My first day at PAX West 2018 started off with a bang! 

Well, actually the day started with Myself, Derek, and Jake rolling into Seattle to meet Courtney at one in the morning just aching for sleep. We managed to attempt to sleep for a while, Courtney and I did alright, Jake and Derek not so much. Then woke at the crack of 0630 (ugh…) and attempted to start our day, knowing we wanted to leave at 0730 so we could get our badges early and get cracking. Well, we woke up at 0630, but definitely didn’t leave on time as an exhausted Derek had to take a work call, and then proceeded to become a barfzilla. By the time we left we had to hustle to get our badges and then I literally had to run away from our little posse as I was ten minutes away from being late for my first ever PAX game demo and interview. I have no idea how, but I made it with about a minute to spare, and immediately dove into my first gaming experience of PAX West 2018.

The Gardens Between

The Gardens Between was absolutely beautiful from the get-go which is part of why I wanted to play it in the first place. It kind of feels like you are wandering through a magical wonderland and the landscape around you is made up of clues that tell you the story of the characters you are playing. The story was super cute, I didn’t know going in what the story was going to be but it looks like it’s about young best friends who live right next-door to each other. I only got to play a few levels, but it definitely seems as though there is a bit of a sorrowful atmosphere, leading you to find beauty while navigating through loss and change (this however could totally be me projecting my own assumptions onto the game).

Immediately upon sitting down I began to ask questions about the game, and was informed that I should play the game first and let it speak for itself as it’s designed to be pretty immersive, then we could talk about it. I’m glad I went in feeling mostly blind, I felt like a blank slate ready to soak up everything this story had to tell me. I would say great success on the immersive front; as soon as I started playing I totally was not distracted by where I was  and what was going on around me. I was caught up in the story that was being told through the beautiful art and music, without any words, and very literally interaction between myself and the characters.

In the demo you get to walk through about three levels and it wasn’t until the second level that I realized I had no real concept of what was going on around me and was totally caught up in what I was doing. From the outside I didn’t expected it to feel so engaging without being able to actually control the characters at all. Instead of having any ability to control interactions between the characters and their surroundings, instead you are only controlling the flow of time. You are going forward and backward in time, which moves the characters forward and backward in the landscape, which has an impact on the outcomes of the few things that need to be changed to progress. You are just are kind of going forward and backward time and that’s all you have. However, you get totally caught up in trying to figure out what is trying to be accomplished. It’s a super interesting way of telling the story, and I  don’t think I have every actually really seen anything like this before. 

After playing the demo I had the opportunity to interview Matt Clark, programmer, executive producer and co-founder of Voxel Agents; bringing us the magic that is The Gardens Between.

It was a great interview about what inspired the creation of this beautiful game, and the challenges faced in creating it… However, you will never get to hear it… because apparently I didn’t hit record.

As it turns out, the flashing red light means the recorder is picking up sound. Solid red light means recorder is recording that sound it is picking up. Who knew. Well probably everyone. Everyone except the flustered nervous Mikaela who, along with Matt, had actually basically just killed it on her first audio recording interview… oh well. Lesson learned. 

So I will sum up, albeit poorly, what stood out for me. 

One of the things highlighted by Matt was that one of the more challenging aspects of making this game was designing a game that went forward and backward in time as its main mechanic. It’s not like a first person shooter where there are already a whole bunch of different ways to do that, they actually had to create the basics for the way this game works. Now he used the technical lingo that many of you would certainly understand, but that I was thankful to have recorded knowing that I would have needed him to break it down way more if I was going to have to explain it myself… 

Another interesting tidbit that stuck with me was their inspiration for this game. According to Matt, this came from one of the scenes in the movie Minority Report, where they are scrubbing through memories back and forth. The concept of scrubbing memories evolved into a story about two best friends, with the use of this super interesting mechanic to tell their story through pictures and music. 

I wish I could remember more of what he had talked about, it was so interesting! 

But I will instead just have to wait until sometime next month when I can buy and play through this whoooooole game. The Gardens Between will launch on PS4, Switch, and Steam.

Soundfall

After playing The Gardens Between, I had an hour or so until my next appointment. I spent some time making sure I knew what I was doing with my recording device in order to hopefully not mess up again. I also got a chance to wander around the Expo Hall a bit, and man is it overwhelming! But overwhelming in the best way possible – everything is huge. Huge banners hanging from the ceiling and booths that are made to look like epic fortresses. So many big bright screens, so much amazing art, so so so many people! Its pretty incredible. 

