‘Batman Arkham VR’ put me inside the Batsuit
Telltale wasn’t the only developer that brought Batman to E3 this year: The folks at Rocksteady Games packed The Dark Knight into their suitcases as well. Batman Arkham VR was a surprise reveal at Sony’s keynote earlier this week and drew a huge round of applause when it appeared on stage. Once I strapped a PlayStation VR headset (it’s a timed-exclusive to the platform this October), I could tell why the team worked so hard to keep it a secret.
I started out the demo standing in the foyer of Wayne Manor, staring at a pair of beat-up disembodied hands floating in front of me. Each pantomimed in time with the PlayStation Move wands in my own hands. Bruce Wayne’s butler Alfred Pennyworth walked in, said a few words and handed me a key for the Bat Cave’s secret entrance. Putting it in the nearby piano’s keyboard cover exposed the ivories, and I instinctively dragged my finger from one end to the other.
The platform I was standing on slowly descended toward Wayne’s clandestine lair, and stopped a few seconds later, with me putting on bits of the Bat Suit piece by piece. First a pair of gloves, then strapping Batarangs, a grapnel gun and an environmental scanner to Bats’ trademark utility belt.
And then I donned the cowl that has struck fear into the hearts of Gotham City’s countless fictitious criminals. Paired with longtime Batman voice actor Kevin Conroy (who brought Bruce Wayne to life in Batman: The Animated Series and each previous Arkham game), the process of suiting up went a long way to making me feel like I actually was the Caped Crusader. Then the elevator descended further into the Bat Cave, which was beset on all sides with waterfalls.
The bust of a Tyrannosaurus was off to the left — a nod to a comic book storyline from the ’40s — and a colony of bats swirled off in the distance. Just as I was settling into my new role, gazing around in childlike wonder, because, there I was in the Bat Cave, I was whisked back to the demo’s main menu. Naturally, it was a perch on the Gotham City Police Department’s roof, with the Bat Signal at my back.
The other portion of the demo had me piecing together a murder by using Bats’ high-tech forensic tools — familiar stuff for anyone who played last year’s Arkham Knight. Like that game, Arkham VR isn’t afraid to go dark: The victim is Dick Grayson, better known as Nightwing. The scene takes place in a garbage-filled alley and implements the augmented-reality-style Detective Mode (perhaps the most natural fit for a Batman game in VR) to scour the crime scene for clues. Rotating my arm clockwise and counterclockwise to scrub through the fight’s holographic reconstruction was cool too.
At one point, the brawl was happening right in front of me and I instinctively stepped back, out of the way. I didn’t need to, but it felt like if I didn’t, I’d be bowled over. Movement in VR that doesn’t cause motion sickness is incredibly tricky to get right, so the team at Rocksteady Games avoided typical locomotion.

I was able to look around wherever I wanted, but moving from one location to the next in the alley was handled by looking at a holographic PlayStation Move controller and pressing a button on the real one in my hand. The screen briefly faded to black before warping me to the next vantage point. It breaks the immersion a bit, but I’d rather a brief interruption if it means I don’t feel queasy. After discovering that the Penguin was behind the murder, I fired my grapnel gun at a passing blimp and was transported back to the main menu.
Throughout the experience, I found myself smiling like an idiot. Each previous Arkham game has been jokingly referred to as a “Batman simulator” by fans, but it wasn’t until I donned the Batsuit and investigated a crime scene in VR that it felt like I was actually in the Caped Crusader’s boots.
A studio spokesperson at E3 said that the full experience would take around two to three hours, once the game launches this October, but when I asked about pricing, he said that hadn’t been finalized yet. Hopefully, publisher Warner Bros. Interactive will make this a free update for existing Arkham owners or season pass holders. Or for people who don’t care for the traditional Arkham games but want to role-play as The World’s Greatest Detective in VR, price it at $10 or under.
Follow all the news from E3 2016 here!
‘No Man’s Sky’ developer ends ‘legal nonsense’ battle over name
There’s no sign that it contributed to the delay, but Hello Games founder Sean Murray said today that after “3 years of secret stupid legal nonsense,” his company’s game can be called No Man’s Sky. They had to settle with trademark owner Sky TV to use the name that it’s very protective of — remember when Microsoft had to rename SkyDrive as OneDrive for the same reason? According to Murray’s tweets, he’s learned a lot about trademark law, and might have a good idea about why Skynet never happened. Seriously though, the highly anticipated game should be on track for its rescheduled release date of August 9th, and we can’t wait to see it procedurally generated universe unfold.
This is the same folks who made Microsoft change Skydrive to Onedrive… so it was pretty serious
— Sean Murray (@NoMansSky) June 17, 2016
Source: Sean Murray (Twitter)
These were our favorite games, hardware and toys from E3 2016
Another year, another massive, exciting E3 showcase. The biggest names in the video game industry brought out their newest games and hardware, including two console announcements (and controllers) from Xbox and a ton of fresh games from PlayStation with an emphasis on VR experiences. There was no sign of Sony’s new PlayStation 4, but that was just fine.
Engadget’s E3 crew spent the week running around the show floor and convention halls, collecting all of the most important news and interviews. And playing some games, of course. OK, playing a lot of games. Don’t hate — check out the above video for our our favorites from E3 2016.
Follow all the news from E3 2016 here!
E3 was secretly terrible for the future of virtual reality
After years of being teased with prototypes, developer kits and tech demos, it’s finally happening: Virtual reality is on the cusp of going mainstream. Need evidence? Just look at the events of E3 2016. Over the past week, the first-ever VR headset for a home console got a release date, and we caught a glimpse of virtual reality games from popular franchises like Star Wars, Final Fantasy and Batman. Better still, pretty much every major player in the industry (save for Nintendo) promised to support VR in 2017. On the surface, things are looking amazing. Dig a little deeper, though, and the situation just might be terrible.
Don’t misunderstand me: The VR announcements at E3 are a good indicator that consumer virtual reality is about to go mainstream. In a broad sense, that’s fantastic — but the details are a little worrying. Take Sony, for instance. At E3, we learned that the PlayStation VR headset would be available in October, and that early adopters would have as many as 50 games to choose from by the end of the year. Unfortunately, we also learned that some of those games might make you sick.
Even players who’ve spent countless hours in virtual reality (like our own Jess Conditt) found themselves on the verge of puking while playing Resident Evil 7: Biohazard — and it wasn’t because of the horror game’s gory visuals either. No, it’s that the game is pushing the limits of PlayStation’s hardware, barely managing to run at the minimum 60 frames per second required for PSVR. The problem? Every other VR headset on the market recommends that games run at a minimum of 90 fps.

