Pistol Whip Smoke & Thunder Marks New Era For Cloudhead Games

Cloudhead Games released Pistol Whip’s new narrative campaign Smoke & Thunder alongside a complete rebuild of the game’s modifiers system.

The release marks a key moment in Canada-based Cloudhead’s journey as its hit rhythm shooter expands in scope from the original 10-scene debut in late 2019 honed around an incredibly satisfying auto-aim system. Today’s release on PC VR, PSVR, and Quest grows the scene collection to 28 tracks and two tight campaigns with new weapons like BoomStick unleashing splash damage on baddies alongside a new modifiers and leaderboard system. Instead of a game that encourages players to get the highest scores by picking the hardest modifiers, now every combination of scene difficulty, modifier, and weapon choice carries its own leaderboard. So players can practice sharpshooting by making threatless targets who can only be hit in the head, or change a few modifiers to turn it into an intense bullet hell that’s kind of like a rhythmic Expert+++ mode.

On August 15th, three days after release, Cloudhead is also increasing the price of Pistol Whip to $29.99 from its original debut of $24.99. The move echoes a strategy employed recently by Aldin Dynamics with its Natural Magic update to Waltz Of The Wizard, reflecting the hope of long-time VR developers growing their teams to build deeper VR games. There’s no paid downloadable content in Pistol Whip, at least not yet, so the price increase is a bit like an exit from early access that rewards early-in supporters with a dramatically expanded game while those jumping in from August 15 support Cloudhead’s growing team and Pistol Whip’s expanding scope.

In the 15-minute video interview below with Game Director Joel Green we covered Pistol Whip’s latest changes and Cloudhead’s overall path to release. There’s chapter markers to jump to whichever section interests you — we talked about the size of the team, the new play styles and how they select music for the game — and we’ve transcribed the whole thing below if you want to read along below.

How Does The Styles System Change Pistol Whip?

[00:00:00] Ian: Hello everyone and welcome. We’ve got Joel Green in our studio today. He is the game director for Pistol Whip and the new update for Pistol Whip is out now you can go and play it. Joel, tell us what is in this latest update and how it changes the game.

[00:00:15] Joel: Yeah, sure. Thanks for having me. The new update is, you know we always say this but it is so far always been true, it’s the biggest thing we’ve done yet. It’s kind of a two-part update. There’s two huge new things in it. We’ve got of course our brand new campaign Smoke & Thunder, if you played 2089, it’s basically the same kind of format with five linked scenes that tell a story with cut scenes and voice acting and all that. And this time we went to the wild west, but it’s a bit of a weird west type of story with was some cool tech in there. It’s a really cool story about two sisters. I don’t want to spoil too much more than that but it’s super fun, a little more of a lighthearted adventure vibe than 2089 was, which was more of like a Terminator / Blade Runner kind of vibe. That’s the big story campaign. That’s five new scenes and whole bunch of new mechanics and all that. The second part of it is Styles system. So this is something we’ve been working on for a really long time. Basically what it is, is a revamp of our whole modifier and leaderboard system. And it’s designed to let players play the game how they want to play. We’ve always had modifiers in the game but we were never really happy with how they functioned in the game and we noticed that they really kind of pushed people towards just playing with the modifiers that let them score the highest. It’s basically a complete overhaul of our modifier and leaderboard system that lets you create crazy combinations of modifiers combined with weapon types and then kind of save them as these preset styles and remember them and use them in the future. And we also have ways to find the most popular styles. So it really opens up the game to a whole bunch of replayability. And then on top of that, every single style has its own set of leaderboards. So it’s a complete overhaul how we’re doing that and it’s really cool because instead of having one score on each scene, you can have a different score for each way to play and there’s so many leaderboards, there’s literally millions of leaderboards. So you can actually find new ways to play a new places to go and kind of bring your friends to those boards and discover different things every day. So it’s really just like all about replayability and making the game into this sandbox remix mode.

How Has Pistol Whip Grown From Start To Now?

[00:02:36] Ian: Recap for me sort of the story here for making Pistol Whip. Were you always the game director? How has the game sort of grown from start to now?