The second game I got to play today was Soundfall, described by Drastic’s technical designer and cofounder Julian Trutmann as a music driven dungeon crawler. This game is from a newer developer, Drastic Games, who have been around for about 2 years. I was drawn to Soundfall initially because the concept of a game that is meant to be played to the beat of music, in combination with the beautiful art style, really appealed to me. Going into the demo I was a little bit nervous as I am not the strongest player when it comes to shooting games, but luckily for me Julian volunteered as tribute to play with me (which secretly meant he would end up being my shield and my reviver when I didn’t get outta the way in time to avoid being annihilated by enemies). I was actually super grateful for this as it meant that I got to experience the game without dying immediately. 

I was reassured that you only have to use one joy-stick and a couple of buttons to control all the things, which is helpful when you’re trying not to panic and die. Before starting, Julian explained that the whole point is to attack on beat in order to get boosts. Although I understood that logically before hand, as soon as I got into the game that information flew right outta my head and it became mash the attack buttons and try to remember to run away when someone is attacking you! At one point I had to cross over a bridge type structure, which required you to jump from pad to pad, but the catch was you could only jump if you hit the button on the beat. I definitely did not realize this initially and only made it over because I was button mashing enough to occasionally hit it at the right moment. Once we died and had to replay that part, on the second time around I actually recognized what was happening with the connection to music… which should have been helpful, but really wasn’t, it turns out I need a little practice at hitting things on the beat…

We did manage to make it through the first level though! Upon entering the second level, there was a distinct difference in music style between the two which created a much harsher higher pressure feeling atmosphere. It was interesting to see how intensely music can affect that atmosphere and feeling of a game so completely.

It was quite neat to see different elements of the landscape bouncing along and lighting up to the music, and to see the impact of actually shooting on the beat (which I’m pretty sure I only every did coincidentally) was pretty cool. You also get to wield this huge awesome looking sword, and it feels pretty danged rewarding when you kill the bad guys. Julian mentioned that the style of the game was quite challenging, that said, it was totes worth it. It’s beautiful to watch and if I wasn’t scared of being attacked around every corner I could definitely just wander around bopping along to the beat. 

I also had a chance to interview Julian about the creation of this game, so make sure to keep an ear out for that podcast following PAX weekend!

https://youtu.be/sO8I7_-tyG4

Stormland

The Stormland demo from Insomniac Games (in collaboration with Oculus), was hosted at an offsite about ten minutes from the convention centre at the 1927 Events Space. I walked up and opened the door, and immediately fog started pouring out onto the brightly lit sidewalk.

Here, I became excited.

I walked into the dimly-lit space and had to push through a plastic room divider that felt like I’d walk through the other side into a butchers freezer, but actually you walk into the amazing 1927 Event Space. I fell in love with this space when we visited for ECCC, all of the exposed brick and raw wood, so dreamy. Today, this was adorned with vines, puffs of cloud, and Stormland paraphernalia, all seen through a haze of fog. I checked in and walked around the space before getting in line to play the demo. It was kind of eery to see so many people together in one space, but separately totally immersed in a different world. There were about 10 people demoing at a time, so all of them were wearing an Oculus headset with headphones and controllers in each hand. They were all moving around in their little space and quietly exploring the empty air in front of them with their swinging arms. VR just makes people so danged vulnerable. It’s like all of your senses are transported off to this video game world, and your poor body is left in realtime without any awareness or defence. 

https://www.instagram.com/p/BnKGVQoAbjP/?taken-by=geekscapeforever

This demo actually allowed people to take their time playing the game, so when it finally got to be my turn it was nice to know I didn’t have to rush and could just experience the world around me at my own pace. We have PSVR at home, but I realized when I got there that I have never actually had the opportunity to us an Oculus before… Let me tell you, it is GREAT! The screen is very clear and the controllers… Well, the controllers are outta this world! The closest I can come to comparing them to something is basically its like putting your hand into the hilt of a sword that has the perfect little area for buttons that your thumb hits easily, as well as a trigger finger button and a button that your middle fingers can hit so it naturally feels like you are grabbing things! I am floored by how freeing the controllers felt and how intuitive they were to use. That being said, it may have felt so intuitive because the games controls are just that intuitive. 