This wasn’t the game’s fault so much as the headset’s. By having such a low bar for entry, Sony is allowing PlayStation VR developers to create games that flirt with simulator sickness. Resident Evil 7 will probably improve its framerate before hitting the consumer market, but giving it the option not to be better sets a dangerous precedent: If the first console VR games to hit the market make players sick, that could severely damage public perception of virtual reality gaming in general.
Oculus VR’s Palmer Luckey warned about this exact scenario two years ago. “When [VR] arrives, it has to be good,” he told me in 2014. “I think really bad VR is the only thing that can kill off VR.” Maybe that’s why Microsoft is holding off on offering VR to Xbox users until the arrival of its forthcoming Project Scorpio — an upgraded version of its console designed specifically for virtual reality and 4K content. Sony’s own PlayStation Neo will probably help with low framerates too, but Sony has also promised that all future games will run on today’s PS4 hardware. That means it’s possible that consumers will be exposed to nausea-inducing framerates. That’s bad for everyone.

Palmer Luckey may be right about simulator sickness, but Oculus VR isn’t off the hook when it comes to poisoning the well. The company spent much of E3 under fire for supposedly buying out multi-platform virtual reality games in order to make them exclusive to the Oculus Rift. Games like Superhot and Killing Floor: Incursion won’t be available to HTC Vive owners for a limited period of time after release, while others, like Ripcoil and Wilson’s heart, are first-party Oculus titles that will never be available to Vive owners. Nobody blinks when Sony announces an exclusive PlayStation game, but for the Vive and Rift’s platform, this is completely unprecedented. Until now, there was no such thing as a hardware-exclusive PC game.
To be fair, the accusations against Oculus are only partially true: Oculus is buying timed exclusivity in exchange for helping to fund a game’s development. It’s not actually taking games away from Vive owners; it’s just delaying their delivery. Even so, that’s never been done on PC before. Yes, game releases sometimes only sell on Valve’s Steam platform, or EA’s Origin, but players have never been barred from playing them because their PC wasn’t outfitted with a specific brand of component. If a PC was capable of running a game, it was allowed to play a game. That’s not the case with software sold through the Oculus store; if you own any other PC VR headset besides a Rift, you’re out of luck. Even if that same VR title is available on Steam, without hardware restrictions.
This directly contradicts statements made by Oculus’ own founder: “The software we create through Oculus Studios are exclusive to the Oculus platform, not the Rift.” That sounds diplomatic and fair, but the fact of the matter is that everything on the Oculus store lists the either the Rift or GearVR as its “platform.” If you don’t have Oculus hardware, you’re not going to be able to play anything. The only way to play an Oculus game on the Vive is to use a hack that bypasses the hardware check — except that tool, named Revive, was shut down by Oculus for stripping games of their DRM. It was the right business move for Oculus VR, which has a responsibility to protect its assets, but the move clearly drew a line in the sand: play these games on Oculus hardware, or don’t play them at all.

From a business perspective, Oculus has every right to lock the software sold in its store to its own hardware — but the practice is still disappointing. It’s expected that console VR market will fall in line with the console wars that define their marketplace, but that’s not something that’s ever existed in the PC market. By locking all software on the Oculus store to a specific brand of VR headsets, Oculus is declaring a platform war in a space that has been at relative peace for decades. That’s not just bad for the burgeoning VR market; it’s bad for PC gaming in general.
In the broader sense, however, things are still looking bright for the future of consumer VR. A major player in the consumer gaming space is releasing a mainstream headset, and another is building a console just to serve the market. Oculus’ immersive Touch controllers are getting prepped for launch, and there are a ton of great looking games on the horizon — but a fractured PC market and a headset that makes people puke could stifle the growth VR needs to make it big.
Maybe Nintendo is right to sit out of VR’s first consumer generation. Sometimes, the only winning move is not to play.
Follow all the news from E3 2016 here!
Sony Xperia X review
The Sony Xperia Z range is dead. Long live the Sony Xperia X range. Other than the change in name, from Z to X, the Xperia X (and Xperia X Performance) have a lot in common with the previous Xperia Z line in terms of design language and overall look & feel.
Of course, there are differences including more rounded corners and sides, plus curved glass on the front. However there are also familiar aspects like the signature Sony power button and the dedicated camera button.
- Sony Xperia X series hands on
- Sony Xperia Z5 Review
- Is the Xperia X Performance just the Xperia Z6?
Is the Sony Xperia X a worthy successor to the Xperia Z5 or does it fail to hit the heights that Sony want – and desperately need – their smartphone range to achieve? Let’s find out in this in-depth Sony Xperia X review!
Buy the Xperia X now!
Design
The design of the Xperia X will be instantly familiar to anyone who is acquainted with Sony’s previous Xperia Z devices. The Z range could have been modeled on the monolith from Arthur C Clarke’s 2001, and while the Graphite Black Xperia X still bears some resemblance to the monolith, the more rounded corners help to give the X a less jarring design. And if Graphite Black isn’t your thing then you can also get the Xperia X in White, Lime Gold and Rose Gold.
The Xperia X has Sony’s familiar button layout, including the dedicated camera shutter button and the centrally placed power button, which houses a fingerprint reader.