[00:02:45] Joel: Yeah, Pistol Whip was originally developed with a very small team, I think there was only seven or eight of us on the dev team. And it was quite a short, small project and we made it quite quickly and then started kind of showing it to people, showing it to Oculus, bringing it to conventions and things. And it was clear that people really latched onto the core gameplay. So we put a bit more time into it and a bit more effort and managed to get it out within that year. And the response was so amazing that we very quickly realized that we wanted to grow the team and figure out a long-term plan for the game. Cause we just had so many ideas for what we wanted to do with it. So we basically kind of restructured the team and hired a whole bunch of new people we now have, Cloudhead is over 30 people now. And the dev team for Pistol Whip I think is around 20, so I became the director around right after we launched. So the whole kind of post content plan has been something that I’ve developed with the rest of the team.

Why Are You Raising Pistol Whip’s Price?

[00:03:46] Ian: And the price is changing at this point, right? You’re going from $24.99 to $29.99 shortly after release. You’re actually giving a couple of days to get even all this new content at the lower price. Can you explain the thinking there and what you’re trying to go for?

[00:04:01] Joel: Yeah, totally. We wrestled for a long time with whether or not we should get into paid DLC. Like we have to be able to continue to fund the dev team as it gets bigger and as the game kind of gets more ambitious in scope. So of course paid DLC is kind of the obvious choice. And we wrestled with doing that for a long time. We weren’t sure if the campaigns were going to end up being paid DLC. But eventually we had a suggestion from one of our lead developers that like, what if we just keep it really simple and as we continue to add tons of content to the game, let’s just raise the price a little bit. And that way everybody who’s kind of bought in and is already fans of the game in our community, our loyal kind of base, t hey don’t have to pay any extra, but if you’re getting in now to the game and you’re getting all this extra content, then we think it’s still a super super good price and fair price for the game. So it just seemed like a really good way to make that leap and it really keeps our community together too. So you’re not like, ‘I want to play on the scene, compete with my friend,’ but I don’t have the DLC that they have. So it just felt really good to kind of keep it all really simple still.

[00:05:09] Ian: That’s a really interesting strategy and I saw it being done by Aldin Dynamics with the Natural Magic update for Waltz of the Wizard. They did the same thing, they upped the price, and it kind of reflects sort of an experienced developer’s attempts to grow an indie small team into something larger and increase the scope of their projects and keep people coming back, not divide the community, give them kind of an alert that this is going to happen. It’s like the reverse of a sale.

[00:05:40] Joel: That was super important part of it was that we give people time to get in at the current price, obviously we feel like the game is totally worth the new price, but we didn’t want to just like spring that on people right before the new update. So yeah, right now you basically have until I think three days after the game launches, like on the 15th is when the price goes up, you can get in and get Smoke & Thunder and all that. And then after that, it’ll go up and we’ll continue to keep updating the game.

[00:06:08] Ian: I’m really curious to see if this catches on with more devs, cause it’s such a unique experience of the VR ecosystem where you do have dev teams that were so small. It’s so important that we express to our audience out there how small these teams are and how that $5 difference really has a dramatic impact on the number of people being able to develop these things.

[00:06:30] Joel: You’re right, the industry is still growing, we’ve been very lucky and we’ve done really well with Pistol Whip and we’re super happy with that, but at the same time, when you’re talking about having a proper team of developers that isn’t working tons of overtime constantly, and is actually being paid the way they all deserve to be paid, it costs a lot of money and it’s super important that we find business models that work for the gamers as well as for the studio. So this one, after a lot of thought, just felt like the right thing to do cause, like I said, it keeps it simple, still lets people get in at the lower price. But also kind of acknowledges all of the work that we’ve done over the last year and a half. We started with 10 scenes and we’re going to be at 28 after this one. We have tons of modifiers that have been added. We now have five weapon types that have been added. There was one weapon type before, and now there’s five different weapon types that all feel different and play different. So yeah, we’re very confident that the game is totally worth that asking price at this point. And yeah, we’re happy, the community seems to have responded really well to it as well.

What Is Your Favorite Style Of Play And Why Is It The BoomStick?

[00:07:34] Ian: So let’s talk about this update. What is your favorite way to play?

[00:07:39] Joel: I have a few. We haven’t really talked much about the BoomStick yet, but I’ll talk a little bit about it here, I guess, cause this is Launch Day. So the BoomStick is a splash damage weapon. It is super fun, if you’re into rag dolls, it’s like the fun thing to do, when you have groups of enemies, you can blast them and you’ll get an AOE and kind of like throw the rag dolls all around. One thing I love about it is that you don’t actually have to hit the enemies, right? Like any good splash damage weapon, you can hit the ground or environment, and near enemies, and it’ll still take them out. So I actually love combining BoomStick with Deadeye because that way, like the auto aim isn’t sucking the bullet towards the enemies. And you can kind of like pick spots on the ground to initiate the splash damage. And sometimes you can even hit like more enemies than you could by hitting an actual enemy directly because you’re kind of like maximizing the AOE. So I’m a super big fan of that one. I’ve been enjoying playing through scenes- just like sometimes when I get surrounded by enemies- I’ll just point straight down and shoot the BoomStick and have it take out anyone around me, like stuff like that you just couldn’t do before that’s super fun. Another one that I really like which surprised me, cuz I’m not usually super crazy about deadeye, but I started playing deadeye with headshots, which is called head hunter is one of the new mods and that one makes it super tough to hit anybody because you basically have to hit them in the head and there’s no auto-aim, which sounds really painful, but it’s really cool. Maybe if you combine it with threatless, which stops the enemies from firing, so it’s almost more like a target practice and then you get these really small targets, but they’re not threatening you, so it almost becomes like kind of a sniper mode or you’re really focused on just taking them out without dodging too much. So it’s like just feels totally different than anything we’ve done before. And the cool thing is those are all leaderboards, right? Like previously in Pistol Whip, if you put on modifiers like that there’s probably no way you were going to be able to beat your high score or really get anywhere on the boards with a weird combination of modifiers like that. But the cool thing about the Style System is that now, even that kind of strange way of playing still has its own set of leaderboards. So anyone who enjoys that and thinks that’s cool and unique, they can still compete in that exact style.

How Do You Select New Music For Pistol Whip?

[00:09:59] Ian: So I did the campaign and, no spoilers here, but I was pretty hooked on the new music, incredible stuff in there, really, really fun to hear that different style. I’m curious, how are you going about getting new music for the game? How does that selection process go?

[00:10:17] Joel: Good question, Ian. It’s not easy. I’ll say that, as the person who has to do the music licensing, for the most part of course there’s other people helping, it’s tricky, music licensing is really, it’s a tricky world of lawyers and contracts and terms, you know, a lot of different parties involved, but it’s also the beating heart of this game. We know that, it always has been. As the audio lead, I’ve always known that the music in Pistol Whip was by far my most important job, like getting the right music for the game was really the most important thing I could focus on as an audio lead. So I put a lot of time and effort into it. We always wanted to kind of push into different genres, right? Like with each update and just get some variety and see what else we can do. The whole team actually spent like a week just listening to stuff on YouTube and Spotify and wherever, trying to find stuff that might fit. And they just were kind of spewing it all into a slack channel, just constant links and all this stuff. And I kind of went through it all and, and took all of those suggestions and found the ones that seemed like they were really good for the game and also were going to be like possibilities for licensing. And then we just start emailing and calling people and making deals. It takes a while and we managed to get pretty much everything we wanted with this one and I’m super happy with it because finding rock music that fits Pistol Whip is tricky. Because you need a strong beat in Pistol Whip, for the gameplay to really know when you’re supposed to shoot. You have to have just the right kind of music, but I think we really nailed it with this one. I hope people love it.

Are There Dream Songs You’d Love To Have?

[00:11:51] Ian: I’ve asked the licensing question from some other devs and it’s such a hard thing. You’ve got to be a certain size to be able to bring those people to the table and talk. Do you have this list of dream songs you would love to see in Pistol Whip? You just haven’t been able to bring them to the table yet?

[00:12:06] Joel: Of course there’s a world music that would be amazing for this game, absolutely. Our kind of philosophy around music and Pistol Whip is that the game requires really great music for everything to work well, but it doesn’t necessarily have to be like top 40, stuff that you totally recognize. For us, it’s just about the music tracks being great and being right for the game. So we try not to focus too much on like whether or not it’s some huge artist that everyone’s gonna recognize and more just about really getting the right track. And when we’re building these campaigns, it’s even more important than just five good tracks. Like we actually have this story kind of planned out in advance, and then we go and look for the music that’s going to help tell that story. So every track is picked specifically for the tone that it sets and making sure that lines up with that moment in the campaign. So, yeah, it’s about a lot more than just kind of the overall popularity of the song for us. It’s almost a little more like traditional game music licensing and scoring where it’s about: how does this serve the game rather than just like it being a cool song that everybody knows?

Is Paid DLC In Pistol Whip’s Future?

[00:13:15] Ian: It feels like this game as it is now is starting to resemble so much of what you kind of set out to do at the start. And you found this incredible way of evolving it and still keeping this audience, like the community together, like you talked about earlier, not doing the DLC packs, even though I think we have talked in the past and I knew that it was kind of an open possibility. Are you going to be able to keep from doing DLC or are you going to go to the DLC route? What does that look like for you?

[00:13:45] Joel: It’s a great question, the truth is we don’t know. We’re basically taking it one step at a time. This was the decision this time to up the price a bit, but down the road, I think my take on it personally, is a paid DLC can be done really well and it can be done really badly. I think we all, as gamers have seen examples of both. So if we do it, we would do it really well so that people felt like they were getting what they wanted out of it for a great price. We would do our best to adjust the game systems to make sure that it wasn’t too much of a hindrance in the game itself. But there are zero plans to do that right now. We’re just pretty much focused on getting this update out, and obviously we have some plans for the future too, but we’re not really making any decisions.

Is There Anything Else You Want To Add?

[00:14:30] Ian: Is there anything else you want to add about this update today and where you’re going with Pistol Whip next?

[00:14:36] Joel: I would mostly just like to say thank you to the team. I’m super proud of what we’ve built and this stuff comes out and it just kind of feels like, yeah, those are cool ideas, but really a lot of this stuff has been like a year and a half in the making and it was really difficult to pull off. And the team knows how hard it was to do. Everybody’s really proud of it and really happy with where we ended up so I just want to mainly give a shout out to them and then huge shout out to all of our community and fans. We have a really loyal fan base that loves the game and gives us tons of good suggestions and we really listened to that. So thank you to everybody who loves the game and everybody who’s been making it.

Pistol Whip Smoke & Thunder Launches With Style On Aug. 12

Cloudhead Games’ Pistol Whip is adding its Smoke & Thunder campaign on August 12th alongside a complete overhaul of its modifiers system.

The new “Styles” system included with the update is meant to unlock endless replayability, from playful dance modes to ultra hardcore bullet hells. There’s even John Wick’s lethal pencil in the new update. Cloudhead’s developers joined us earlier this summer for an exclusive preview of the new system which you can check out in the video below.

The new version of the game will release on Oculus Quest, PCVR, and PlayStation VR headsets on August 12. After nearly two years of near-constant free updates, the developers are increasing the price of Pistol Whip to $29.99 (from $24.99) starting on August 15. Last month, Aldin Dynamics did something similar with its Natural Magic update for Waltz of the Wizard. The higher prices reflect developer’s hopes to expand the scope of their products and draw in additional buyers as VR brings in new players, while also grandfathering in existing game owners with new content.

Smoke & Thunder is a western-themed campaign with new weapons and mechanics as well as a new boss fight. Cloudhead launched its first campaign, the sci-fi-themed 2089, late last year. The new campaign includes tracks from The Heavy, Black Fire, Bones UK, Devora, alongside a “never-before-heard” song from Magic Sword, according to the developers. The mode also includes new voice talent, with sisters Jessie and Tess voiced by Victoria Hogan (Kingdom Come: Deliverance) and Avalon Penrose (Hades). Players who have beaten the campaign can combine any scene they want with any weapon and a long list of modifiers.

We’re excited to give Smoke & Thunder a try and know there are a lot of fans out there who are ready for a reason to jump back into Pistol Whip. Is the new “Styles” system going to bring you back? Let us know in the comments below and check back with UploadVR.com soon for more updates.

Pistol Whip Wild West-Themed Campaign Coming This Summer

Yee haw cowboys! Pistol Whip’s new wild west-themed campaign, Smoke & Thunder, drops as a free update this summer for Quest and Rift platforms.

Smoke & Thunder is wild west-themed and will be the second in a series of new narrative-driven mini campaigns added as free updates for Cloudhead Games’ rhythm-based shooter. It follows on from the epic Terminator-themed 2089 campaign that was added last December.

Just like 2089, Smoke & Thunder features five new ‘scenes’ (Pistol Whip’s name for a level or track) and will tell “the tale of two sisters set in the Wild West where trains, tech, and explosions set the scene for some exciting surprises.”

In addition to Smoke & Thunder, the update will also include The Concierge campaign, which was meant to launch in late 2020 but was then pushed back to 2021. There’s not much info on what to expect from The Concierge, but here’s how it’s described on the Oculus blog:

This update will release alongside The Concierge, which will unlock total customization for Pistol Whip players. Whether you prefer bottomless burst pistols or dodging through levels as a no-ammo pacifist, seemingly endless combinations of weapons and modifiers for every level will allow you to truly hone your play style. Compete in the ever-changing featured styles with multi-platform leaderboards, or dive in and build your own. The Concierge always has what you need.

Both Smoke & Thunder and The Concierge will drop in the same update for Pistol Whip, coming this summer. Keep an eye out for more details soon.

Watch: Aperture Hand Lab Alternate Ending Revealed

Cloudhead Games posted a video on its YouTube account showing a full playthrough of an alternate ending for Aperture Hand Lab.

Aperture Hand Lab launched in 2019 as an on-boarding experience for Valve’s new VR controllers. It was a collaboration between Valve Software and Cloudhead Games, the latter of which had been reaching out to companies to talk about building a VR project in the years leading up to Hand Lab’s release.

Pre-Hand Lab, Cloudhead’s pitches for VR experiences didn’t seem to land with many of the large companies they were talking to. However, Valve was the exception and Cloudhead was brought on board to develop what would became Aperture Hand Lab. This week, almost two years after it’s release, Cloudhead CEO Denny Unger said the company had got permission from Valve to post a video of this unfinished, alternate ending to the game.

The alternate ending is called Nutritional Information and involves handling different types of food and placing them into a “ballistic feeding device” as ammunition. You then use the device to shoot food into the mouth of a creepy giant animatronic face. Each of the foods has different requirements that use the Index controllers in different ways — walnuts need to be crushed in your hand, eggs need to be delicately handled to be delivered whole and the lemons need to be squeezed directly into the ballistic device.

There’s even a nice reference to the infamous cake from the Portal series, when the user has to open some cake mix and pour it into the ballistic device so that they can shoot cakes at the giant face.

A lot of the assets in Nutritional Information are incomplete as the ending was abandoned and never finished, but it was still clearly enough of the way through development to be shared with the world in video form two years later.

You can read more about the development of Aperture Hand Lab here.

Pistol Whip Getting New Campaign Like 2089, But It ‘Revolves Around The Past’

Today during a GDC Showcase digital event talk, Cloudhead Games CEO Denny Unger revealed that Pistol Whip is getting a new story-based campaign similar to Pistol Whip 2089, except this time it will “revolve around the past” instead.

New Pistol Whip Story Mode

Unfortunately the talk is not publicly available yet, but if you have a GDC Showcase registration it aired today at 9AM PT during the ‘Developer Spotlight’ segment of the “Future of Gaming: Quality and Connection” fireside chat.

Here is what he had to say, the relevant announcement details are bolded:

We have plenty of updates we’re doing to Pistol Whip…but something we’ve always wanted to do is a thing called Labs, it’s a division of Cloudhead that lets us experiment more deeply with VR as a technology.

Back in December 2020 we released our first cinematic campaign and it was called Pistol Whip 2089 and it was set in the future. It had a snappy story mode tying it all together with new weapons, new modifiers, a boss battle, and it was really well-received. We’re working on another one, no surprise there. Again it’s five scenes, new modifiers, new weapons, new bosses, and it takes us into the past. It revolves around the past and it’s gonna be a ‘Wild ride!’ and you can infer whatever you want from that.

We’re also working on ‘concierge’ which is a system that dives really deep into modifiers and making Pistol Whip an even more accessible experience with a ton of different ways to play the game. We have so much more to push into Pistol Whip over the next year, and likely beyond that, that’s one great thing we’re seeing about the VR market in general is that when titles do well they do well for a really long time if they’re well-supported.

It certainly sounds like Pistol Whip isn’t going anywhere anytime soon. At the end, Unger mentioned there are other projects as well that he cannot discuss yet.

For a Veteran Studio That’s Weathered the Storm, VR Has Become a Lucrative Business

Having started production on its first title even before the original Oculus Rift DK1 development kit was sent to developers, Canada-based Cloudhead Games is one of the world’s most veteran game studios dedicated to virtual reality. The studio has staked its very existence on its ability to build compelling VR games. With three prior games under its belt, Cloudhead poured its hard-won expertise into its latest, Pistol Whip, which has propelled the studio new levels of success.

The 2016 launch of Cloudhead’s first game, The Gallery – Episode 1: Call of the Starseed couldn’t have been under more ideal conditions. The studio was among a handful of developers which received access to early to HTC Vive development hardware, allowing the game to launch side-by-side with the headset. Call of the Starseed was lauded and promoted at the launch of the Vive by Valve and HTC as one of the first VR titles to take true advantage of VR’s capabilities.

Image courtesy Cloudhead Games

Critics praised Call of the Starseed’s polish and scope as a departure from other early VR titles which felt more like demo games. In the following years, Call of the Starseed and its sequel, Episode 2: Heart of the Emberstone (2017), would see regular mentions in discussions of top VR games.

Despite the praise and momentum, the success of Cloudhead’s latest title, Pistol Whip (2019), has positively dwarfed what the studio earned from its early entries in VR.

Data courtesy Cloudhead Games

On top of this exclusive look at the studio’s relative revenue, Cloudhead also shared that its sales in December 2020 were up 60% over December 2019. Further, the number of users that have played the studio’s games increased by 131% from 2019 to 2020.

Cloudhead CEO Denny Unger tells Road to VR that Pistol Whip’s success has come from both by a growing VR market and a major pivot in the studio’s approach to VR design, which was driven by Cloudhead’s hard-won VR expertise and the frightening state of VR in 2018—when the studio came uncomfortably close to being forced to abandon VR altogether.

The Storm

Art promoting Pistol Whip’s ‘2089’ update | Image courtesy Cloudhead Games

“2018 was a really terrible year for VR. Most of the major OEMs were waffling on what they were going to do, the [performance] numbers weren’t great, a lot of our peers were closing up shop […]. That [period] coincided with a bunch of decision making about what our next project would be,” he said.

“We had a really short [financial] runway at that time and we had to look at what was working on market. We knew it had to be accessible. It had to be really easy to share and compete with friends. You had to look good while playing it—we thought about how influences would look while playing it. It had to have high replayability, it needed to be a games-as-a-service model, and, really importantly, it had to be targeted toward the Quest.”

Pistol Whip was thus conceived and launched, at a pivotal moment for Cloudhead and the industry as a whole.

“At this time we knew three things: we knew Quest was coming, we knew that Valve Index was coming, and we knew that Half-Life: Alyx was coming. […] if those three things did not drive a turning point in the VR market, then nothing would. And at that point then we would have to pivot away from VR.”

The turning point the studio was betting on finally came, largely driven by Quest in 2019 and bolstered further still by Quest 2 in 2020. In relatively short order, the studio has gone from staring down the end of its financial runway to laying down strategic plans years into the future.

“This, to me, is definitely a turning point in the market—a serious one—this is not a ‘maybe’ thing. It’s the first time, over the last eight years, that […] we’re now profitable to the degree that I can confidently say that we’re gonna be here for a few years,” Unger said. “And we’re a 25 person studio—that’s no small thing—I don’t actually think many VR studios can say that. We don’t have VC funding, we don’t have a board of directors, we’re completely running on our own steam. A big portion of [this success] is coming from the Quest market.”

Cracking the Code

Art featured in Pistol Whip’s ‘2089’ update | Image courtesy Cloudhead Games

A growing market is great news for all VR developers, but few apps are seeing Pistol Whip levels of success. What’s different about it?

“Retention and time played have both been really important metrics [for Pistol Whip], and we’ve seen massive spikes in that with Quest and Quest 2. People keep coming back, over and over and over again,” said Unger. “[…] Oculus made a point of letting us know how amazing that specific aspect to our game was, that it just has this really sticky quality that keeps people playing, and that it’s not slowing down.”

Compared to The GalleryPistol Whip is a radically different kind of game. Rather than a linear narrative adventure, Pistol Whip is a replayable shoot’em up which couldn’t be easier to pick up and play. Unger said that while Cloudhead still has ambitions to build the third episode of The GalleryPistol Whip was built for the needs of the VR market as it exists today.

In deciding on the pivot, the studio reasoned that the breakdown of consumer interest in various genres—shooters, platformers, simulation, strategy, narrative adventure, etc—is roughly the same in VR as it is outside of VR. So to build a VR game in a genre that’s already niche outside of VR would be building a niche in a niche—not a recipe for success.

That meant setting aside the narrative adventure of The Gallery, and picking something with wider appeal. At the same time, the studio made a conscious choice to focus on ease of use.

“[…] one of the pillars for Pistol Whip was that we want to engage the ‘lizard brain’—the reactive mind. Not the mind that has to be deeply analytical about things. And the way we do that is we put you in a situation that’s threatening, and you just react. So there’s a lot of movement that happens in Pistol Whip—physical movement—that’s just driven by these underlying subconscious systems,” Unger said. “And that was a really important breakthrough for us. Like, ‘how do we tease out people moving or behaving in this specific way’ without them even having to think about it? And I think that’s where players get a lot of enjoyment out of Pistol Whip, because they’re active, they’re moving around in the environment, and they’re only focused on shooting and survival.”

Interestingly, the realization that ease-of-use should be a key pillar actually came from fizzled business pitches between Cloudhead and Hollywood studios.

“[Development of Pistol Whip] came off the tail of doing—god I don’t even know how many—pitches with Hollywood. They were really desperately trying to wrap their heads around how they could utilize VR,” said Unger. “[…] even though most of those things fell apart—and Hollywood kind of dropped the ball on VR in general—the benefit of doing that exercise for us was that we really had to ask ourselves some tough questions about how complicated you can really make a VR experience for Joe Blow consumer. And that led us to some assumptions about about what we had to nail on Pistol Whip.”

One of those tough questions was how the game should handle locomotion. While The Gallery, and plenty of other VR games, have ported basic stick-based movement from the non-VR games that came before, Cloudhead had other plans for Pistol Whip.

“[…] one of [our key lessons] was recognizing […] that actually locomotion is something that kind of needs to ‘go away’ in VR. And I don’t mean that you stand in a room and just stand there—that’s not what I’m talking about. The cognitive load of thinking about how you have to move needs to go away,” said Unger. “[…] It should still happen in an experience, but you need to totally remove that cognitive load from the user so they can focus on the other things they’re doing in the virtual environment.”

The same concept of ‘low cognitive load’ carried into the game’s interaction design too.

“[…] this is a bit old school but, in a way I don’t like that there’s so many buttons on modern VR controllers. I actually appreciated the [trackpad on the original Vive controllers] because it forced designers to think more VR-centric… like ‘how do I make my hands do the thing in the experience [instead of using a button]’? For me it’s going back to simplified input. Again, the user shouldn’t have to think about how to do a thing. It should just be a natural organic thing that they already know how to do.”

Continue Reading on Page 2: “The True Starting Point of Modern VR” »

The post For a Veteran Studio That’s Weathered the Storm, VR Has Become a Lucrative Business appeared first on Road to VR.

Cloudhead Would Love To Make The Gallery Episode 3 For ‘Next-Gen’ VR

In a Reddit AMA Cloudhead Games explained that while they would love to work on The Gallery: Episode 3, they’re waiting on a next-gen advancement in VR. A Quest version of the series is a possibility down the line as well.

Cloudhead Games and The Gallery

The Gallery: Episode 1 is still one of my favorite gaming experiences of all-time with its cliffhanger ending and groundbreaking use of exploration and movement-based roomscale VR. I’ll never forget standing in my living room, mouth agape, staring upward as I ascended at the end.

Episode 2 channels a lot of the same ideas into another exciting adventure and it remains as one of the most compelling reasons to have access to PC VR over just Quest or just PSVR.

Obviously, as it’s the series that put Cloudhead on the map before Pistol Whip, they haven’t forgotten about The Gallery; they just want to do it justice.

In the Reddit AMA, a company representative explained:

“The Gallery holds a really special place in our hearts and of course we would love to return to it at some point–but we really do need the market to be bigger first. The way I see it, the next time there’s a massive innovation in VR, the same way roomscale and hand tracking reinvented the medium, EP3 would make the perfect candidate as a ‘next-gen experience.'”

Arguably, the Quest is that sort of  “next-generation” step they’d be looking for with its wireless standalone format, so it sounds like that is a possibility as the Quest line of headsets gets more and more powerful.

“As the Quest lineup gets more powerful, maybe there’s a chance for a Quest version as well. