Virtually ready: Diving into VR’s most promising PC launch titles
Forget tech demos; these are the games you'll actually be playing on Vive and Rift.
For years it feels like we've done the same thing. At tech and gaming trade shows across the country, we journalists have engaged with impressive technical demos that demonstrate the capabilities of this long-promised, soon-to-come wave of new virtual reality hardware. But as the first of those PC-compatible headsets get closer to launch (the HTC Vive is still planned for this year, Oculus Rift in early 2016), such tech demos are quickly giving way to time with actual games that real developers are planning to release alongside the hardware.
Experimenting on near-final hardware, rather than through downloads on a home development kit, has gone a long way to calming fears of nauseating and/or hard-to-use VR headsets in this first generation. And while these titles are genuinely still in development—meaning they're hard to gauge fully in demos that can last only 10 or 15 minutes—they have given us our best idea yet of the actual promises and pitfalls of the first wave of virtual reality games.
We looked at a few promising early titles for Sony's Project Morpheus back in June at E3, but, at PAX Prime two weeks ago, the breadth and depth of VR offerings blew that experience away. While this is only a small sampling of the titles in development, and more will be shown at the Oculus Connect conference in Hollywood later this month, what we've seen so far has already gotten us excited about finally playing some real virtual reality games in our homes in the near future. Here's a guided tour of some of the titles that will serve as many early adopters' first impressions of a new world of home PC-based virtual reality.
(Note: While these games were all demonstrated on either the HTC Vive or the Oculus Rift, most developers we talked to were open to the idea of porting the title from one platform to the other should time and market demand allow. Exceptions to this include Oculus' VR Sports Challenge and Edge of Nowhere, both of which are currently being developed exclusively for Oculus).
With its room-scale tracking technology, SteamVR and the HTC Vive have finally achieved the dream of letting players walk around a virtual space as if they were really there. Unfortunately, that dream only lasts as far as the dimensions of your room's walls or the length of wire tethering you to the gaming PC powering the experience. Unless you're playing a game that's confined to a single virtual room space, this is a problem. How do you let a player walk around an entire world in VR without crashing into real walls? The team at Cloudhead Games thinks they've found the perfect solution to this problem for The Gallery, an episodic adventure game that is set to see its first chapter, "Call of the Starseed," launch alongside the HTC Vive later this year. After toying around with that solution during a 15 minute demo of the game recently, we hope it will catch on and become a standard in the space.
Cloudhead calls its VR navigation solution the Blink system. Basically, when you reach the limits of your real world play space (shown as a blue wireframe box in the VR world when you approach), you simply hold down a button on the controller and look at where you want to go. A small green outline appears in the center of your gaze, showing the new bounding area that you'll "blink" to. Let go of the button, and the scene fades to black before quickly fading in on your new position where you can walk around the new surroundings immediately. You can even twist the controller before the "blink" to change the angle of your new virtual playspace before you warp there.
Teleporting around the world like this isn't as "realistic" as simply walking along the entire length of a secluded beach, for instance. Still, it's an incredibly convenient way to get to anywhere you can see in the virtual environment without any of the nausea or disorientation that comes with other methods of virtual locomotion (such as pushing a joystick to move your viewpoint forward). It's also incredibly efficient, saving a lot of ponderous walking time between points of interest.
The Gallery is also full of little design touches that update common game design interfaces for a new virtual reality world. To get to items stored in your inventory, for instance, you simply reach behind your back, click a button, and pull a backpack in front of your face. After flicking through the contents and picking out what you need, simply pick the backpack up and load it back behind you. We hope we see more of this kind of intuitive interface design, built off of real-world skills, as VR games come into their own.
While we have only the barest hints of the story and gameplay that will drive The Gallery forward so far, Cloudhead has already created the kind of virtual reality world that had us wanting to just hang out for a lot longer than a short demo would allow.
-Kyle Orland
Job Simulator: A baby in a VR playpen
Demonstrated on: HTC ViveJob Simulator’s activities and purpose differ largely from the game that put the Wii on the map, but its sheer, creamy joy—of unlocking a new, simple way to interact with physical objects in a virtual playscape—is a like-for-like match. Some people thought it would be stupid to pantomime tennis in front of a TV before they tried it for themselves; we encourage those people to think twice before judging what it’s like to juggle virtual tomatoes while holding wand controllers and wearing a headset.
As a one-player VR game, Job Simulator’s tack makes more sense than a competitive sports game, anyway. New VR players are babies to the form, and as we all know, babies often prefer playing with the box more than with the structured toy or game inside of it. The developers at Owlchemy Labs have embraced that truth by making Job Simulator’s tasks—and the robot characters who demand them—as silly, sarcastic, and self-aware as possible.