Like the Xperia Z5, the downside of Sony’s button layout is that the volume rocker is towards the bottom of the right side, between the power button and the camera shutter button. This makes the volume rocker hard to reach, regardless of which hand you are using to hold the device.
Going around the device, there is the 3.5mm headphone jack on the top, and the micro USB port on the bottom. Both the top and bottom have microphone holes as well. On the left is the tray for the SIM card and the SD card. On the front you will find the 5 inch Full HD 1080p TRILUMINOS display, the front facing camera and the front facing speakers. On the rear is the main camera and the Xperia logo.

Overall the Xperia X feels nice in the hand and is easy to handle. It has a symmetrical design making it easy to grip and although this design has been updated since the Z5, the Xperia X remains quintessentially a Sony smartphone.
Display

The Xperia X comes with a 5 inch Full HD (1920 x 1080) display, resulting in a pixel density of 441 ppi. This resolution and pixel density works perfectly for a 5 inch display. You get the color reproduction that you’d expect from the Triluminos display with the X-REALITY Engine enhancements, along with the great viewing angles from this IPS screen. The Xperia X also includes Sony’s Dynamic Contrast Enhancer, which the company says makes the bright parts of the screen brighter and the dark parts a truer, deeper black.
The Xperia X features Sony’s “smart backlight control” which detects if you are holding the phone in your hand. If you are then the screen stays on, for example when you are looking at a photo, without touching the screen. When you aren’t holding the device then the display switches off according to the standard display sleep settings. I tested it out, and basically it does what it says on the tin!
Overall the display on the Xperia X is a pleasure to use. The color reproduction is great and the display can go very bright when needed, making outdoor usage good.
Performance and hardware

A little surprisingly Sony has opted for the Qualcomm Snapdragon 650 for the Xperia X. For those of you looking for a Snapdragon 820, you will need to go to the Xperia X Performance. So what is the Qualcomm Snapdragon 650? It is a 1.8GHz hexa-core processor with two ARM Cortex-A72 cores and four Cortex-A53 cores. Those 6 cores are supported by the Qualcomm Adreno 510 GPU and 3GB of RAM.
There is also 32GB of internal storage (up to 64 GB on some of the dual SIM models) and the option to add more via a microSD card. The Xperia X supports SDXC which means it can support cards up 2TB, but Sony’s listings says “up to 200GB microSD” as that is the largest readily available card on the market at the moment.

You also get all of the normal connectivity options including NFC, Wi-Fi 802.11 a/b/g/n/ac, GPS, Bluetooth 4.1, and 4G LTE. One odd thing about the NFC on the Xperia X is that the NFC reader/sensor is on the front of the phone. This means to use the NFc you need to hold the back of one phone near the front of the Sony.
During my experiments to transfer a photo from one device to the Xperia X I found it hard to get the alignment right, plus holding the other phone so close to the X’s screen means it was easy to mistakenly touch the screen and erroneously start apps etc.

As for sound, the Xperia X features dual front facing stereo speakers meaning that the sound is unobstructed when you place the phone on a flat surface and that the sound is projected directly upwards and outwards. The speakers can get quite loud and placing the device on flat on a surface seems to boost the sound more than when held in the hand.
There are a number of Audio settings which can be used to improve the sound quality including DSEE HX, ClearAudio+ and a Dynamic normalizer. There is also a manual mode which allows you to enable the equalizer or activate various surround sound options including S-Force Front Surround.

When it comes to the battery, the Sony Xperia X packs a 2620 mAh unit. I was quite curious to see how the battery performed because I was expecting a battery closer to 3000 mAh. The good news is that I was pleasantly surprised.
My initial charge, from when I took it out of the box, lasted just over two days (as I didn’t really use it for the first day) with a screen on time of 4.5 hours, which included running lots of benchmarks and using the camera app to record video to see if it over heated.
The next charge gave me 5.5 hours of screen-on time from a mixture of web browsing, YouTube, navigation, 3D gaming and 2D gaming. What this means is that with moderately heavy usage, you will be able to get a full day of battery life and this could be improved by turning on some power saving features once the capacity goes down to 25 percent. You may be able to get more. A screen on time of between 4 to 6 hours is quite possible, as my tests show that you can stream YouTube videos for around 9 hours on one charge or play 3D games for around 5 hours.

