Skip to content

Posts tagged ‘Gaming’

18
Dec

HTC Vive to demo a ‘very big’ breakthrough in VR at CES


Regular folks who are eager to get hold of the HTC Vive would have been bummed by the news that it’s been pushed to April 2016, but in return, we’ll actually be getting a much improved version. At today’s Vive Unbound developers forum in Beijing, CEO Cher Wang teased that two weeks ago, Valve and her team made “a very, very big technological breakthrough” with their virtual reality system, so big that they decided to just skip the original version and ship this new one, albeit missing the Q1 date. “We shouldn’t make our users swap their systems later just so we could meet the December shipping date.” That said, Wang remained mum on what this upgrade is all about, except that it’ll be unveiled at CES early next month.

Another big mystery surrounding HTC’s next big thing is its retail price. After all, it may take some more incentive to attract a crowd towards this brand new system, especially with many simpler but very affordable alternatives now readily available. After some nagging from this author, Wang finally gave a vague hint: In a recent survey conducted with her engineers, 80 percent of the group raised their hands when she gave a price considered to be affordable for them, based on their pay. According to recruitment site Glassdoor, the base salary of a software engineer at HTC ranges from NT$51,500 (about US$1,560) to NT$57,077 (about US$1,730) per month. Nope, still not helping here.

Regardless, it’s safe to assume that this kit will cost much more than existing offerings due to its extra hardware, though Wang remains confident that people will prefer the Vive’s more complete user experience, immersive feeling and quality of content. “Why would I buy a handicapped product? You won’t like it.” That’s mainly referring to the Oculus Rift’s lack of object tracking, though the exec acknowledged that from developers’ perspective, they need these low-end platforms as well to achieve a sizeable market, which is also why HTC never even considered enforcing an exclusivity with Valve’s SteamVR gaming platform right from the start.

It’s worth pointing out that the Vive isn’t just for consumers. Wang added that next year, Audi will be installing Vives in pretty much all of its flagship stores to offer virtual test drive. This will apparently be followed by “many of the major car brands that you can think of.” HTC is also pitching to hospitals with the use case of inspecting a 3D scan of a patient’s brain to better prep for surgery. Even schools can take advantage here: Wang likes the idea of letting kids learn about the human body by flowing around as a blood cell inside. As awesome as these ideas sound, we’ll reserve our judgement until HTC finally pushes this baby out into the market.

18
Dec

Nintendo’s 2015 was the best of times and the worst of times


Let’s face it: In the world of video games, Nintendo exists in a state of constant scrutiny. More often than not, the Japanese company is targeted for being “behind the times” or “out of touch” with what its fanbase wants. Looking back, however, we see a more dynamic mish-mash of good and bad decisions. In 2015, Nintendo teased us by promising to build mobile apps, but pleased us by adding some unexpected classics to its digital game library and announcing a new game console. The company had breakout hits like Splatoon, but also fumbled on launch dates, failing to deliver Star Fox Zero and Zelda Wii U by year’s end. How is Nintendo doing, really? Let’s take a look back at the highs and lows of Nintendo’s year and find out.

Image credit: Bloomberg via Getty Images
Slideshow-349124

18
Dec

Square Enix Montreal gets what makes mobile games great


Apple recently named Lara Croft Go its game of the year, and deservedly so. But the back-to-basics 2D puzzler wasn’t developer Square Enix Montreal’s first stab at mobile gaming. The studio was initially formed to work on a now-cancelled Hitman project for consoles and then transitioned to making premium smartphone and tablet games.

Since releasing Hitman Go in 2014 the team has been quietly kicking a lot of ass in the space, launching the excellent Hitman Sniper and Lara Croft Go within roughly two months of each other. It’s this type of repeat success that’s afforded lead programmer Antoine Routon and his mobile-exclusive team at Square Enix Montreal the freedom to tinker with publisher Square Enix’s biggest properties in fresh ways.

“We have a lot of creative freedom we acquired by delivering good games,” he says. “What’s the opposite of street cred? Exec cred?” he asks, laughing.

