"
This is a strange world, the earth is covered with towering red rocks, and I am in this pile of rocks, when a huge group of alien spiders jumped off the rocks and looked very angry, intuition told me These monsters are not good enough, and it is not natural. They started attacking me in an instant, and a human-to-worm battle broke out.
â€
When the Farpoint game is in progress
Fortunately, I held a high-tech weapon in my hand, and between the flipping and moving, I could launch a number of barrage and pulsed plasma balls. The strong firepower made me start to find a little sense of security...
The game said that this game is Sony's exclusive PSVR sci-fi new work "Farpoint", and this high-tech weapon is PSVR's PS VR Aim Controller. "Farpoint" gives me the feeling that it is really a AAA masterpiece. Compared to similar VR shooting games, the unique VR shooting system is absolutely eye-catching, but the amount of sweat that this game brings to me is even more surprising. .
First met "Farpoint"
Bethesda announces the launch of "Doom of Doom" and "VR 4" VR project on E3
I was very fortunate last month and had the opportunity to experience a large number of high-end VR games, including "Batman: Arkham Batman Arkham VR", "Doom of Doom" and "Radiation 4", etc. These games are similar The virtual operation mode, such as wanting to move in the game, the player can only choose to transfer directly and efficiently.
"The Spirit of the World" in the VR game
In the VR game "Psychonauts in the Rhombus of Ruin", the movement mode is teleportation, and the operation mode is telepathy. In view of the game's legendary style, this way also seems to fit.
PS VR Aim Controller
Compared to the series of VR games mentioned above, Farpoint's mobile mode is all tied to the controller named PS VR Aim. This device has buttons and two joysticks. The front one is used for the light. Spatial positioning also has built-in inertial sensors. If you want to move in the game, you only need to pull the joystick on this gun controller.
"Farpoint" project leader Randy Nolta (right)
Randy Nolta, head of game developer Impulse Gear, told me that this mode of operation has a lot of meaning. For this new model, Impulse Gear has been working on the development of virtual reality technology since 2013. The team size has reached 14 people, and Farpoint officially created the team in early 2016.
"What we do is a hardcore game."
Randy Nolta said that the cooperation between Impulse Gear and Sony began in 2015, when it showed a demo of a shooting game in E3, and it took a year to really turn this technology into a game.
How to make such a game? "Our philosophy is to create a real shooter," Randy Nolta said. "We provide a real hardcore game. When you get started, you can find a real shooting experience. There is no gimmick inside, you need Anything in the game, maybe even better than you expected."
As a new hardcore game, players need to understand the new ways of interacting in Farpoint. The action of the shooter in the game is completely in accordance with the action of the real PS VR Aim controller. According to Randy Nolta, the device needs to be adapted to the game before the operation. This process will last for a few minutes. The PS VR Aim controller is completely different from the experience of the first generation Wii game. It doesn't require me to shake my arm to make people jump. It just needs to be lightly shaken. This design is obviously significant. He does not make the operation burden on the body. .
"What we do is the game we want to play."
When switching weapons in the game, we can find some details. If you have played some third-person shooter games, you must not switch directly on the back of the character or display the effect after switching. In Farpoint, when you walk into the store and switch weapons, we can directly pay for the whole process of replacing the weapon behind the character, which seems extremely real.
In fact, for a VR game, this design is optional, but for Impulse Gear, this seems to be a symbol of personality. “What we do is the game we want to play,†says Randy Nolta. In the game design, we add some feelings every day. Everyone in our team plays FPS, we are eager to add some more interesting shots. Experience.
Experience Farpoint
In the 15 minutes after entering Farpoint, I mainly adapted to this VR game. The game started in a mysterious outer space planet. The red rock around me reminded me of some red planets in the solar system.
Rocky landscape in the game
Before the experience began, Randy Nolta introduced me to some of Farpoint's plots: We had an accident on the way to the Galaxy trip, and several of my colleagues and I landed on an unknown planet. After entering the game, the game story began to unfold through a holographic projection screen, and several colleagues who took me one step through the planet left me a message.
Although this seems to be just a cut-off animation, it is the most interactive story I have ever experienced. I can even walk into the holographic projection touch image to talk to the characters, and turn the head to see the real environment around. Perhaps this is one of the reasons why VR is popular: it makes many ordinary things look more interesting in reality. Instead of seeing half of the space in a space like a TV.
After the animation, it was time to explore. Walking through this strange planet, I felt the few degrees of freedom in other VR games, and even made me ecstatic. I started to run back and forth in the open area, and even tried to look down from the towering rocks. The real scene made me even think that if I missed it, I would fall into the abyss.
Firearms in the game
In reality, I am holding this PS VR Aim controller, and in the game I also hold a corresponding high-tech weapon, PS VR Aim controller provides a very perfect touch, with the weapons in the game very High fit, and it doesn't feel heavy or burdensome. It's perfect to tilt the controller at various angles in reality. The weapons in the game will also tilt, and the design of each angle looks like Very perfect, full of real industrial texture.
