As I discussed last
summer, playing Eve: Valkyrie is immersive in a way I’ve never
experienced in any space combat or flight simulator. Positional head
tracking lets the player actually look around the cockpit, following a bogie as it rockets out of your field of view.
PCWorld has an extensive write-up
on how CCP’s implementation of VR has evolved over the past two years
and the lessons the team has had to learn on everything from menu design
to button placement. Every aspect of the player experience has to be
thought out again when working in VR, often with surprising snares and
pitfalls. Even as a player, you sometimes find out that things are
jarring in places where you didn’t expect it.
As an example: I had an opportunity to demo an HTC Vive
headset last week as part of AMD’s Radeon Technologies Group meeting in
Sonoma. In the VR demo for Arizona Sunrise, I had to physically kneel
and reach out with a disembodied hand to pick up my chosen weapons. In
previous VR demos, I’ve never been bothered by not having hands — after
all, most FPS games put weapons in your field of view, not body parts.
Once I had on-screen, disembodied hands, I suddenly found not having arms
visually disconcerting. Issues like this are going to crop up a lot as
VR development continues, so it’s good to hear that CCP has been
steadily iterating on building better environments for players.
The VR question
As great as Eve: Valkyrie looks, I’m not certain I’d go leaping out the door to order an Oculus Rift.
Early VR content is going to arrive in a slow trickle, rather than a
flood, and I expect most of what we’ll see will be smaller-scale demos,
games, and a bare handful of larger titles. The demo versions of Arizona
Sunshine, for example, doesn’t allow the player to explore the
environment — you shoot an area of the screen to move from Point A to
Point B, with waves of zombies attacking at each new point. Solving the
basic question of movement within the game world is an issue that has
plagued unusual controllers before (Exhibit A: Kinect).
The
bottom line is that VR titles will tend to either offer limited
movement and exploration compared with current open-world environments,
or will limit their scope and size while studios and researchers figure
everything out.
At an expected price point of roughly $400, and coming in on top of already-steep PC requirements,
the Rift is going to require a substantial investment, and I’m not sure
a bundled game is enough to really convince people on the fence about
it — but if Eve: Valkyrie is a tenth as good as it looks,
already-committed buyers are going to get a great game to show off.
12/11/2015
All Oculus Rift preorders will ship with the amazing Eve: Valkyrie
Oculus and CCP Games, the
developers of Eve: Valkyrie, announced that all Rift preorders would
ship with a free copy of the game. This is going to go over extremely
well with virtually anyone who has played the game’s demo in VR, because
Valkyrie is frickin’ amazing.
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