None of the studio’s games are console releases shoehorned onto smartphones because Routon knows those are terrible for everyone involved. They’re something he’d rather not do because he and his team are intimately familiar with mobile gaming on a personal level. Routon’s favorite games these days? Year Walk, SPL-T and Trick Shot — all acclaimed puzzle games. We recently spoke with Routon to learn more about what makes for a great mobile game. Spoiler: He can neither confirm or deny that the studio is working on a Deus Ex entry in the Go franchise.


How do you approach making mobile properties so they don’t feel like they’re exploiting fan goodwill? Hitman Go and Lara Croft Go feel like they’re designed with mobile in mind and they work really well for the platform.

The way we approach [it] is they could be cash-grabs with the brands, but this wouldn’t be fun for us or the players. And most importantly, we wouldn’t make that much money. There’s no easy recipe to make money in the video game business. One option is to make a really good game, and that’s hard. Specifically at Square Enix Montreal, making a really good game means trying to really understand what we’re working with. What is Lara Croft’s universe? What is Agent 47’s universe? What is the platform we’re working with?

We don’t want to be the smaller brother of the big AAA productions, we want to clearly establish our own space. Mobile games are consumed very differently than console games. The controls are different and they way you play them is, too. Shorter sessions, shorter reward loops compared to big console games. [Mobile] is our purpose.

How do you approach a property as a mobile developer and keep it feeling like its namesake?

First of all, a lot of us are mobile players. Part of understanding the platform is really playing it ourselves and liking it. At the beginning, our studio was founded to be a AAA studio working on a now-cancelled Hitman game. And then it was repurposed to do mobile. For a lot of people, that wasn’t really their kind of challenge.

And that’s fair. They’re people who want to create massive universes and things that fit on console. Most of those people went in other directions, and the people that are here are people who really understand what’s cool about a mobile game and really understand the medium.

As one of the two people who started the Go franchise, there’s a big part that is not looking too closely at exactly what those [base] games are. You squint a little bit and see what sticks out and you start finding key elements of the franchises. That’s what we’re trying to do: Not be copy-cats or writing down every important moment, but more so asking what Lara Croft is doing on an everyday basis?

Of course, there’s a lot of refinement of remembering a specific moment (if it’s something bigger, or, more general gameplay pillars). It’s a long process, I’m not going to lie.

Right. When you boil it down, Hitman has always been a puzzle game. You’re trying to figure out a way through the environment to get to your goal. The ways you interact with it are either killing someone (or not) or getting past them. That’s what really surprised me the first time I saw Go: It felt like a Hitman game even though it was a board game.

We thought gamers, if they play on mobile, they’re going to want to play on a big screen. Maybe the missing link is tablets. So at the beginning, Hitman Go was really focused on being a tablet game. Later on, we eventually made it work on phones as well. You can still feel from the camera angles that it was really designed for a bigger screen first. It was actually a good thing we ported because we learned only a third of people play on tablets.

I don’t know where it’s going to go, though. There is a “mobile stigma” for gamers.

I had that.

It’s dissipating slowly, but surely. And maybe we can be one of the studios that helps that. It might take a little time, but I think it’s something that’s evolving as we speak. We’re trying to solve this equation. For a while, the mobile market was dominated by free-to-play games and a lot of people really like those games. But you can’t say you’re going to do a new Clash of Clans and it’s going to be a recipe for money because it’s such a saturated market.

For us, we want to find our niche and expand it into a new space: premium, really high quality games.

How does your studio approach mobile in terms of balancing a mobile game for $5 that still feels like a full, appropriate experience for the platform?

We’re constantly trying to find the best answer for that. When you look at Go and Hitman Sniper, they’re very polished experiences. They’re not 2D games developed in two months. [Our games take] one to two years, which is big for mobile games. They usually go much faster than this.

You’re on par with AAA development cycles at that point and it shows.

We are much smaller teams than AAA, though. We’re spending a lot of time concepting. We’re looking at different pricing models to approach this and so far it seems like the premium model, especially with our brands, people feel comfortable having a premium price on those. At the same time, when you think of a game on iOS, it’s $5.