In our time with the game, we were told by Owlchemy founder Alex Schwarz to play with and manipulate everything we could see in his game’s virtual world. So we did—we found the dial to aim the convenience store’s security cameras and then used our hands to wave at the camera while looking up at a monitor showing our own floating hands. We threw stuff at our robotic bosses, to which they weirdly replied, “Thank you, may I have another?” We smashed wine bottle after wine bottle. We used the magical super-size tray to make every single convenience store item unnecessarily huge. We crouched to find all kinds of weird items tucked into ground-level shelves. And we dug through a magazine rack and came across a parody version of the awkward August Time Magazine cover that featured Oculus founder Palmer Luckey.
Aimless? Absolutely. But while Wii Sports had a learning curve to master the unnatural, modified motions players had to make to simulate bowling as effectively as possible, Job Simulator really doesn’t share this issue. Aiming throws, picking up and dropping objects, fulfilling basic objectives: these are all completed by doing exactly what those tasks require in the real world, which is equal parts revelatory and rudimentary. Yeah, picking up a bottle of mustard is easy, so what? Job Simulator shines because it essentially freezes time and lets you become a real-world rascal in tangible, in-your-face ways that even the most evil open-world games have never quite fulfilled.
Go ahead. Make a mess. Be a virtual-reality baby.
—Sam Machkovech
Lucky's Tale: Crash Bandicoot for a new generation
Demonstrated on: Oculus RiftAt first glance, a game like Lucky’s Tale seems far from essential for a VR platform. You’re yet another cute mascot-looking critter—in this case, a fox named Lucky that Playful Games swears wasn’t named after Oculus founder Palmer Luckey—and your character has the usual arsenal of basic platforming tricks (double-jumps, butt-stomps) that it uses to run around worlds rendered in shimmering, primary colors.
But after only a few minutes with Lucky’s Tale, we came away impressed—not necessarily by its opening demo gameplay, which felt unremarkable at best, but by how smoothly the VR perspective fit into the game and how easily we could look around the world by moving our heads around. We’d feared motion sickness issues due to a floating camera that moved automatically along with our furry hero, but instead, we found our view enhanced, if ever so slightly, by choosing a near-retail Oculus headset over a typical TV screen.
“We cut our teeth on games like Super Mario 64 and Banjo-Kazooie,” game director Dan Hurd said to Ars during a recent demo. “In those years, we thought, whoa, the Mushroom Kingdom is actually a world now, right? But those games introduced the abstraction of moving a camera around with C buttons. Players who’ve grown up with those games have gotten used to that, to camera sticks, but for a lot of other players, that’s still been a harder language to get their heads around.”
The camera isn’t truly fixed, by the way, but it automatically hovers, lifts, and veers at various points, anticipating where a player might look. However, the game worlds have been built so that the view always looks like players are looking down at a set of toys, as opposed to more cinematic or scenery-favoring angles. As a result, the already-cute Lucky really does feel like a toy come to life, and the game recognizes if you’re looking directly at him while he’s paused—because he’ll look back at you. It’s a silly gimmick, but striking all the same.
Plus, there’s no underselling how this comfortable stereoscopic camera, and the ability to tilt your head to find your own sweet spot at any given moment, adds the right amount of perspective to gauge jumps and dodges as you hop along the game’s jumping and platforming challenges. Hurd insists there will be other headset-specific twists in the final game that we didn't see in the demo, including a cavern level where players aim a flashlight with their vision and a catapult level where players aim shots simply by looking.
Ultimately, the coolest bits in Lucky’s Tale are matched by some concessions, particularly in removing back-tracking from level design. We’re not about to pronounce the televised 3D platformer dead, by any measure. But Playful, at the very least, has made us believe that there is merit to using VR headsets in platforming games—that the genre can work in VR and actually add comfort to the proceedings. For the easily queasy VR testers at Ars Technica, that is saying a lot.
-Sam Machkovech
Eve Valkyrie: Fly the unfriendly skies
Demonstrated on: Oculus RiftValkyrie is a little more of an action-oriented space dogfighting experience than the more deliberate simulation of Elite, with bright, colorful ships leaving whizzing contrails and fantastic explosions all around you. The gain in perspective control afforded by VR is especially useful in this kind of high-octane environment; being able to easily track an enemy with your head as he banks above you through an overhead loop is an intense experience.
It's also one that left us with a surprising lack of nausea. That's likely thanks to strong visual cues that lock your position to an unmoving cockpit, like translucent glass and the ability to see your body shift under you as you move your head. If this is the direction CPC wants to take the Eve franchise in VR, count us in.
-Kyle Orland
Airmech VR: The miniature wargame of the future
Demonstrated on: Oculus RiftAirmech VR shows just how well this transition can be managed, with a tutorial on a small table quickly opening up to a map the apparent size of a small conference room, surrounding you with a world of tiny marching robots with guns and rockets. The tower-defense-esque gameplay is aided ably by having direct control over a lead unit, which can transform into a plane to airlift companions to their most useful spots.