As anyone who has heard/read me talk about video games will know, I am frequently caught in the battle of trying to properly use controls while getting myself stuck in a corner staring at a ceiling/wall/floor/anywhere but where I need to be looking to get away from whatever is attacking me. This game, however, was incredible in that there are so many different ways to move around that it didn’t matter where I ended up cramming myself – I was able to get out and get to where I needed to be! In talking with Chad Dezern, Chief Creative Officer of Insomniac Games (look for my audio interview later), he really highlighted how much effort they had put into developing movement mechanics that felt smooth and natural and easy. They definitely hit that outta the park on this one!

The Stormland demo has you playing as an android who is on a mission to find his android buddy. A satellite voice guides you through learning how the mechanics of the game work and toward the path of finding your friend. You learn how to climb and how to glide and you ‘slipstream’ which is basically just flying overtop of the fog at a faster speed, which is basically incredible. 

At one point, as I was about a third of the way through learning how to do all of the things, I struggled to figure out how to attach my new guns to my outfit. I dropped one and lost it immediately, and after desperately searching for a while the woman who was there to help with the demo eventually just said not to worry about it, as I’d find more guns along the way. After giving up on the gun I looked down and realized that my mechanical chest was waaaay too close to my face, and not only that, but my arms had some how become criss-crossed. After about ten minutes of trying different strategies of menu combos and recalibrating at least 3 times, she called someone else over, who once again made us relcalibrate… and then finally just made me quit and start over again. By this point I was feeling pretty queasy, but I wanted to expereince more of this incredible world! So I rushed through the beginning part again and made my way to where I had been. I got to blow up some stuff and jump over things, climb walls, and glide off cliff sides. It was quite a magical surreal experience. 

I sadly had to stop the demo before I got to the end, otherwise I would definitely have been barfing all over the place. Nobody wanted that. After recovering for a little while I got to have a conversation with Chad about the creation of this game, and it really just got me more excited to see how it all comes out in the end. As much as I don’t want to admit it, this amazing open world VR game really has me seeing the value in the quality of the Oculus Rift!

Briefly: As a huge fan of all of the virtual reality experiences that I’ve had the opportunity to try thus far, and as someone who does not have the computing power to run a virtual reality headset, you better believe that I’m excited to check out VR Con during this year’s San Diego Comic-Con.

VR CON was created to celebrate the boldest and coolest in the exploding areas of Virtual Reality (VR), Augmented Reality (AR), Mediated Reality (MR), Artificial Intelligence (AI), and Wearable Computing.  VR CON, which will travel to cities around North America and beyond, covers entertainment, gaming, education, travel, design and more.

VR CON @ COMIC-CON is Comic-Con International’s officially-sanctioned event that showcases the latest from the leading equipment makers, film studios, television networks, game builders, publishers, brands, designers, influencers and innovators. The event will be held at the Hilton San Diego Gaslamp Quarter hotel, which directly faces the San Diego Convention Center, home of Comic-Con International.

An early sneak preview of world renowned astrophysicist Neil deGrasse Tyson’s upcoming game Space Odyssey is expected to be a highlight attraction for attendees. The multiplatform game will allow players to travel through space, build their own spacecraft, and explore the cosmos. The game will include virtual reality missions, available on home and mobile devices – and eventually at museums, space centers, and classrooms.

Here’s a rundown of everything happening at VR Con, which begins tonight (Wednesday, July 20) with a preview day, which includes a media reception in the space from 3-6 p.m. PST, allowing international media and blogging communities a first experience of this premiere event. A public preview follows from 6-9 p.m. on Wednesday, and regular days and hours are: Thursday & Friday (July 21-22) 9 a.m.-8 p.m.; Saturday (July 23) 9 a.m.-7 p.m. and Sunday (July 24) 9 a.m.-5 p.m.

– Thursday – Saturday (July 21-23), VRLIVE, the first VR and 360-degree live-action network, will live stream host Mark Kassen’s interviews planned with Randal Kleiser, Director of Grease and Defrost; Guy Shelmerdine, Catatonic Director Tony Kaye, American History X Director; Andrew Shulkind, VR DOP for The Strain’s Comic-Con VR Experience with Headcase VR; and others leaders in the field.