For me, I don’t see premium on one end and free-to-play on the other. The equation is somewhere in the middle. You have to balance the cost of production; make something that’s smart, something you can replay. It’s something that Hitman: Sniper did very well.

Square Enix Montreal also gets the pricing right. I know you aren’t involved with Square Enix Japan, but the Final Fantasy and Dragon Quest stuff costs way more than your team’s games do when they’re ports rather than purpose-built games for the platform.

It’s maybe a little bit of a different approach. If you buy one of those games where there’s a nostalgia factor, it’s more of a collector’s mentality maybe. Or maybe fan mentality where you want it in your pocket at all times. We’re coming up with new products, so we need to convince people that our game is fun. Maybe a price like this for our Go games might be a little high, but at the same time, maybe it’d be interesting to see if we do a game that we feel is worth $15 in terms of quality and depth.

It’s not a console port, it’s made for mobile with all the things I said before — short reward loop, etc. — but we really push the quality and depth so high that you’d say it is worth $15. Maybe that’d be something interesting to see.

The big thing with mobile is that you have to focus on just one design aspect and nail it. There’s no room for bloat.

Someone said that perfection is the point where you can’t remove anymore. From a design perspective, it’s really interesting because we work with very tight design space: You can’t have too many mechanics. We need to work with one mechanic or one system. Sniper, the Go games, they’re one system. There are very few variables, so the equation is very tight.

Everybody says you make great games through iteration, but for us, a small number of people, we don’t have too many voices talking about it, doing a million iterations on everything to get the difficulty curve right, the controls right, make sure it looks good on a small screen. That’s something we really value. We almost have a bit of an indie-ish mentality with the advantage of being Square Enix, working with huge brands and having budgets for marketing.

I’ve played a number of Insomniac Games’ mobile titles and it’s almost to the point where they’re too simple. Then you have something on the opposite end like Infinity Blade 3 which feels way too complicated to me. It’s a matter of finding the right balance and your team is consistently delivering on that.

That’s obviously very nice to hear, but there’s no silver bullet. We’ve spent a lot of time being very critical and really understanding the medium, really understanding the brands and working fucking hard [laughs]. I’m not gonna lie about this: It’s just working really hard, trying, failing, redoing.

You haven’t played all the way through Lara Croft, but there’s this mechanic where you pull a lever and every time you move, the lever goes one notch back until after five or six moves, a door closes. This was a little more complicated to make. You need to convey a lot of information to the player. When we did that, I remember one of our artists here had a huge Photoshop file and basically he had a 10×10 matrix of what it could look like so people would understand clearly what it is on an iPhone 4S screen.

How much has your approach changed from Hitman Go to Lara Croft Go? The difficulty curve is pretty steep with the former. How much changed from the approach to Hitman and not working on mobile before, to releasing it and then going to Lara Croft Go? What’d you learn going from one to the next?

The structure of Hitman Go — three objectives, levels finished in five to ten minutes — that worked well. That’s actually something we mostly kept. We did see a spike of difficulty very early; we can see how many people retried. It worked out nicely because Hitman is a more hardcore brand anyway, so people who played Hitman Go were more into difficult puzzles.

Whereas with Lara Croft Go we want people to finish the game. We don’t want people to drop out because it’s too hard. Our metrics for how we measure success is how many people finish the game. We worked hard on making sure the curve is much, much smoother.

For Lara Croft, one of the things we did differently is that she is not a machine like Agent 47 is. So that’s why we switched the structure from different locations with a target to eliminate, to a book with a narrative curve throughout the game. There’s a story: a beginning, a middle, an end.

So the difficulty and design change on a per-game basis then. The next Hitman Go, assuming there will be one, theoretically would be harder than Lara Croft Go because of the audience?

That’s the thing: it’s the same premise, but most mechanics are different between the two games. The way Hitman Go and the mechanics have been built is we are one year older, one year wiser now. I’d say at the very end of Hitman Go, something I don’t necessarily like as much is to make more difficult puzzles, we had to make bigger puzzles. And for a lot of people, that’s fine. Personally, I like what we did with Lara Croft Go because a lot of the mechanics interact with each other more. We’re able to make simpler, more elegant puzzles while increasing the difficulty. In Hitman a lot of the mechanics interact with the player, but they don’t interact with each other.