According to Sony’s website the Xperia X supports Quick Charge 2.0, which means that the phone can be charged up to 80% relatively quickly. However, the charger that came with my review unit was not QC 2.0 compatible. Using the supplied charger it took 1 hour 15 minutes to charge from 5% to 75%.
In terms of general performance the Snapdragon 650 provides a snappy user experience. The UI is smooth and there aren’t any noticeable lags. The gaming experience is also very good, in fact the Xperia X scores an impressive 59.5 fps for Epic Citadel in High Quality Mode and 58.0 fps for Ultra High Quality mode. As for some of the popular benchmarks, the device managed a score of 77,306 in AnTuTu, 1442 in Geekbench’s Single Core test, and 3800 in Geekbench’s multi-core test.
Camera

With a 23 MP Sony Exmor RS sensor, a wide angle 24mm G Lens, and support for low-light photography at ISO 12800, I was really looking forward to seeing what the Xperia X’s camera could do. However, my expectations were lower due to the underwhelming performance of the camera on the Xperia Z5 Compact, which I reviewed towards the end of last year. This meant that if the Xperia X didn’t meet my expectations, I wouldn’t be so disappointed.
So, what do I say? The camera on the Xperia X is good, but it isn’t the best. Although the camera has a 23MP sensor, it is set into 8MP (16:9) mode by default. Sony smartphone enthusiasts will tell you that this is the best mode as it uses supersampling and gives better results. As well as using 8MP (16:9), I have also taken shots using 20MP (16:9) and 23MP (4:3). All the pictures in the gallery below are marked with the relevant mode used:
As you can see in good daylight the camera works well and there is little to choose between the 20/23MP and 8MP images (other than the resolution). However some pictures seem dull and washed out. Take particular notice of the sky, it is meant to be blue! However using HDR does improve the washed out sky problem, but it does alter the color of the overall picture quite drastically.
In low light situations the camera tries very hard to produce a good shot, even though the noise level goes up (which is to be expected) the overall results are good.

The Xperia X also features Sony’s predictive hybrid autofocus, which can help to predict the movement of an object on screen in order to anticipate and capture the perfect in-focus picture. In a nutshell you tap on a object in the frame and if it moves (like kids and dogs tend to do) then the Xperia X uses object tracking to keep things in focus.
While there is no 4K video recording, the Xperia X does support 60 fps while recording in full HD. There has been some concern about the Sony Xperia X overheating while recording video. When I first used the camera app I saw a warning message which said, “If the device temperature rises, the app may close during use. Your recording will be saved automatically.” There is then the option to tick the box and not see this warning again.

To see if the Xperia has an overheating problem, I started to record a full HD 60fps video and set the camera on top of a jar to see how long it could record for. Everything went OK until about the 18 minute mark when a warning was displayed, “Camera will now turn off temporarily to cool down.” Which it promptly did. The temperature rise on the back (measured using my infrared temperature gun) was some 13C.
On the plus side, the bundled camera app is quite good. Along with a semi-manual mode, there are lots of additional modes including an AR mode, which can superimpose computer generated scenes like dinosaurs and fish onto your photos or videos; an AR mask mode, to mask your face with different generated masks; and a timeshift video mode, which records at a high frame-rate and applies slow motion effects.

One problem I have with the app is that it seems the only way to enable HDR is to use the semi-manual mode, and even then it is buried away in a settings menu and isn’t an on screen control. The upshot of this is that, for me at least, the semi-manual mode became the equivalent of HDR mode – if I wanted HDR then I switched to semi-manual, if I didn’t then I switched back to full auto.
Software

The Xperia X comes with Android 6.0.1 Marshmallow along with a light skin on top of stock Android and also includes extra features and Sony related apps. As well as the software for managing the fingerprint reader there is a myriad of device connection options including the ability to wirelessly play content on your Xperia X on other devices (i.e. Sony TVs), screen mirroring, connecting to Playstation controllers, and MirrorLink. There is also a theme library with some free color based themes that match the phone’s colors (e.g. White, Lime, and Gold) along with a theme store full of themes, both paid and free.
Under Battery (in the Settings) there are two different power saving modes available: STAMINA mode and Ultra STAMINA mode. With STAMINA mode enabled then GPS, vibration, image enhancement etc are restricted to reduce battery consumption. Also background data is restricted, again to save battery. With Ultra STAMINA mode enabled your data connection (both Wi-Fi and cellular) is disabled and the home screen is switched to the Ultra STAMINA mode home screen, which gives you access to only a few apps like phone, contacts, messaging, camera and the clock!

In terms of extra apps, Sony has included Lifelog, for tracking calories, steps and sleep, etc.; Movie Creator, which makes movies from your photos, in a similar way to Google Photos; TrackID, Sony’s music recognition app; Xperia Lounge, featuring Xperia related content; plus the PlayStation app.
Specifications
| Display | 5″ Full HD (1920 x 1080) |
| Processor | Qualcomm Snapdragon 650 (2 x ARM Cortex-A72, 4x Cortex-A53) |
| GPU | Qualcomm Adreno 510 |
| RAM | 3GB |
| Connectivity | NFC, Wi-Fi 802.11 a/b/g/n/ac, GPS, Bluetooth 4.1, and 4G LTE |
| Storage | Up to 32GB, expandable up tp 200GB via microSD. |
| Camera | Rear: 23MP 1/2.3” Exmor RS with Predictive Hybrid AF.
Front: 13MP 1/3” Exmor RS, 22mm Wide Angle Lens F2.0 |
| OS | Android 6.0.1 Marshmallow |
| Battery | 2620 mAh |
| Colors | White, Graphite Black, Lime Gold, or Rose Gold |
| Dimensions | 143 x 69 x 7.7mm. 152g |
| Misc | Fingerprint sensor, front facing stereo speakers |
Gallery
Pricing and final thoughts

