Moving in VR can be hard. There are people who'll get sick quite easily when they try to walk around in a game and then there are those than can be flying around quickly in VR and not feel a thing. Thankfully, I'm pretty tolerant with motion in VR so I play all my games in continuous locomotion.
Valve has posted a deep dive into their decisions on the various movement options they put in Half-Life: Alyx and some problems that they encountered when going through the development of the game. It's a pretty interesting look into a big company's development process.
We just posted our review of Half-Life: Alyx and loved the return to City 17 in VR.