– Thursday (July 21) panel: “Dent the Future VR” – 2-3pm in the San Diego Convention Center Expo Hall Room 23A-B. This panel expands on the Dent team’s  “Building the Holodeck” VR/AR panel from last year, with an update titled “State of the Holodeck.”  Panelists scheduled include: Tony Christopher (CEO and President, Landmark Entertainment Group), Mary Jesse (Chief Strategy Officer, ‎VRstudios), Julian Reyes (VR Producer, FUSION), Chanel Summers (Co-Founder, Syndicate 17), Michael Licht (Co-Founder and Creative Director, Emblematic Group), and Mark Murphy (Co-Founder and Creative Director, Neil deGrasse Tyson Presents Space Odyssey).

– Friday (July 22) panel: “Creating Your Own Universe” – 7:30-8:30 p.m. at the San Diego Convention Center, Expo Hall Room 5 A-B. Leading creative voices will discuss the development of a multi-platform universe that engages in the VR and AR spaces as well as the traditional animation and gaming markets. Moderated by Len Wien (co-creator of Wolverine, Nightcrawler, Colossus, Swamp Thing and Wolverine), the panel also includes Peter Beagle (creator, The Last Unicorn), Bob Rafei (CEO, Red Button Entertainment), Sinclair Fleming (Director or Engineering/VR, Radiant Images), Russell Naftal (Co-Managing Partner, VR Werx), and Mark Murphy. The event will be live streamed by VRLIVE in partnership with Radiant Images (airing via the Comic Con HQ Channel and YouTube360).

– Saturday (July 23) panel: “Creating Universes” – 11:30am-12:30pm at the Horton Grand Theater. Dr. Neil deGrasse Tyson hosts an A-List panel of creators, including Len Wein, and Bill Prady (co-creator, writer, executive producer, The Big Bang Theory) who will discuss how universes are formed with the imagination and with science. Renowned artist Rob Prior (Game of Thrones, Star Wars) will provide a live painting exhibition during the panel. VRLIVE will live stream the event.

In addition to Space Odyssey, other projects and developments on display will include:

Columbia Memorial Space Center – This Los Angeles-area space learning complex will provide space artifacts to complement Space Odyssey.

Mars 2030 / NASA – Backed with support from NASA, Fusion Media’s Mars 2030 is underscored by a singular mission: do everything possible to make the player feel like they’re actually on Mars.  That includes starting with a massive, detailed recreation of an actual part of the planet’s surface.

Paranormal Activity: The Lost Soul in VR – VRWERX previews its “scary as hell” VR attraction based on Paramount Pictures’ movie franchise.

Time Zombies – VRstudios’ gaming and entertainment division, VRcade, takes players through the dark and ominous streets and back alleys of an abandoned English town in 1910, where Zombies lurk in every corner and hiding place ready to attack.

– Tiltbrush – Tiltbrush is one of the truly cool experiences to emerge in the VR space. Some of the top creators in comics and animation will be playing with this unique tool and sharing their creations on site.

– Pure McCartney – Rock out at a concert by the incomparable Sir Paul McCartney, presented by Jaunt.

Circle of Life 360 Experience / The Lion King on Broadway – Get enveloped in the world of one of Disney’s epics, by “being” on stage of the hit Broadway musical.

Defrost – VR series written and directed by Randal Kleiser and featuring Carl Weathers, Bruce Davison and Harry Hamlin. It was shown at the Sundance Film Festival and the Cannes Film Festival in 2016.

– New York Times and other VR stories – Experience war in Syria and life in other places in the world through VR stories filmed by Emblematic Group, whose founder Nonny de la Peña has been named the “Godmother of virtual reality” by the Guardian.

– 360 Portal – A unique, immersive, mind-blowing experience utilizing a globe.

– Visions of China – A fully immersive tour of some of the most beautiful and exotic landscapes and venues of this enchanting nation.

– Heavy Metal – The iconic sci-fi/fantasy anthology magazine is expanding across multiple media platforms including immersive entertainment, and will spotlight their upcoming projects including VR/360.

– Phoenix Rising / Captain Power reboot – The 1980s sci-fi TV series Captain Power and the Soldiers of the Future is coming back from the past, with the space drama now titled Phoenix Rising.

–  Pokemon Go – VR CON is an official Poke Stop, and will be dropping Poke lures throughout the show.

– VR LIVE Studio – Radiant Images and partner VRLIVE, the first VR and 360-degree live-action network, are setting up VR LIVE STUDIO at VR CON, and will live stream host Mark Kassen’s interviews

– Comic-Con HQ Channel – A live-stream from VR CON will be filmed and appear on this new digital channel from Comic-Con International and Lionsgate Studios.

Sounds like an action-packed event. Better block off a whole day for this one.

Are you planning to hit up VR Con while in San Diego this week? Be sure to let us know!

Paranormal-Activity-The-Lost-Soul-1024x684

Briefly: Another incredibly unexpected announcement from last night’s The Game Awards.

Harmonix’ Rock Band 4 just launched a couple of months back, and while I’d imagine we’ll see years of support for the title, the developer has already set their sights on the next big paradigm shift in video games: virtual reality.

Yep, Harmonix revealed Rock Band VR as an Oculus exclusive for next year, and it almost looks like a far more cartoony, yet far more interactive take on this year’s (phenomenalGuitar Hero Live.

I’m already incredibly excited for Oculus to get its consumer release (I swear, it’s going to be the release that finally has me building a gaming PC), and just the idea of playing Rock Band in a virtual reality worlds gets my loins ‘a burnin’.

Take a look at the world premiere video below, and be sure to let us know what you think!

Facebook announced that it has purchased Oculus VR, the leader in immersive virtual reality technology (though Sony just unveiled a similar system, and there’s rumors Microsoft also has one in development), for a total of approximately $2 billion dollars. Yes, billion. With a ‘b.’

Facebook hopes that the virtual reality technology, while currently only really developed for gaming use, will fulfill it’s potential to be the next social and communications platform, with strong possible uses in communications, media, entertainment and education.

“Mobile is the platform of today, and now we’re getting ready for the platforms of tomorrow.” Mark Zuckerberg, Facebook founder and CEO, said. “Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate.”

At a press conference held this afternoon, Zuckerberg, David Ebersman, CFO of Facebook, and Brandon Iribe, CEO and Co-Founder of Oculus VR, answered questions about this bold and unexpected move–a “long-term bet,” as Zuckerberg described it, expecting it to be five to ten years before virtual reality becomes a solid communication option.

“Gaming is just the start,” the founder of Facebook enthused, “…it’s about building the next major computing platform….Today, we’re sharing moments, tomorrow we’re sharing experiences.”

“We’re building a whole new world,” Iribe said. “and changing communication platforms…[it’s] a perfect foundation for collaboration.”

This isn’t Facebook’s first major purchase this year–it’s purchase of WhatsApp last month astounded tech and financial quarters. Concerns about a second extremely large purchase were touched on, but Zuckerberg and Ebersman remained confident in the new technology and its potential.

Oculus Booth at GDC 2014. Courtesy of GDC.
Oculus Booth at GDC 2014.
Courtesy of GDC.

Oculus VR produces the Oculus Rift virtual reality headset, which currently is available to developers only (75,000 kits have been ordered). I had the chance to experience Oculus Rift at GDC last week (playing Eve: Valkyrie) and, while I went in skeptical, the 15 minute demo was pretty mind-blowing (arguably Oculus was putting it’s best foot forward, but wouldn’t you?). Zero latency, even with quick head movements to the left and right, no weird-blurring of vision, or doubling (like bad 3D glasses)–in fact, despite playing a space shooter (which I just fail at) in front of 100 or so people in line, within moments I was completely sucked into the virtual game. It was dangerously inviting.

So, what does Facebook’s buyout mean for us, the gamers? While Facebook is more interested in the long-term potentiality of virtual reality as the next major computing platform than it is in Oculus Rift’s current use as a gaming tool. That’s not to say anything could happen (virtual Farmville, anyone?), Minecraft’s designer Markus “Notch” Preston has already  cancelled the deal which would have brought Oculus Rift capability to Minecraft, because, said Preston on his twitter “Facebook creeps me out.”

Preston went on to explain his reasoning in a blog post:

“Facebook is not a company of grass-roots tech enthusiasts. Facebook is not a game tech company. Facebook has a history of caring about building user numbers, and nothing but building user numbers. …And I did not chip in ten grand to seed a first investment round to build value for a Facebook acquisition.”

Whether this just the first in a series of cancellations, or just a one-off remains to be seen.  Considering there’s 75,000 dev kits on order, and numerous developers already working on VR-compatible games, an industry-wide distancing from Oculus seems unlikely at best.

What do you think? Have you had a chance to try VR tech yet? Do you think Facebook has gone too far? Are you excited to see what they’ll do with this tech? Let us know in the comments!