The Xperia X is available in the UK from a variety of carriers and outlets and costs around £459.99 without a contract. In Europe you can buy it off contract for around EUR 589.99. It will also be available from June 26 in the USA from Best Buy, B&H, Amazon and Reagan Wireless for around $549.99. To put the UK price into some context, the LG G5 can be found for around £449 and the Samsung Galaxy S7 for £526. However those prices are fluctuating.
Considering that phones like the G5 and the S7 come with higher resolution displays and the Snapdragon 820, the Xperia X is a tough sell at these prices. However, you may find it available with a good deal via your carrier, and so negating the high off-contract price. If you are a Sony fan or you are looking to upgrade from a Xperia Z device and want to stick with Sony then the Xperia X could just be what you are looking for.
- Sony Xperia X series hands on
- Sony Xperia Z5 Review
- Is the Xperia X Performance just the Xperia Z6?
Lastly, a quick shout out to Vodafone (UK) for lending us this Sony Xperia X for review, plus a big thank you to Bailey Stein for confirming the video overheating problem and for some great photos.
Buy the Xperia X now!
PlayStation VR demos begin at Best Buy and GameStop tomorrow
At this week’s annual E3 game show, Sony revealed the exact ship date for its PlayStation VR setup: October 13th. Pre-orders have been open since March, but if you’re still weighing the pros and cons, you’ll have the chance to try before you buy starting tomorrow (June 17th). At select Best Buy and Gamestop locations, the virtual reality tech will be available for your to test drive.
This weekend, the demos are limited to 30 locations total, but Sony says that number will increase to 300 stores in the US and Canada starting June 24th. To find the spot closest to you, consult this handy map. You’ll want to check the dates and times carefully though, as the PS VR is available for a few hours at a time and some locations won’t have it every day.
Source: PlayStation Blog
‘Here They Lie’ made a nightmare feel safe on PlayStation VR
The advantage that horror video games have over movies is that you’re an active participant in what’s happening; you make what happens onscreen that much scarier. But playing these games in virtual reality instead of a 2D screen is a different proposition: The display is on your face, and in the case of PlayStation VR, costs $400. Ripping the headset off and reflexively throwing it to the ground out of fright is going to be a very expensive mistake. That’s why the team at Tangentlemen is taking a different approach for Here They Lie, a psychological thriller drawing from directors Stanley Kubrick and Terry Gilliam, and films like It Follows and Jacob’s Ladder for inspiration.
In the PlayStation-exclusive Here They Lie, everything moves at a very deliberate pace. From the creepy, masked humanoid creature that shadowed me, to the speed I moved through a subway station and how the hammerhead sharks swam through the air (yeah, the game gets weird), everything moved at a leisurely gait. Unlike Resident Evil VII, which occupied the demo station immediately next to it and gave two of my coworkers severe motion sickness, Here They Lie feels like a native VR game even though it’ll also be playable without a headset.
Art director Rich Smith said that the main difference between a VR game and a traditional one is that the camera can be doing anything. That means developers have to employ periphery elements like spatial audio and lighting design to ensure the player sees exactly what they’re intended to. Then they combine it with the medium’s inherent sense of immersion to amp up the creepy factor. “That’s the way you structure a horror experience that still feels like you have agency, and that you can go anywhere and see anything,” Smith said.
Image credit: Giphy
During my brief demo, a subway station went from dingy and dirty to me wading through an ankle-deep pool of blood toward a door. That immediately drew the infamous tide of blood erupting from the elevators in The Shining to mind. As soon as I reached the door, it shifted ahead, forcing me to reluctantly keep trudging forward. The next time I reached for the doorknob, it shifted again. Earlier, before the blood took over, I found myself walking backward down a flight of stairs to keep an eye on the vaguely human creature following me before it disappeared just out of sight.
“It’s surreal, psychological, existential horror,” Smith commented.
A feeling of present danger pervades everything, and yet nothing was an imminent threat. When the demo ended with the game’s twisted, fiery “big bad” enemy grabbing hold of me, I was extremely unsettled, but not scared. He didn’t jump out of a dark corner; crouching under the low ceiling, he slowly stalked toward me on an unnaturally long pair of legs and I was helpless to stop him. I felt like I was playing through a nightmare.
That comes from the team’s cinematic inspirations. “There’s a kind of dread involved in [It Follows] that’s different than slasher horror,” Smith said. “We’re definitely looking more at the kind of Kubrick vein of horror. What he did in [The Shining] is about building a mood and setting a tone. And when you do hit [players] hard with a scare, it has a little bit more weight.”
What Here They Lie does so well is it builds an atmosphere and feelings of unease by taking recognizable bits from our world (like the hammerhead sharks) and twisting them in ways that don’t add up (like them swimming above my head in a subway tunnel). It creates an overall sense of uncertainty and fear in indirect ways rather than lazily signposting the emotions with piles of rotting bodies or a few jump scares.
Smith said this is a strong, direct inspiration from the 1990 cult movie Jacob’s Ladder.
In that film, Vietnam War veteran Jacob Singer (Tim Robbins) sees all manner of horrific imagery like someone asleep on a train who quickly curls a bloody tail into their trench-coat and a nurse with a set of ghastly, diminutive horns under her uniform hat. During Singer’s time in the war, the government administered a drug that made soldiers hyper-violent and more effective killers. The side effects aren’t pleasant at all.
“You really don’t know what [Jacob’s] deal is. Is it all a hallucination? Is he in hell? Even all the way to the end of the movie, it’s intentionally ambiguous,” Smith said. “That’s what we’re grabbing at as well: The kind of ambiguity where parts of the game are recognizable, where you can see figures and locations you recognize from real life, but they’re not quite right and they don’t stitch together the way you want them to.”

