Ben-GabbardGunfire Games’ Chronos is an atmospheric RPG with over 10 hours of action and adventure, and it uses a satisfying combat game mechanic that’s very similar to their Herobound: Spirit Journey on the Gear VR. Chronos had a lot of buzz from GDC as being one of the more compelling launch titles for the Oculus Rift, and the promise of 10-12 hours worth of gameplay has many people looking forward to getting immersed within a grand adventure reminiscent of the Legend of Zelda. I caught up with developer Ben Gabbard at GDC talking about some of the gameplay design and VR design principles that they implemented with Chronos & Herobound: Spirit Champion

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Chronos uses a unique third-person perspective camera that’s different than the approach taken by Lucky’s Tale in that it’s locked into place, and it cuts between rooms as you explore a labyrinth that has many puzzles to solve and enemies to battle. They decided to deliberately violate film’s 180-degree rule, which draws an imaginary line between the middle any given shot and the camera doesn’t usually cross this line as the director cuts between shots. This is a language of 2D film that helps the audience preserve the spatial relationships between the characters within a scene.

But with VR, there’s no need to orient yourself in 3D space because you’re already immersed within another world, and so Gunfire Games wanted to have more freedom to creating maps that weren’t artificially constrained by this fixed perspective. They use the continuity of being able to see the main character as you move between rooms in order to help you orient yourself to the spatial relationship between the different rooms, and how they’re connected to each other. This deliberate violation of the 180-degree rule is a really interesting development in the language of virtual reality, and one that I think works out pretty well — even if it may be a little disorienting to people at first, especially people with a filmmaking background.

Gunfire Games follows the 180-degree rule within Herobound: Spirit Champion, and my recollection of playing the game was that I had the perspective of a security camera always looking north. But my recollection of playing Chronos was that I still had a somewhat distant perspective of the action, but that I was more immersed within their world.

One advantage of violating the 180-degree rule is that it does provide a bit of a cognitive gap that caused me to stop, re-orient myself, and really take in the entire scene. The art direction in Chronos is stunning, and there’s a lot to look at and take in. Gunfire Games seems to have created a pacing in the game that is slow enough where you can take the time to really appreciate this imaginal world that they’ve created.

Chronos is a Oculus Rift launch title rated as comfortable, and will be selling on the upper end of the price scale at $49.99. It feels like one of the most complete adventure games available on the Rift at launch, and if you enjoyed the Herobound: Spirit Journey series on the Gear VR, then you’ll find a lot to love within Chronos. If Luckey’s Tale is the Super Mario Brothers of VR, then Chronos just might be the Legend of Zelda of VR.

Here’s the Chronos Reveal Trailer that was released 9 months ago. The camera position in this trailer are a little closer to the ground and have more movement than what is in the final game.

Here’s a bit of the Chronos combat gameplay, again with the third-person camera placed closer to than the ground than what was shown off at GDC:

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Jeff-PobstJeff Pobst admits that it’s probably not a new Rift owner’s first thought to go out and buy a tower defense game, but Defense Grid 2: Enhanced VR Edition proved to me how compelling a tower defense game can be in VR. It’s a tabletop scale strategy & puzzle, building game where you’re trying to stop all of the waves of aliens before they steal all of your cores.

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Hidden Path Entertainment has integrated a lot of really interesting information visualizations including a heatmap overlays and a point progression graph so that you can compare yourself to your friends. These are some very interesting visual cues that enable to track your progress and efficacy of your decisions over time, and one that was difficult to implement but dead simple to understand.

There’s also a very simple interface that even supports the minimalist input of using an Oculus remote, and Jeff said that they wanted to have a limited set of simple verbs and actions you could take. This allows you to get deeply immersed within this beautiful levels and while completely focusing on the strategic gameplay.

One of the more delightful surprises is that Defense Grid 2 integrates a hidden object mini-game that encourages you to fully explore and look at their beautiful miniaturized levels in great detail. You can switch between the third-person tabletop view and a first-person tower view in order to watch the action up close, but also get a lot of new perspectives on the different levels.