If you want to increase the difficulty of a Hitman level, you’d add one more element after another and linearly increase it that way. In Lara Croft, with the way these mechanics combine, there’s a way you throw in one more mechanic and it’s going to combine with everything. Maybe it doubles the difficulty, but it’s definitely not linear anymore.

How would Deus Ex translate to a Go game then? How would your team adapt a huge, vastly complicated universe and gameplay to the platform?

That’s a very good question. Probably it’d be the same approach: Trying to identify what the core elements are, squinting our eyes, asking what the key moments are. Can we derive some kind of core mechanic that would satisfy the mobile platform? And then, a lot of iteration and making sure that people from the Deus Ex franchise are also involved. That’s something we did for both Hitman and Lara Croft, making sure that those studios help us really understand what their franchise is about.

Is a Deus Ex Go being considered or worked on?

I can’t really confirm anything at this point. All I can really say is we’re looking at our options. The only thing that’s important to us is that if we do something, that we do it well and something we think is compelling.

Do you feel restricted in any way because you’re working with existing properties?

Yes, there’s more things established, but at the same time it’s very interesting to work around this constraint and come back with something creative. I always come back to this story from being a kid: My parents bought land that was on a big slope. They hired an architect to build the house and I asked if it was difficult for him because the land wasn’t flat. He said that the most boring projects for him are when there’s a huge flat piece of land. Then there is no contour, nothing to work with. When you have an interesting shape to the landscape, then you need get creative.

This is when you really need to work around those constraints. This is true even for video games. When you’ve got things that are established, it’s easier because you don’t have this empty canvas with nothing at all to work with. That being said, there are also cool advantages to making your own universe. You just need to know all the things you’re working against.

This interview has been condensed and edited.

18
Dec

Street Fighter V is coming to SteamOS


Capcom’s Street Fighter V is coming to Valve’s SteamOS with full support for the company’s Steam Controller. The franchise’s first new series since 2008 will also be the first to make an appearance on the Linux-based operating system. The decision is quite a coup for Valve. It’s positioning SteamOS and Steam Machines as the friendly face of PC gaming; a legitimate living-room replacement for a console.

The long-awaited brawler is due to hit PlayStation 4 and PC on February 16th. It’s unclear when the SteamOS port will be ready, or if it’ll be able to take advantage of the cross-platform multiplayer features already announced for PC and PlayStation 4. One thing we do know is that Steam Controller support is baked into the Street Fighter V beta, which runs from today through to December 20th.

Via: Gamasutra

Source: Capcom

18
Dec

The beautiful and delightful ‘Badland’ now has a sequel for iOS


Badland is one of the biggest gaming successes to ever hit the App Store. Its distinctive and beautiful visual style, challenging gameplay and high attention to detail all reinforced the notion that iOS is a great platform for unique and excellent games. Now, some two and a half years after making its debut, Badland 2 has arrived for the iPhone, iPod touch and iPad. The game will feel immediately familiar to the millions who played the original — the character you guide and the obstacles you dodge are still primarily rendered in silhouette, with beautiful, hand-painted backgrounds providing most of the eye candy.

But there’s a major new gameplay feature here: you can now guide your left and right instead of always having to go in a single direction. The game still auto-scrolls, so there’s only so much exploration you can do before getting squashed off the screen, but being able to move back and forth adds a new dimension to level design. Much of the rest of the game’s original mechanics are intact. Your circularly flappy avatar can still multiple, shrink and grow depending on what the situation calls for, but developer Frogmind promises a variety of new environmental challenges to contend with, including liquid, flamethrowers, frost and many more.

The $4.99 game feels expensive in these days of free-to-play, but it’s nice to know that a one-time purchase will unlock a host of levels without any prompts to drop more money, and Frogmind updated the original game with plenty of more levels and content over the years. There’s no reason not to expect the same thing here, so once you’ve finished the main game you can expect more challenges to come your way as time goes on.