As for why you’re enduring these horrors, Smith was intentionally vague about the game’s overarching story. You’re chasing after a woman in a yellow jacket and you’ll have to rely on other characters to fill in the blanks for you, but that’s about all Smith revealed. How you learn about the protagonist is from other characters, who know more about you than you know yourself. “You’re thrown into this space where, almost [Terry] Gilliam-style, you don’t know where your stance is in relation to the world you’re in,” he revealed.
There are morally ambiguous choices to make regarding these characters, and by story’s end you’re complicit in how the narrative plays out. “The game persistently asks questions, and in the end, it asks the player a particular question based on their experience throughout. That decision is pivotal to the experience.”
Of all the games launching with PlayStation VR this October 13th, Here They Lie looks like the one that’ll take advantage both of the format and the Halloween season.
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Kratos finds his humanity in the new ‘God of War’
It was never in question that God of War would return. The franchise is one of Sony’s most successful exclusives of the last decade, and the main trilogy of games were both critically acclaimed and hugely popular. But the ending of God of War III seemed to put a pretty definitive end on the series, while the relatively lackluster prequel God of War: Ascension that came a few years later showed that Sony had pretty much run out of ways to continue telling the story of its anti-hero, Kratos.
That is, unless developer Santa Monica Studios made a break from the series’ past, changed the gameplay, left Greek mythology behind and, most importantly, show us a more human side of Kratos than we’ve ever seen before. Judging from the preview of the forthcoming God of War that kicked off Sony’s E3 event, that’s exactly what’s happened, and it completely reinvigorated my interest in a series that felt like it had nothing left to say.
Just don’t call it a reboot. In a conversation I had with God of War mastermind Cory Barlog, he made it clear that this is indeed the same Kratos whose fate was up in the air at the end of God of War III, but he’s in a radically different place in his life. “As a writer, I think the interesting thing to do is to take the challenge of somebody who has a very difficult past, a very difficult image and put the audience in the position that they’re going to root for them,” Barlog says. “And they’re going to root for them because they’re failing — because they’re getting back up. You’re not inspired because they succeeded, you’re inspired because they succeeded after a thousand failures.”
That sense of redemption permeated the new God of War that Sony showed off this week at E3. Kratos is watching his son, and that makes the former Spartan far more sympathetic. It felt like there was more character development in the God of War preview than there was in the previous trilogy, and it doesn’t just come in cut scenes. It comes in small moments of exploration and discovery between the big battles and more in-depth story moments.
The old, one-dimensional, rage-filled Kratos is an important part of the story. He was once the petulant child of Zeus, and but now he’s a father again, trying to reign in his worst qualities while still being true to himself. “Kratos was the Hulk all the time,” Barlog says. “I think watching The Avengers and hearing [Mark] Ruffalo’s line: ‘The secret is I’m angry all the time’…” After taking a pause, Barlog continues: “That was so powerful because it did make me realize that is Kratos, but he doesn’t have the connection with his Bruce Banner. The kid pulls the humanity out of him.”

The child is truly the anchor of this game, and while Barlog says you don’t play as him, he will be a constant companion for the majority of God of War. For lack of a better word, there’s a “child” button that will bring him more fully into whatever you’re doing at a particular moment. “He’ll open a door, he’ll participate in a cooperative puzzle with you, he’ll go over and attack somebody,” Barlog explains.
But the child’s importance goes far beyond gameplay: He’s what keeps Kratos from being the wrathful God of War. In the gameplay demo, the child disobeys Kratos while trying to hunt a deer, and you can see some of Kratos’s trademark Spartan rage begin to show, but he manages to pull it back and teach instead of scream. He’s still cold and distant, unable to bring himself to comfort the boy after helping him kill that first deer up close with a hunting knife. But, when the boy is unable to make the killing cut himself, Kratos takes his hand and guides the knife in with him. He’s not perfect, but he’s showing more empathy and care in a 10-minute demo than we saw in an entire trilogy.
“That, to me, is parenting… and that’s being a kid,” Barlog says after noting that he put more of himself into this game than any other he’s done thus far. “I failed all the time, my relationship with my parents is so weird, and my relationship with my kid is the same thing. I see in him all the weird facets of myself that I wish I could change, but I can’t. But I can help make his next day better, and that’s where Kratos is at.”
The idea of Kratos trying to help make someone’s next day better is entirely foreign, and that’s what makes the new God of War so enticing. We have no idea what the actual story narrative will be thus far, but there’s a lot to be hopeful for. It doesn’t hurt that the new combat system looks like a blast — you can throw Kratos’ axe, fight with your bare fists, and then magically recall the ax to your hand at any time. And despite the series’ new camera angle that to put you right behind Kratos’ shoulder, the action still feels familiar and fluid.