I had a chance to catch up with Jeff Pobst, the CEO of Hidden Path Entertainment, and the Oculus Game Days event. I was struck with how excited and passionate he was about this game, and it’s one of those games that actually works really well within VR even if it’s not a genre of game that you immediately associate with wanting to play in VR.

Jeff says that there’s anywhere from 14-15 hours worth of gameplay in addition to the many difficulty levels, and a variety of different puzzles and opportunities to cultivate your strategic decision-making skills. Defense Grid 2: Enhanced VR Edition is an Oculus launch title with a comfortable rating, and sells for $29.99.

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Road to VR co-founder Ben Lang and writer Scott Hayden join me in our third and final GDC round table discussion talking about our demo highlights including Valve’s The Lab and a series of different shooters. There is a theme that’s emerging in VR game play where you have to survive waves of enemies coming at you, or you might be able to teleport to different areas giving you some feeling of agency around locomotion. These demos include: Arizona Sunshine, Raw Data, John Wick: The Impossible Task, Bullet Train, Damaged Core, & Space Pirate Trainer. We also talk about the Basemark Cinematic VR benchmark demo from Crytek that blew his mind, The Climb, Manus VR gloves, the Optitrak demo, and the beautiful La Peri from Innerspace VR. We also give a sneak peak to the Unreal Engine VR Editor, Vanishing Realms, Budget Cuts, Audio Shield, & Unseen Diplomacy.

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Here’s what we talk about and when we talk about it:
00:00 Arizona Sunshine
03:04 Raw Data & the Emerging Wave Survival trope is the FPS of VR
05:25 John Wick: The Impossible Task + how far can we go with the Teleporting shooting gallery
06:08 Bullet Train
06:31 Future of VR FPS gameplay mechanics, slow motion, turret defense + survival wave gameplay, locomotion
08:33 Teleportation in Damaged Core & Bullet Train
09:23 Damaged Core
10:46 Valve’s Photogrammetry in VR – How-to from Valve
12:08 Valve’s The Lab: Slingshot
14:34 Valve’s The Lab: Longbow
16:21 What’s compelling in VR: Physics, Multiplayer, and Social interactions. Sony’s Social VR
19:11 Valve’s The Lab: Xortex arcade shooter
21:36 The Climb
22:07 Basemark Cinematic VR benchmark demo with Crytek
25:34 Manus VR gloves
28:51 OptiTrack’s basketball demo
33:23 La Péri
35:27 Preview of Vanishing Realms, Budget Cuts, Audio Shield & Unseen Diplomacy
38:14 Space Pirate Trainer
39:07 Preview Unreal Engine VR Editor

Here’s the Behind the scenes of La Péri, the beautiful VR ballet by Interspace VR:

Here’s a video of Colin Northway making it to wave #20 in Space Pirate Trainer. His highest as of March 12th was wave 22.

I’m joined again by Road to VR co-founder Ben Lang & writer Scott Hayden to do a wrap-up of Wednesday’s GDC news including all of Sony’s PlayStation VR Announcements, the Star Wars Trials on Tatooine experience by ILMxLAB, and Scott’s in-depth reaction to Minecraft on Gear VR. We also cover some GDC demo highlights including Sony’s Social VR, the 3D Tetris-like game Super HyperCube, block stacking game Tumble VR, Ubisoft’s social deduction game Werewolves Within, and Sony’s series of social mini-games with Playroom VR.