Encountering enemy
The enemy will only attack remotely
Players can only move in a fixed location area
In the next 15 minutes, I started to blame. This is a large group of monsters. They are basically fixed in place. There is no close attack. The attack type is a bit like a remote enemy with a rifle, rocket launcher, grenade, etc. In this way, I can only move, dodge or shoot with guns in some fixed places. If I can move more places, it might be easier to escape these attacks.
Sweaty Farpoint
After experiencing Farpoint for about half an hour, I suddenly felt a lot of sweating. This feeling was experienced when I first experienced the Oculus Rift development version, but afterwards, many VR headsets did not feel this way. Including the games that were previously played with PS VR, this has not happened in the body.
Many players who experience VR games for the first time will have some physical symptoms: sweating, nausea, etc.
This situation is a VR-type disease. My personal experience is not disgusting, but sweating. The scientific explanation is that my biological mechanism acquires the state of being in motion through the eyes, and triggers the sweating state, but in fact my body does not move.
Next, I quit the game and returned to the house to rest. I actually want to try again. Maybe the longer I stay in the VR world, the more I will adapt to this feeling. Of course, this is just my guess.
Before E3, I talked to VR avatars such as Oculus founder Palmer Luckey about the resolution of VR games. They made it clear that lower VR game resolutions would indeed trigger poor physiological responses. Farpoint offers a frame rate of 60 frames per second, which is a perfectly acceptable range, but the standard for other games in PS VR is clearly higher.
To be honest, I still like "Farpoint" very much. I don't want to miss this game's starting this year. Maybe the bad physiological reaction is not normal.
Randy Nolta revealed that Farpoint will launch a series of tests in the near future, including VR veterans and some newcomers, but the participation method is limited to internal invitations. He said that Impulse Gear will stick to the idea of ​​interacting with the PS VR Aim controller, but I think this model is a big challenge for the player's adaptability.
Farpoint's philosophy is to make you feel that it is no different from playing other FPS games. Perhaps the more you play, the more you will enjoy it. Although I only experienced a small demo, but the impression is extremely profound, for a FPS shooting fan, such a temptation is difficult, but still can not help but have a little worry about whether it can be officially completed.
Randy Nolta said, "Impulse Gear is doing this kind of hardcore game, and players are looking forward to this kind of game, which means we will do our best to solve it and exercise." Some of the questions, maybe if we want to succeed, we have to solve them.
"
This is a strange world, the earth is covered with towering red rocks, and I am in this pile of rocks, when a huge group of alien spiders jumped off the rocks and looked very angry, intuition told me These monsters are not good enough, and it is not natural. They started attacking me in an instant, and a human-to-worm battle broke out.
â€
When the Farpoint game is in progress
Fortunately, I held a high-tech weapon in my hand, and between the flipping and moving, I could launch a number of barrage and pulsed plasma balls. The strong firepower made me start to find a little sense of security...
The game said that this game is Sony's exclusive PSVR sci-fi new work "Farpoint", and this high-tech weapon is PSVR's PS VR Aim Controller. "Farpoint" gives me the feeling that it is really a AAA masterpiece. Compared to similar VR shooting games, the unique VR shooting system is absolutely eye-catching, but the amount of sweat that this game brings to me is even more surprising. .
First met "Farpoint"
Bethesda announces the launch of "Doom of Doom" and "VR 4" VR project on E3
I was very fortunate last month and had the opportunity to experience a large number of high-end VR games, including "Batman: Arkham Batman Arkham VR", "Doom of Doom" and "Radiation 4", etc. These games are similar The virtual operation mode, such as wanting to move in the game, the player can only choose to transfer directly and efficiently.
"The Spirit of the World" in the VR game
In the VR game "Psychonauts in the Rhombus of Ruin", the movement mode is teleportation, and the operation mode is telepathy. In view of the game's legendary style, this way also seems to fit.
PS VR Aim Controller
Compared to the series of VR games mentioned above, Farpoint's mobile mode is all tied to the controller named PS VR Aim. This device has buttons and two joysticks. The front one is used for the light. Spatial positioning also has built-in inertial sensors. If you want to move in the game, you only need to pull the joystick on this gun controller.
"Farpoint" project leader Randy Nolta (right)
Randy Nolta, head of game developer Impulse Gear, told me that this mode of operation has a lot of meaning. For this new model, Impulse Gear has been working on the development of virtual reality technology since 2013. The team size has reached 14 people, and Farpoint officially created the team in early 2016.
"What we do is a hardcore game."
Randy Nolta said that the cooperation between Impulse Gear and Sony began in 2015, when it showed a demo of a shooting game in E3, and it took a year to really turn this technology into a game.
How to make such a game? "Our philosophy is to create a real shooter," Randy Nolta said. "We provide a real hardcore game. When you get started, you can find a real shooting experience. There is no gimmick inside, you need Anything in the game, maybe even better than you expected."