Between the new camera and fighting styles, the signature massive monsters and the undeniably gorgeous visuals, there’s a lot to be intrigued about here. But what’s most interesting to me is the story and the mystery: What happened to Kratos between his destruction of ancient Greece and its pantheon of Gods and his new life in the north? (Barlog says the game doesn’t fill in all the blanks, but will address what happened after God of War III in some capacity.) Who is this kid, anyway? Is Kratos a friend of the Norse gods, an enemy, or something else entirely? It’s going to be a while before we find out, but for the first time I’m more excited about a God of War story than the action.
‘Resident Evil 7’ in VR is a sweaty, puke-inducing masterpiece
I nearly tossed my cookies in the middle of Sony’s media lounge at E3, while hosting a Facebook Live stream and playing Resident Evil 7: Biohazard on PlayStation VR. This wasn’t a case of Nerd Flu or a bout of food poisoning — I finally experienced the notorious curse known as VR sickness. For years I’ve been drifting from headset to headset without a care in the world, content in the knowledge that I didn’t get nauseated while playing games in virtual reality. I’d read about people feeling queasy after playing Elite: Dangerous or Project Cars, but I never fully understood why it was such a big deal. Couldn’t these people just chug some Pepto Bismol and get on with their immersive gaming experiences? Where did all these weak-stomached crybabies come from anyway?
Crybabies, consider this my formal apology, courtesy of PS VR and Resident Evil 7.
I was incredibly excited to play Resident Evil 7 in VR. I’m a long-time franchise fan and I loved the direction that Capcom decided to take with this installment. It’s in first-person, a departure from other games in the series, and at first glance it looks more like PT or Outlast than a traditional Resident Evil title. This is great news for me; I adore psychological thrillers and the recent wave of exploration-based, haunted house horror games has been pure nectar for my adrenal glands. With a team of terror masters behind the Resident Evil 7, I was prepared to be scared. However, I was not prepared to puke.
A third of the way through the demo, with Engadget Social Media Editor Mallory Johns streaming my every move live to the internet, I suddenly felt feverish. In an instant I was burning up, sweat building on my hairline and at the base of my neck. I fanned myself and assumed it was the adrenaline kicking in. After all, I was wandering around a dilapidated, carcass-filled house that was supposed to scare my pants off at any moment. Nerves were normal.
With Mallory feeding me questions from the live stream, I continued to talk and search the house despite a growing discomfort in my chest and stomach. The first wave of nausea crashed over me shortly after I climbed the stairs for the first time, my head tilted upward as I peered around a dark loft space occupied by a group of naked mannequins. I wondered if I was coming down with the flu.
Two minutes later, I was barely paying attention to the game. My stomach churned and my skin steamed. Mallory asked what I was seeing on the screen and I snapped back into presenter mode for moments at a time, but the nausea only increased. Ten minutes into the demo, I had paused to fan myself once and lifted the headset away from my eyes three times. At that point, I knew that if I put the PS VR back on, I was going to puke all over Sony’s media lounge, live on Facebook. I called it quits. Mallory ended the stream as I asked the Capcom employee if people complained of VR sickness a lot. He shrugged.
I was on the brink of vomiting for 10 minutes following the demo. Mallory rushed with me to the bathroom but the fresh air and real world filling my vision gradually dulled the nausea. It was all incredibly strange — I’d never felt anything like it, especially not while playing a game in VR.
We asked around and found that my experience wasn’t unique. Multiple people reported feeling sick while playing Resident Evil 7 on PlayStation VR, including some who said they’d never experienced VR sickness before. A friend sat down to play the demo and as we talked afterward, he paused multiple times to cover his mouth, on the verge of vomiting. A staff member at a neighboring demo station said that people regularly left the Resident Evil booth with VR sickness, including one man who removed the headset to reveal a head drenched in sweat.
This was a shame, largely because the demo was legitimately wonderful otherwise. The house was claustrophobic and mysterious, the graphics were immersive and the story was just starting to reach a fever pitch by the time I had to quit. Despite the overwhelming nausea and clammy sweats, I remain interested in Resident Evil 7 (the full game lands on January 24th, 2017, by the way) — just not in VR.