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Here’s the different topics we cover:

  • 00:34 Star Wars Trials on Tatooine
  • 05:58 Minecraft on Gear VR
  • 14:24 Sony PlayStation VR Announcement & News
  • 19:20 Sony’s Social VR
  • 21:12 Unity VR editing tools
  • 23:37 Dreams content creation game
  • 24:24 Sony announced Star Wars Battlefront VR
  • 25:45 AMD Radeon Duo Pro
  • 26:49 Super HyperCube
  • 27:43 Chronos
  • 28:15 TumbleVR
  • 30:07 Werewolves Within
  • 33:48 Playroom VR

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Road to VR co-founder Ben Lang and writer Scott Hayden attended the Oculus Game Days 2016 event on Sunday and joined me for a roundtable discussion about their launch title highlights, some analysis about the event, the future of Touch as well as their reflections on the 3 new touch games, price, and comfort ratings. There were 30 launch titles, 6 touch games, and 5 other experiences that will be released either in April or Spring 2017.

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The 3 new touch titles including Dead & Buried, VR Sports, and Rock Band VR. There were not any launch dates or price announced for Touch yet because a lot of the focus was put onto the 30 launch titles that will be released on March 28th.

Some of the most visceral reactions that Ben and Scott had were to the social multiplayer games including Dead & Buried, VR Tennis Online, and Eagle Flight. We also talked about the adventure game Chronos, the polish of Eve Valkyrie, the locomotion innovations of the FPS Damaged Core, the visceral fun of VR Sports, and initial reactions to Rock Band VR and Eagle Flight. The time stamps for the related discussions are down below.

  • 00:00 Oculus Game Days
  • 02:32 Dead & Buried
  • 07:59 Chronos
  • 12:41 Eve Valkyrie
  • 14:52 VR Sports
  • 21:53 Damaged Core
  • 24:03 Touch updates
  • 32:44 VR Tennis Online
  • 33:47 Rockband VR
  • 39:41 Eagle Flight
  • 42:11 Price
  • 44:31 Comfort Ratings

Here’s the full list of games and prices, and here’s a photo of all of the Oculus Game Days launch titles and upcoming releases:

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Roy-TaylorYesterday AMD announced the Radeon Pro Duo water-cooled card, which is a dual-GPU with 16 TFLOPS of single-precision performance that’s based on the Fiji architecture and will sell for $1499. Tom’s Hardware reports that it “combines two Fiji GPUs, 8GB of High Bandwidth Memory, and four display ports.”

The Radeon Pro Duo implements asynchronous compute which is enabled by DX12, and early benchmarks by ExtremeTech have shown that AMD’s Fury X with the Fiji architecture outperformed the Nvidia GeForce GTX 980 Ti in the Ashes of the Singularity, which is the first released game that takes advantage of the new asynchronous compute API within DX12. Anandtech found similar benchmark results when testing both DX11 and DX12.

I attended AMD’s GDC press conference yesterday and had a chance to catch up with Roy Taylor, who is the Corporate Vice President Alliances and Content and in charge of a lot of their VR initiatives. He talked to me about a number of AMD’s VR announcements including their new Radeon Pro Duo GPU, teased game engine integrations yet to be announced, a VR experience based upon the Assassin’s Creed movie coming out by 20th Fox, their VR Ready Premium program, Liquid VR being released onto GitHub, and some updates on the Vulcan API & GPU Open on Github.

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Roy sees that the Radeon Pro Duo will be a great GPU for VR filmmakers who have to stitch 360-degree video content, but also for VR content creators. Roy said that the game engines will be creating tools that are specific for exporting cinematic VR experiences, and we’re likely to hear more about this today and tomorrow as Unity and Epic Games make their GDC-specific announcements.

Roy also said that the Radeon Pro Duo will be the perfect GPU to be able to use Envelop VR’s EVE, which is an operating system for people to work completely within VR.

Each GPU on the dual-GPU Radeon Pro Duo will also be able to drive a single eye using Liquid VR, and I’d expect to see this new card be used for high-end VR experiences as well. There haven’t been a lot more details released about the specs for Radeon Pro Duo yet, but stay tuned this week as we’re likely to hear more announcements about how the game engines may be using this new capabilities — especially considering that Epic Games’ Tim Sweeney was at Samsung Unpacked event showing off how they’ve been integrating the Vulkan API to drive real-time graphics on a mobile phone that look amazing.