Unfortunately, it doesn’t appear that the game works with the new Apple TV yet as the original does, but that might come with time. It also seems likely that we’ll see the game eventually spread to other platforms beyond iOS — the original is available for Android, Windows Phone, BlackBerry and Amazon devices, and a “game of the year” edition was also released for Xbox and PlayStation consoles. That console version first introduced the ability to fly left and right, so we’re happy to see it make its way to this new version as well. If you want to give it a go, Badland 2 is available now in the App Store.

Via: cult of mac

Source: Badland

18
Dec

Playdate: ‘Star Wars’ week celebration, episode two!


Star Wars: The Force Awakens is nearly upon us, and Engadget’s gaming crew can barely contain itself. Life for Sean, Tim and Jess has been a constant struggle between the pain of being patient and the fear of encountering spoilers out there on the internet. How does one cope with such stress, such anticipation? By playing old Star Wars games, of course! Today we’ll be taking a look at the PlayStation 4 ports of Star Wars: Racer Revenge and Super Star Wars, as well the classic Tie Fighter space sim on PC and, if there’s time, the cinematic adventure of Rebel Assault II.

Want some say in what we’ll play next? Join us at 6PM Eastern / 3PM Pacific at Twitch.tv/Joystiq and tell us what your favorite Star Wars game is. Not interested in joining in the discussion? You also watch the show on the Engadget Gaming homepage, right here in this post or, as always, in our archives at a later date.

http://player.twitch.tv/?channel=joystiq
[We’re streaming these games at 720p though OBS, so rest assured they’ll look much better on your setup at home.]

18
Dec

Playdate: ‘Star Wars’ week celebration, episode two!


Star Wars: The Force Awakens is nearly upon us, and Engadget’s gaming crew can barely contain itself. Life for Sean, Tim and Jess has been a constant struggle between the pain of being patient and the fear of encountering spoilers out there on the internet. How does one cope with such stress, such anticipation? By playing old Star Wars games, of course! Today we’ll be taking a look at the PlayStation 4 ports of Star Wars: Racer Revenge and Super Star Wars, as well the classic Tie Fighter space sim on PC and, if there’s time, the cinematic adventure of Rebel Assault II.

Want some say in what we’ll play next? Join us at 6PM Eastern / 3PM Pacific at Twitch.tv/Joystiq and tell us what your favorite Star Wars game is. Not interested in joining in the discussion? You also watch the show on the Engadget Gaming homepage, right here in this post or, as always, in our archives at a later date.

http://player.twitch.tv/?channel=joystiq
[We’re streaming these games at 720p though OBS, so rest assured they’ll look much better on your setup at home.]

18
Dec

Mozilla makes it easy to create VR websites with ‘A-Frame’


With the launch of A-Frame today, Mozilla is trying to make it easier for developers to craft virtual-reality websites. Mozilla’s VR research team, MozVR, created A-Frame as an open-source framework that allows developers to use familiar HTML markup in their designs, rather than the complex WebGL API. A-Frame operates within WebGL, meaning it works across desktop, iPhones, all Cardboard devices and Oculus Rift Dev Kit 2 headsets, with Android support “coming soon.” It’ll eventually support additional VR devices, such as HTC’s Vive.

Mozilla offers a guide on getting started in A-Frame and suggests developers share their creations via Tumblr, Reddit and a few other channels.

“Beginners start with easily understood primitives like cubes, videos, models, and skies,” the MozVR team writes in the A-Frame FAQ. “Advanced users can use JavaScript to imperatively create dynamic and interactive scenes or dive into its underlying entity-component system, a design pattern popular in the game industry that favors composition over inheritance.”

Via: Road To VR

Source: A-Frame

17
Dec

The brain hacks that make climbing in VR feel real


When I talk to friends and family about VR, their most pressing questions are usually about immersion. Once they’ve finished asking about the possibility of vomiting, the conversation turns to: “And how real does it feel?” “Do you believe you’re really there?” Truth be told, I’ve never had that sensation — a complete and utter submission of my senses — although developers are getting better at tricking my brain for a few fleeting moments.