As a new hardcore game, players need to understand the new ways of interacting in Farpoint. The action of the shooter in the game is completely in accordance with the action of the real PS VR Aim controller. According to Randy Nolta, the device needs to be adapted to the game before the operation. This process will last for a few minutes. The PS VR Aim controller is completely different from the experience of the first generation Wii game. It doesn't require me to shake my arm to make people jump. It just needs to be lightly shaken. This design is obviously significant. He does not make the operation burden on the body. .
"What we do is the game we want to play."
When switching weapons in the game, we can find some details. If you have played some third-person shooter games, you must not switch directly on the back of the character or display the effect after switching. In Farpoint, when you walk into the store and switch weapons, we can directly pay for the whole process of replacing the weapon behind the character, which seems extremely real.
In fact, for a VR game, this design is optional, but for Impulse Gear, this seems to be a symbol of personality. “What we do is the game we want to play,†says Randy Nolta. In the game design, we add some feelings every day. Everyone in our team plays FPS, we are eager to add some more interesting shots. Experience.
Experience Farpoint
In the 15 minutes after entering Farpoint, I mainly adapted to this VR game. The game started in a mysterious outer space planet. The red rock around me reminded me of some red planets in the solar system.
Rocky landscape in the game
Before the experience began, Randy Nolta introduced me to some of Farpoint's plots: We had an accident on the way to the Galaxy trip, and several of my colleagues and I landed on an unknown planet. After entering the game, the game story began to unfold through a holographic projection screen, and several colleagues who took me one step through the planet left me a message.
Although this seems to be just a cut-off animation, it is the most interactive story I have ever experienced. I can even walk into the holographic projection touch image to talk to the characters, and turn the head to see the real environment around. Perhaps this is one of the reasons why VR is popular: it makes many ordinary things look more interesting in reality. Instead of seeing half of the space in a space like a TV.
After the animation, it was time to explore. Walking through this strange planet, I felt the few degrees of freedom in other VR games, and even made me ecstatic. I started to run back and forth in the open area, and even tried to look down from the towering rocks. The real scene made me even think that if I missed it, I would fall into the abyss.
Firearms in the game
In reality, I am holding this PS VR Aim controller, and in the game I also hold a corresponding high-tech weapon, PS VR Aim controller provides a very perfect touch, with the weapons in the game very High fit, and it doesn't feel heavy or burdensome. It's perfect to tilt the controller at various angles in reality. The weapons in the game will also tilt, and the design of each angle looks like Very perfect, full of real industrial texture.
Encountering enemy
The enemy will only attack remotely
Players can only move in a fixed location area
In the next 15 minutes, I started to blame. This is a large group of monsters. They are basically fixed in place. There is no close attack. The attack type is a bit like a remote enemy with a rifle, rocket launcher, grenade, etc. In this way, I can only move, dodge or shoot with guns in some fixed places. If I can move more places, it might be easier to escape these attacks.
Sweaty Farpoint
After experiencing Farpoint for about half an hour, I suddenly felt a lot of sweating. This feeling was experienced when I first experienced the Oculus Rift development version, but afterwards, many VR headsets did not feel this way. Including the games that were previously played with PS VR, this has not happened in the body.
Many players who experience VR games for the first time will have some physical symptoms: sweating, nausea, etc.
This situation is a VR-type disease. My personal experience is not disgusting, but sweating. The scientific explanation is that my biological mechanism acquires the state of being in motion through the eyes, and triggers the sweating state, but in fact my body does not move.
Next, I quit the game and returned to the house to rest. I actually want to try again. Maybe the longer I stay in the VR world, the more I will adapt to this feeling. Of course, this is just my guess.
Before E3, I talked to VR avatars such as Oculus founder Palmer Luckey about the resolution of VR games. They made it clear that lower VR game resolutions would indeed trigger poor physiological responses. Farpoint offers a frame rate of 60 frames per second, which is a perfectly acceptable range, but the standard for other games in PS VR is clearly higher.
To be honest, I still like "Farpoint" very much. I don't want to miss this game's starting this year. Maybe the bad physiological reaction is not normal.
Randy Nolta revealed that Farpoint will launch a series of tests in the near future, including VR veterans and some newcomers, but the participation method is limited to internal invitations. He said that Impulse Gear will stick to the idea of ​​interacting with the PS VR Aim controller, but I think this model is a big challenge for the player's adaptability.
Farpoint's philosophy is to make you feel that it is no different from playing other FPS games. Perhaps the more you play, the more you will enjoy it. Although I only experienced a small demo, but the impression is extremely profound, for a FPS shooting fan, such a temptation is difficult, but still can not help but have a little worry about whether it can be officially completed.
Randy Nolta said, "Impulse Gear is doing this kind of hardcore game, and players are looking forward to this kind of game, which means we will do our best to solve it and exercise." Some of the questions, maybe if we want to succeed, we have to solve them.
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