Bullets come toward you but stop when you stop moving, allowing you to plan routes around them. It’s basically a puzzle-shooter, where time only moves when you move. If you didn’t get a chance to play the Unity demo of Superhot, check it out-the game’s a blast. Superhot is a bit of a port, though fleshed out for VR. Superhot feels like traditional shooter mixed with The Matrix. Lucky’s Tale works surprisingly well as a platformer, although it did little in the demo to show off the advantages of VR. Lucky’s Tale is interesting primarily because a third-person perspective is such a weird experience to build around in VR-so far, most experiences have been about immersive first-person content, and for good reason. (Naughty Dog made Crash Bandicoot on Rubin’s watch.) It’s actually a third-person platformer, of all things-it looks a lot like a modern, VR version of Crash Bandicoot, actually, which is funny considering the recent Rubin hire. Playful’s Lucky’s Tale is a true built-for-VR experience, but not like you’d expect. Lucky’s Tale is a colorful platformer that stands out from the horde of first-person experiences currently available for the Rift. Games like Alien: Isolation, Lucky Tales, and Superhot, all of which I got to demo at E3. Over time I think you’ll see more about that, but for now it’s about games.” I think longer-term we’re all excited about the potential of everything you can do with VR, whether it’s education or film or training or even communication. We want this to be the best platform for VR games. “We set out originally to transform gaming. “If you look at our team, it’s 90 percent industry veterans,” says Mitchell. It’s still a valid fear, and one we won’t really have an answer to for years, potentially.īut for Oculus’s part, they still consider the Rift a games headset first and foremost. A lot of those guys are heading up R&D for us, which is similar to what they were doing at Valve-looking five to ten years off.” Allaying Facebook fearsĪnd what does five to ten years mean in the post-Facebook era? That’s everyone’s greatest fear-that Facebook takes the Rift and turns it into an ad-ridden piece of social networking garbage. There’s still a really talented group of people at Valve working on VR, but a lot of the people we were working most closely with are at Oculus now. “A lot of the people on the Valve VR team have come over to Oculus. We are trying to invest more heavily in the green and blue experiences that everyone can enjoy, rather than the double-black diamonds like Team Fortress 2.” You have your green bunny slopes, your blue squares for intermediate, black diamond and double-black diamond, and that’s about how experienced a skier or snowboarder you are. When you get to a ski slope it’s all highly-rated experiences. Nate Mitchell, Oculus VR’s VP of product. “You can imagine that some of the first experiences you try when you get a Rift will be from us. Without that, we’re just a heavy pair of ski goggles,” says Mitchell. “With Rubin coming onboard we’re focusing on our first-party content initiative, so really focusing on bringing more great content to the platform, which is key. This very week, Oculus announced it had hired Naughty Dog co-founder and former THQ president Jason Rubin. Some of the best people indeed, like Doom co-creator and gaming industry legend John Carmack, who is now Oculus’ chief technology officer. Some of the best people in the industry,” Mitchell continues. “We’ve hired, like, forty people since the Facebook acquisition, so the company is growing really, really fast. Even though the deal hasn’t closed, we’ve been able to toss more of our remaining bank account towards publishing,” says Oculus VP of product Nate Mitchell. “With Facebook we’ve been able to invest in more content. ![]() ![]() (Though a small handful of full games already includes Rift support, to be sure.)Įnter Facebook, with monocle and bag of money. So far, the community has been responsible for most Rift content, and while the existing demos are certainly interesting they’re not exactly full games per se. Games designed for static cameras don’t translate to virtual reality without significant rejiggering. ![]() ![]() (The first-generation dev kit only tracked your gaze.)īut VR is starting from scratch when it comes to content. The second-generation Oculus developer’s kit, with a small camera accessory for positional tracking. With lower latency and position tracking, DK2 is the definitive virtual reality experience at the moment and eliminates many of the problems faced by the earlier model. If I had any doubts about VR’s widespread appeal in the past, they were eliminated after trying out the second version of the Oculus Rift developer kit, affectionately termed DK2. Virtual reality is coming, barring catastrophe. A real virtual reality experience needs real virtual reality games
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