Take two VR climbing projects that are currently in development: The Climb and Everest VR. The former, an Oculus Rift game by Crytek, duped my body into sweating at a few crucial checkpoints peppered throughout the cliff face. The latter, which takes you to some of the most iconic and dangerous parts of Mount Everest, triggered a surprising sense of vertigo as I walked nervously across an icy crevasse.

The two experiences use different techniques to lead the player into feeling certain sensations. The reasons are numerous. For one, the creators are conveying different places and activities, which in turn have different emotions attached to them. For another, The Climb is being pitched as a straight-up video game, albeit with simple controls, whereas Everest VR is more of a cinematic tour with minimal challenge and exploration.

When I dive into Crytek’s rock-climbing romp, I start halfway up a rock face in Halong Bay, Vietnam. Within a few seconds, I’m dangling from a tiny hand hold, peering down at the glassy ocean hundreds of feet below. It’s a breathtaking view and when I turn around, I see that my body is represented by two dismembered hands, which can be clenched using the left and right triggers on the gamepad. When you release one, it’ll float in mid-air and move as you look around with the headset, finally hovering over a hand hold if it’s within your reach. If you press the trigger again, it’ll suddenly snap into place and cause your body to move upwards.

Such a control scheme might sound a little strange, but it’s surprisingly natural in practice. I’ve been bouldering a few times (rock climbing, but without the ropes) and have become accustomed to dangling with one hand, looking around a corner and then delicately reaching with my free arm. You quickly get into a rhythm — a methodical left, right, left, right — and that feeling of momentum is replicated in The Climb, which is impressive given that most of your body is strangely invisible.

Stressing the risks

These controls are merely the foundation that cement the feeling of climbing, however. When I found myself sweating at certain checkpoints, it was for two reasons. Firstly, a small sense of physical exhaustion after completing what would be a tremendously long and difficult climb in the real world. Secondly, and more overwhelmingly, was a sense of relief. The latter, I believe, was triggered because of the technicality of the climb — like a long video game boss battle that takes every ounce of your concentration — as well as the inherent dangers of climbing.

The game achieves this sense of tension and risk-taking with three buttons on the controller: a face-button for jumping and two bumpers for reapplying climbing chalk. The chalk acts as two stamina gauges, one for each hand, which slowly deplete as you shimmy around corners and scramble up ledges. The more complex the maneuver, the bigger the toll on your climbing chalk. Your ghostly hands will change from white to red and so, before tackling a particularly difficult section, you’ll want to stop and prepare by reapplying the fine, sweat-repelling powder.

Jumping is a huge gamble. You have to judge the distance, leap and then hit the triggers at just the right moment to safely grip the hand hold. On multiple occasions I missed, swearing profusely as I plummeted to my inevitable death. As a beginner, this sequence can be a little frightening. But for experienced players, it’ll soon be replaced by a feeling of frustration, given the challenge and replayability comes with completing the climbs in faster times.

A death-defying leap will also eat into your chalk, forcing you to stop and recover. It’s a small, but subtle technique that reinforces the sense of exertion and the physical penalties involved with rock climbing. Once I reached the top and took off the headset, I wanted to sit down and catch my breath for a moment.

Scaling Mount Everest

Everest VR, which is being developed for the HTC Vive, is taking a different approach. Sólfar Studios, a developer of VR experiences in Reykjavik, Iceland, is working with the visual effects studio RVX on a series of linked vignettes. The one I tried took place on the Khumbu Icefall, a dangerous section where crevasses can open at any moment. For this particular demo, I was wearing an absurdly large jacket in a room with “snow” on the floor and flags with Tibetan script hanging from the ceiling. The air conditioning had also been lowered and while I couldn’t see my breath, it did feel just a teensy-bit more like Everest. Not that Sólfar expects you to go to these lengths in your living room, but every little bit helps.

After a brief cinematic, I’m asked to step on a set of footprints in the corner of the room. Once I’ve found them with my goggles, Mount Everest suddenly appears around me, with a narrow ladder stretching over a deadly chasm. Immediately, the detail and authenticity of the environment is apparent. Unlike The Climb, which is based loosely on a real world location, Everest VR is aiming for absolute accuracy.