Maybe I fell ill because I used the right analog stick too much to look around instead of simply turning my head (old habits die hard). Maybe the sickness struck because I hadn’t eaten lunch and my stomach was overflowing with excitement at playing Resident Evil in VR. Maybe I was pregnant. OK, it wasn’t that one — but the thought did cross my mind before I heard the stories from other people who felt pukey after playing the demo.
It’s worth noting that the Resident Evil 7 demo on PS VR runs at 60fps, the minimum specs that Sony will allow on its new headset. In comparison, the Vive, Oculus Rift and Razer’s HDK 2 all require at least 90fps. VR sickness is a tricky beast — it stems from a wide range of factors, including frame rate and latency issues, and disparate games can induce nausea for different reasons. A dropped frame here or there can turn an immersive experience into a roiling vomit catalyst, and subtle lag between a player’s head movements and the on-screen reaction can destroy an otherwise wonderful game. Low frame rate isn’t the only culprit when it comes to VR sickness, but it’s definitely on the list.
Again, I’ve never gotten sick while playing a VR game before, no matter how long I’ve worn the headset or how quickly I’ve turned my head in-game. The nausea that assaulted my body while playing Resident Evil 7 in VR was so sudden and sweaty that it was scary — just not in the way Capcom intended.
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Fear and faith: ‘The Last Guardian’ is an incomplete opus
“Yes, I worry. All I can do at this moment really is pray.”
Fumito Ueda has been working on The Last Guardian for almost 10 years, and in just four months time, it will be released on PlayStation 4. At E3 2016, Ueda showed me the fruits of his labor and shared his fears about the reaction to its eventual release on October 25th.
In The Last Guardian, you play as a young boy who wakes up in an unknown land next to a giant creature named Trico. The animal is mostly catlike in appearance but with mangled, shorn wings and a ratty tail. I played the first 40 minutes of the game, and it’s changed a fair amount from the section we saw last year.
The game starts by establishing its controls with on-screen prompts and begins to tell Trico’s story. Your first task, as in last year’s demo, is to remove the spears preventing Trico from moving. To do this, you need to begin to befriend the creature, feeding it barrels to satiate its hunger and build trust. With spears removed, you then set about freeing Trico from his chains, a feat that requires you to scale his furry, feathered torso and remove a collar from his neck.
Before The Last Guardian, Ueda worked on Ico and Shadow of the Colossus. Both were released on PlayStation 2 to critical acclaim, but they hail from a different time. And The Last Guardian does too. Work began on the game in 2007, the same year Uncharted, BioShock and Assassin’s Creed all debuted. Despite the fact that those series have spawned a combined 13 sequels, bringing all manner of advances and additions to their respective formulas, Ueda says his vision for The Last Guardian has not changed. Speaking through a translator, he noted that while “from a technical standpoint, the detail and amount of expression” may have changed due to the long development cycle, the game is “exactly what I had in mind with my vision.”
That vision still eludes me. The gameplay, from both the demo I went through and the various trailers over the years, is roughly divided between puzzle-solving and platforming. You utilize the two characters’ vast difference in stature to your advantage, crawling through gaps and cracks with the boy and reaching high above with Trico. But Ueda’s games have always focused on story as much as gameplay, and The Last Guardian concentrates on telling the animal’s story through its relationship with the boy.
Both Ico and Shadow of the Colossus deal with childhood, innocence, growth, nonverbal communication and bonds. The Last Guardian appears to explore similar notes, albeit in a new arrangement. The commonality is no accident, but Ueda says he doesn’t want to tell stories about these themes. Instead, he comes back to them because they allow him to best convey stories. The child, for example, mirrors the mindset of a player as she’s exploring a new world. The lack of dialogue allows for a wide range of interpretation among different gamers. He’s not crafting characters “to make 100,000 people to feel [a certain way]” but rather creating characters that will help 100,000 people feel whatever they want to feel.

Fumito Ueda, the game’s creator and director.
Prior to the demo, and in my subsequent interview with Ueda, I saw the boy as the main character. That was wrong. While he is playable, Trico is our voiceless protagonist (when he opens his mouth, it’s only to emit a birdlike shriek). It’s through the two characters’ relationship that we get to know the creature and learn his story. Ueda spoke passionately about his creation, telling me that even in the team’s darker moments, “we just couldn’t forget about Trico. It’s something that we’ve created and we can’t forget, and we continue to pour our heart and soul into.”
And there must have been some truly dark times over the game’s development cycle. I asked Ueda how he and his team remained motivated, delay after delay. He pinpointed the release of PlayStation 3 versions of Ico and Shadow of the Colossus as pivotal in maintaining focus. When they were first released, “we were just on the brink of entering social media,” he explained, but by the time the HD remasters released, “there was a different feedback loop that we hadn’t experienced.” Hearing fans’ responses and seeing their delight in discovering the games “was a great positive factor for us” and spurred the team to continue its work, even when it became apparent that it would have to move development from PlayStation 3 to PlayStation 4.

I have no doubt that The Last Guardian will engender positive responses from fans. It was a true delight to discover the various mechanics of the game, so much so that I almost feel bad revealing them. There’s the color of Trico’s eyes, which changes with his mood, allowing you to learn what he’s thinking nonverbally. There’s a magical shield with which you can spur Trico to shoot lightning from his tail. There’s the narrator, ostensibly a grown-up version of the boy retelling the tale, who says what he did in order to guide you in the right direction. There’s the gorgeously exaggerated key frame animation of the boy as he creeps around in the darkness. It’s the most impressive tutorial I’ve ever played. By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.
By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.
That said, I have some concerns about The Last Guardian being ready by October. The game should be in the “refine for release” phase, but I noticed plenty of graphical glitches, awkward camera angles and even one instance where a jump that should’ve barely lifted me into the air propelled me 10 feet high.
To be clear, none of the issues detracted enough from the experience to make this anything other than the most memorable 30 minutes of my gaming year, but it’s still a worrying sign when we are this close to the release of a title that is so anticipated. Although Ueda and his team at genDESIGN remain the creative force behind the project, since the switch to PlayStation 4, Sony’s Japan Studio has been handling the technical side of the game. Perhaps the full force of that 400-strong team working to the deadline will be enough to give The Last Guardian the polish that fans are expecting.
Although social media has helped Ueda believe in the strength of his vision, its potential for negativity worries him as well. “Today, [social media] is maybe a little too much. Your harshest critics are also your biggest fans.” Combined with the extremely long development cycle, this has made Ueda tense about its October release. “Yes, I worry. All I can do at this moment really is pray,” he told me. Now it’s just a case of faith. “When I put my ideas on paper, I’m coming from my own player perspective. This is the type of game I want to play too. When the game comes out, all you can hope for is there are others who have the same passion and ideas that I have. That’s all I can hope for: That there’s a very wide range of players out there that can feel that.”



