I walk around the room, I feel like I am there. The best example of how precise and cool the positional tracking controls are came from Vanishing Realms, which is a bit like Zelda in VR. The first time you get your sword, you are dumped into a room with a skeleton warrior coming at you. you have no weapon to attack him with, and behind him is the alter with your sword. So he's coming at me in VR and I'm sort of panicking trying to figure out how to get aorund him. He winds up his sword and swings it at me, and I duck in real life; to my astonishment I actually dodge his sword swing in VR as well. As the sword passes above my head, I, in real life, step forward beside him, pivot around, dash forward and grab the sword, then turn around and lunge forward to strike him behind the back. He reels in pain, turns around, and swings his sword at me. I parry his sword swing with my sword, pushing it down and to my left, which exposes his ribs. From there, I pull back and swing through his rib, shattering him in two, and killing him in the process. In the course of the action, I have walked and lept and dodged all around my room. In retrospect, the entire encounter was astonishing - I didn't press a single button. None of what I did was a canned animation. Everything I described and did, I actually did. It was me doing those tasks. The game has no set defined "dodge" mechanism, there is no "duck" button. It doesn't do anything beyond define a shape (the skeleton's sword) that is a hit box, and give my own head (through the position of my headset) it's own hit box. I dodge by simply making sure my head isn't in the way of his swing. I parry his sword attack by making sure my sword's hitbox is in the way of his sword's hitbox. This level of interaction is what Kinect promised and failed to deliver, but it's here in the Vive.