![]() ![]() You’re a psychic who can enter the brain of someone else and see the world through their eyes. It’s not just that you’re teleporting because you’re some magical creature that can teleport. Our teleportation is contextualized in the game. The ones where you teleport are much better. There are very few VR games where you move a lot that I like. I really sick in VR if you’re not strapped to a chair. It seemed like a great way to approach that story. You go on a secret mission to rescue the head of the Psychonauts. Making a Psychonauts game was a great opportunity to tell that little story that we couldn’t tell before, in between Psychonauts and Psychonauts 2. If you’re standing still, how do you control the world? Well, psychic powers work for that. What can you do in VR, and what can’t you do? I don’t like moving around in VR because I get sick. Then the talk came about making a VR game. Schafer: We knew we were making Psychonauts 2, and we had this piece of the story we just weren’t going to tell. Our first VR game and our first Psychonauts game in 10 years.ĭawson: We developed some stuff for the Microsoft Kinect and the Leap Motion back in the day. GB: Is this the first VR thing you’ve done? Puzzles, an emotional arc, story arcs for all the characters. This is a game with a beginning, a middle, and an end. Schafer: Lot of things out there are called experiences, and they’re more like tech demos. The total experience length is about three hours. GB: How long have you been working on this now?ĭawson: About a year and a half now. It changes the pace for the player a bit. A little bit of Raz reflecting on his mission. Chad Dawson: We try to mix it up a little bit between areas that are more puzzle-focused, where you’re moving stuff around, and then something like the path with the fish, where it’s more exploration and narrative. ![]()
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