Initially, RVX was working on a model of the mountain for a feature film, which is also called Everest and came out earlier this year. “I thought it was very important to be completely accurate, in terms of all the geography, the topology, and the different views from different places,” Dadi Einarsson, RVX’s Creative Director says. The company used a technique called photogrammetry, which involves taking photographs from numerous vantage points to record and construct a three-dimensional surface. This, combined with “a huge mish-mash of different sources,” as Einarsson describes it, piqued the curiosity of Sólfar Studios.

“We immediately thought it would be extremely cool to bring this to VR,” Kjartan Emilsson, CEO of Sólfar Studios recalls. “With the level of detail that was there, we knew we would be able to create a sense of immersion.”

The result is impressive. I tentatively crept forward and pressed the triggers on two wand-shaped controllers, forcing my virtual mitts to bind myself to a rope system. I slowly inch across the ladder until, halfway across, I stop and take a long look down. To my great surprise, this managed to create a brief sense of vertigo. I could feel my stomach tightening and my legs turning to putty. It quickly passed, however, and after gathering my thoughts I shuffled across to the far side.

That phantom sense of vertical giddiness was triggered purely by the quality of the environment. Which is impressive, given it’s a digital reconstruction of the mountain, not a 360-degree video.

Sólfar Studios says it’s working on other ways to “hack the brain” during its Everest sequences. For instance, when you enter the “death zone,” which climbers use to describe an altitude where there isn’t enough oxygen to breath properly, the team wants players to move in a slow, deliberate manner. But that’s difficult, given there’s nothing in the room to physically slow you down. Sólfar’s solution is to blur your vision, as if you were blacking out, whenever you move too fast. In addition, there will be a subtle but deliberate audio track in the background imitating a heartbeat. Even if you don’t notice it, the company says your body should naturally align with it and discretely emphasize the difficult conditions.

These techniques are mostly experimental. Some could be trialled in a traditional video game, but others feel unique to VR. In the final version of The Climb, for instance, you’ll be able to use the Oculus Touch controllers to reach out and grab parts of the cliff face. Technically, this could have been possible with other motion-based controllers, like the PlayStation Move, but it’s the culmination of the Rift’s hardware pieces — the headset, the Touch controllers and a decent set of over-ear headphones, that is giving Crytek new ways to manipulate our senses.

The same is true of Everest VR. The “Lighthouse” tracking system that comes with the HTC Vive offers accurate motion tracking that is, in my opinion, far superior to Microsoft’s first and second-gen Kinect peripherals. The various vignettes could have been offered on a console or a high-powered gaming PC, but it wouldn’t have had the same effect. With a VR headset, I can look down and see my hands as snow-covered gloves, rather than pasty fingers wrapped around two plastic controllers. That sense of immersion is what allows Sólfar Studios and RVX to play with the body’s expectations in ways that would have been impossible, or felt contrived, with a normal TV and speaker setup.

If VR can hack my brain, even for a moment, it bodes well for the medium’s future. It’s unlikely that I’ll ever scale Everest in the real world, but I look forward to the day when I can pull on a pair of goggles and truly believe that I’m standing at the summit of the world’s tallest mountain.

17
Dec

Roland taps iconic 808 sounds for rhythm-based gaming


Roland revived the iconic sounds of the TR-808 with last year’s AIRA TR-8, and now its leveraging those tones for mobile gaming. With TR-REC, the audio company uses sounds from both the TR-808 and TR-8, as players recreate rhythms played by the app. As the game moves on, tones are layered on top of the original rhythm to create a piece of dance music. In order to progress to the next stage, you must correctly tap out the sequence before time runs out. If that sounds too intimidating, don’t worry: the game starts with the basics. You can think of it like Guitar Hero, but for a drum machine.

The app packs in 16 musical selections across 48 stages, and players can earn bonus points for correctly recreating the tunes. As you might expect, those compositions get more complex as the game progresses. If you’re unable to tap out the rhythm before time runs out, you lose a life. Recreate it properly, though, and earn a higher score based on how quickly you’re able to do so. Looking to give it a shot? The free TR-REC app is available now for both Android and iOS.