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Didn't watch it, I prefer reading over videos. Eurogamer was pretty positive though.
http://www.eurogamer.net/articles/digitalfoundry-2016-oculus-rift-review

Only concerns, Oculus touch is not yet available and you will need it at some point.
And some question marks about the minimum hardware spec:

And the big takeaway from all my VR experience so far is that what you think you want from the hardware isn't necessarily what's going to be most effective. Slightly Mad Studios' Project Cars is the most overt 'triple-A' game on the launch roster, but actually serves to demonstrate that non-VR titles ported to the platform may not pay off for everyone. First of all, there's the question of spec. You can boot and play the vast majority of the launch titles and they run perfectly right off the bat on base-spec hardware - not so Project Cars, which clearly requires some serious hardware to achieve the required locked 90fps.

And Vanishing of Ethan Carther

Out of the box, settings are well-tuned too, meaning that these stunning visuals lock at 90Hz on the base-spec hardware. The image isn't pristine, being somewhat blurry with intrusive sub-pixel break-up - but that's exactly because The Astonauts have tailored default settings so that those with the lowest acceptable specification in hardware do get that locked frame-rate.

Games build for it all work fine anyway.