Great article about the event that Valve set up for press last week, with a extensive write-up (and videos) of the games that they played.
Some selected quotes below, much more at the link:
http://www.polygon.com/features/2016/2/2/10885790/valve-htc-vive-preview-games
Some selected quotes below, much more at the link:
http://www.polygon.com/features/2016/2/2/10885790/valve-htc-vive-preview-games
Valve and HTC created a sort of church for virtual reality in Seattle last week.
While the companies have done a strong job making sure developers and the press have been able to try the hardware, questions remained about the Vive's game selection. It's hard to even care about the device's price when we've only played a few actual games on top of the expected tech demos and experiments.
Valve's developer showcase was meant to answer those questions. There were 12 demo stations, and the press was invited to try each game and speak to the developers. We were given a bit over six hours to jump from virtual world to world while grilling the developers on what it was like creating games for the Vive. In many ways this was the hardware's proper coming-out party, and Valve and HTC seemed content to let the developers speak freely about the experience of making games for the machine.
This was a chance to see what the Vive could do in the hands of the developers working in the trenches. One advantage of the Vive became apparent very quickly: It ships with two controllers that deliver perfectly tracked motion controls in 3D space. Nearly every game took advantage of this fact, which created an array of demos and experiences that felt more real due to the ability to directly manipulate objects in the game, rather than with a standard controller.
These weren't just tech demos; each station contained a functional game that will hopefully be available near the Vive's launch or sometime during 2016.
The event was an unqualified success. This is some of what we played, with a focus on games we had never seen before.
SPACE PIRATE TRAINER
"We're going for a Space Invaders / Galaga game," developer Dirk Van Welden told Polygon. "It's very arcade-y.
Space Pirate Trainer has a very simple concept: You're trying to defend your ship against laser gun-wielding drones. You can hold a gun in each hand, and can select between semi-automatic and fully automatic fire, as well as a railgun setting that requires you to aim carefully before letting loose with a single devastating blast.
This is one of those games that seems obvious in retrospect, but shows off what the Vive can do well. The motion controls make aiming and firing feel as natural as it should when using lasers to blow drones out of the sky, and I was told the team is now working on drones that can protect you, boss battles and additional levels.
But the core mechanic already feels amazing, and Space Pirate Trainer was one of the most discussed demos of the show.
CLOUDLANDS: VR MINIGOLF
You can't fly a spaceship in real life. You probably can't set up a few hundred drones to shoot down with your laser guns. But you can play minigolf, which makes this a bit of an odd choice for virtual reality. Why simulate something you can already do?
"We wanted something that was accessible and more familiar while kind of taking it to the next level," Justin Liebregts, CTO and co-founder of Futuretown, told Polygon. "Not everyone wants to throw knives at robots. I like it, but we wanted something that was for everybody. All ages appropriate, that everyone can get into."
Cloudlands is played completely by motions and a button press that is understood instantly; this is something that anyone can pick up and at least try, no matter their knowledge of games or controllers. It felt like the promise of the Nintendo Wii taken all the way to its logical conclusion.
You'll be able to pass the Vive around for hotseat multiplayer, and you will also be able to play against friends online. Cloudlands should be released around the launch of the Vive.
BUDGET CUTS
Having a gun pointed at you in virtual reality is uncomfortable.
Budget Cuts is a stylized, Portal-esque game of sneaking and assassination, played out in a very lighthearted manner. If that's even possible.
Budget Cuts, based on this demo, is one of the best games you've never heard of. It's going to blow up among VR fans once it's released for the Vive, and I wouldn't be surprised if it sold quite a few pieces of hardware on its own. While having even a stylized robot point a gun at you is scary, my initial reaction of jumping backward and taking cover was correct. Your body translates your basic survival instincts into motions that will help you win the game, which is a very odd thing to type.
SO WHAT DID WE LEARN ABOUT THE VIVE?
We learned plenty. We spent an entire day playing games and talking to developers about the system, and there is more coverage coming throughout the week. This was a dense event with many demos and insights about creating VR games in general and developing for the Vive in particular, and it's worth taking the time to really dig into what we saw.
Valve also told members of the press that we could expect Vive Pre units to be sent out soon, so we can begin to demo some of these games in our own offices in much greater detail.
What was most interesting about the day's demos was the fact that nearly all of them used the Vive wands in interesting and even necessary ways. Since the Vive is going to come with motion controllers as a standard part of the system, everyone who buys a Vive will be using the same control interface. That means developers will all support it as the default control mechanism, which is a huge advantage over Oculus' strategy of launching with a standard console-style gamepad before adding the Touch controllers later this year.
That makes all the difference. The games I played at the event all benefited greatly from the use of motion controls, offering experiences and emotions that would be hard, if not impossible, to replicate on a standard screen or even in VR with a standard controller.
In a war of VR platforms, the Vive is more or less shipping as a complete holodeck. The Rift will launch as a product that may feel, compared to these games, incomplete.