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Playstation VR: Golem Hands On Impressions

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Infamous 2 Move Game Play ananlysis from iwaggle
Part 1
https://www.youtube.com/watch?v=1GfmfQoi_sI
Part 2
https://www.youtube.com/watch?v=WDszh5SP3EM

http://www.wired.com/2015/12/golem-playstation-vr/
Playing Golem

Griesemer, O’Donnell, and Highwire technical director Jared Noftle let me try it after PlayStation Experience, though. I donned a PlayStation VR headset, and someone handed me a one-handed PlayStation Move motion controller. Golem is a seated VR experience; you move your character around by gently leaning your torso forward and backward, left and right. “We’re calling this the incline control scheme,” says Griesemer. “We spent 6 months polishing it: How do you tell the difference between someone wanting to go backward, or just looking up?”

I eventually end up controlling a massive golem, but at first I’m put inside a tiny one that runs around on the protagonist’s bedroom floor. The game’s main character is bedridden and unable to walk, but can magically create and inhabit inanimate objects, and move about freely that way. The fictional process of making golems in the game, Grisemer says, is “very mechanical.”

http://venturebeat.com/2015/12/07/f...em-to-be-a-flagship-title-for-playstation-vr/
GamesBeat: How much did relearning did you have to do as far as how to make a game for VR?

Noftle: There’s a couple of ways to answer that. We’re developing in Unreal Engine 4 and a lot of the guys hadn’t used Unreal before, so that was a learning curve for a lot of us. I have a lot of UE experience, so it wasn’t as big a deal for me.

From a design standpoint, the good thing about Jamie, and to a certain extent Marty, is that they approach design – especially Jamie – from a very controller-specific point of view. We’re in VR-land now. How is that going to control? That was his first thought as far as how to develop a VR game. That’s what helped us get the initial navigation implemented.

O’Donnell: All of this stuff is going to be fine-tuned as we develop, but the reason we stop you as you lean too far forward or do too many violent moves with your body—We’re concerned about people’s safety. You’re completely enclosed. You can’t see anything else. We don’t want you standing up and walking around the room and stepping on your cat or crashing into the couch. We want you to be comfortable in a chair or on the couch and be able to play this game.

The guy today, the London Heist guy, was saying that people take the two controllers that are their guns and then they put them back on the desk in front of them. Of course, there is no desk there. What’s good about that is that people start to believe this stuff is really there. But safety is a concern.

per Die hard
Brad from Giant Bomb had a lot to say about this game, he was very impressed with both visuals and new way of directly controlling first person gaming in VR [no teleporting].
VR talk starts at ~ 1h 7min 20s http://www.giantbomb.com/podcasts/gi...015/1600-1437/
 

zsynqx

Member
Infamous second son right? Griesemer was not on Infamous 2.

Edit: Oh they were probably talking about someone else if they mention move implementation. nvm
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
I can't believe we're going to have to wait 6 months for this. Fuck.
 
Sounds pretty awesome. I would guess that this control method tricks your inner ear and sense of motion. Maybe that initial leaning forward, backwards or sideways, is enough the reduce vestibular disconnect between when happening in VR and what's actually happens to your body.
 
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