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sarah-northwayFantastic Contraption is an amazingly fun and super compelling world building tool where you make contraptions that can get from point A to B, and it was recently announced as one of the games that’s going to be bundled with the launch of the HTC Vive. I first caught up with the developers Sarah & Colin Northway at PAX Prime last August, and I just recently had a chance to get some updates from Sarah at the Unity Vision Summit. She talks about the updates to the gameplay including streamers that help you visualize the physics of your contraption better as well as how they’ve been optimizing for fun and play by making it possible to turn your contraption into a musical instrument. She also talks about the mixed reality Twitch streams, some of her favorite stories of people playing around as well as some of her own personal experiences of the effect of time dilation in VR.

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Here’s the latest gameplay video published a few days ago:

Here’s an example of Mixed Reality Twitch Streaming

Fantastic Contraption featured on Made with Unity ad

jessejoudreyVRChat was one of the first social VR applications, and they’ve been holding regular virtual meetups for the past couple of years. VRChat has a Social SDK that allows Unity developers to add social functionality, and so they have been focusing on doing guided tours and group explorations of user-generated worlds. I had a chance to talk to co-founder Jesse Joudrey who had a lot of really interesting insights about the unique qualities of the VR medium to be able to facilitate these types of shared experiences where the narrative is created through the multitude of shared perspectives. VRChat wants to push the boundaries of being able to explore surreal worlds while still maintaining a suspension of disbelief that’s helped with social presence.

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VRChat holds regular meetups every Sunday as well as the weekly talk show of Gunter’s Universe every Tuesday. Here’s a video a recent meetup with the users exploring various user-generated worlds:

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David-WhelanOne of the most compelling applications of VR will be the educational experiences that will be possible, and David Whelan’s Immersive VR Education has been making some big innovations in this space. They’ve created the VR documentary about the Apollo 11 moon landing, which has won awards at the Future of Storytelling, Unity’s Vision Summit, and the Festival of International Virtual & Augmented Reality Stories. They also just released the alpha version of Lecture VR, which aims to be the Powerpoint of VR complete with 4D effects, networked learning environments, and opportunities to directly apply science to problems within a virtual space. I had a chance to catch up with David at Unity’s Vision Summit where we talked about Apollo 11, Lecture VR, and the future of immersive education.

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Here’s the launch trailer for Lecture VR Alpha 0.1, which was released yesterday

Here’s the Tears of Joy of a father & son watching Apollo 11 that David mentions.

And here’s the Apollo 11 Trailer:

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Dioselin-Gonzalez2Dioselin Gonzalez is a senior VR engineer at Unity Labs who is working on bringing VR creation tools to the masses. Project “Carte Blanche” will be launching sometime in 2017 and will be targeting desktop VR consumers with an Oculus Touch or HTC Vive who are not programmers. I had a chance to catch up with Dioselin at Unity’s VR/AR Vision Summit where she talked about these next-generation VR authoring tools.

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Unity is working on creating smart assets so that users will be able to use voice commands to find 3D models & scripts from the Unity Asset store, and then instantiate objects & behaviors within virtual worlds using a virtual deck of cards using tracked controllers. Unity imagines that people will be able to create VR games and worlds to explore without having to know any programming. It will also allow you to export a Carte Blanche project and and import it into Unity so that you could do rapid prototyping of virtual worlds.

Dioselin mentioned to me that you’ll be able to share virtual worlds to Facebook so that you could have your friends join you, but it’s unclear if this social media integration goes beyond a text notification or if it’s a sneak peak into some of Facebook’s plans for hosting native VR experiences.

Dioselin graduate school research was in making collaborate art projects within CAVE environments around the country that were linked together, and she says that Project Carte Blanche will have also incorporate collaborative world building functionality. Sylvio Drouin told me that the project Carte Blanche tools should be expected to launch sometime in 2017, and Unity is starting to think about how to move beyond the five millions Unity developers and create something that more like forty-five million people could use to tell stories within VR.

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