That lead unit is also a great tool for focusing attention in a VR space that can be overwhelming in the best way, as skirmishes erupt on all sides and the very structure of the walls around you start to fall apart with the explosions. With more VR games like this, solid, real-world wargaming miniatures might get a run for their money.
Final Approach: Mobile time-waster gets new life in VR
Demonstrated on: HTC ViveTruth be told, we didn’t find Final Approach’s brief demo all that mind-blowing; the game didn’t present interesting spatial challenges beyond juggling a lot of planes’ flight paths. We don’t know if that will change ahead of the game’s planned launch alongside the HTC Vive, but we very quickly felt proficient at creating and altering a bunch of paths on the fly. What’s more, the demo made us think seriously about other touchscreen franchises, from Angry Birds to Cut The Rope, that might actually play better as full-room VR translations.
-Sam Machkovech
Damaged Core: Sit-and-spin-and-shoot
Demonstrated on: Oculus RiftThere's a lot of futuristic window dressing in the game's presentation, including a floating AI robot that ponderously tells you how to scan the area with radar-like pings and how to focus on far-off "nodes" to teleport to those locations. Overall, the production values are as polished and high-quality as you'd expect from an experienced developer like High Voltage Software. That's not enough to distract from turn-your-head-and-shoot gameplay that was already starting to feel stale by the end of a quick 10-minute show floor demo, though. We hope that there's more to discover when this game sees a final release.
-Kyle Orland
Edge of Nowhere: Atmospheric, straightforward adventuring
Demonstrated on: Oculus RiftThe move to VR comes with some pros and some cons as you do the standard Uncharted-style run-and-leap exploration on offer here. On the plus side, being in VR really helps create a sense of atmosphere. In one memorable section of the Edge of Nowhere demo, while rappelling down an icy cavern, the torch I was holding briefly illuminated dozens of skittering spiders in huge clumps on the walls. No matter where I looked, the spiders seemed to be surrounding me, imparting a claustrophobic feeling that's hard to capture in most third-person games.
On the downside, having a third-person viewpoint attached to your head is a bit more limiting than having a free-floating camera in a standard game on a flat screen. Something as simple as looping the camera around 180 degrees to turn around (or just see behind you) seems functionally impossible in this set up. Perhaps as a result, the short demo felt a little bit more linear than most games of the genre. Action generally moved forward in a single direction with only slight deviations from side to side. That's going to be a hard problem to design around, but if anyone is up for it, Insomniac probably is.
-Kyle Orland
Time Machine VR: Swim with the dinosaurs
Demonstrated on: Oculus RiftSadly, we didn’t have much to do in the demo, other than look around and enjoy the view, and we only got a tiny tease of the game’s apparently weird story—which we were hoping apes Papo Y Yo's themes of weird monsters and alcoholism. Still, the sense of scale from swimming up to giant dinosaurs in VR was already quite attractive. As a bonus, the game gets points for already being available for early download well ahead of the final VR hardware due to ship early next year.
-Sam Machkovech
VR Sports Challenge: Wii Sports without the motion controls
Demonstrated on: Oculus RiftThe only mini-game we've tried so far is a simple hockey goalie simulation. As a team of convincingly rendered hockey players dribbles and passes the puck in front of you and your fellow defensive players, you have to follow the movement with your eyes (and head and neck). That task is simple but not always easy, with plenty of defending players getting in the way of some quick, fancy passes. When a shot comes in, you simply look straight at the puck and tap the appropriate bumper on the Xbox One controller to block it on the left or right side.
It's a fun little reflex test and a good way to train people to track objects in virtual reality stereoscopic 3D. Still, we can't help but feel this kind of game would be much more interesting if it used the Oculus Touch controllers to let you actually try to grab the pucks out of the air. Just tapping shoulder buttons on an Xbox One pad to automatically fend off pucks feels a bit like touching the future through the bars of a cage.
-Kyle Orland
Fantastic Contraption: Rube Goldberg for a new generation
Demonstrated on: Oculus RiftTaking things like balance, structural integrity, and friction into account may seem a bit complex for a puzzle game, but doing so in virtual reality makes things a little more intuitive. There's something about being able to walk around an apparently life-sized contraption, actually stretching support poles in your hands and bending down to connect them to wheels on the ground, that adds a necessary directness and tangibility to the process.
We can't wait to wander through complex contraptions that fill the virtual rooms around us, tinkering and refining to get every piece positioned just right. Building a machine in virtual reality might be the clearest example of the impending computing-device divide. Or, put more simply, it’s way easier to build stuff with your hands in 3D space than with a mouse. Who needs a garage workshop to tinker in when you have virtual reality?
-Kyle Orland
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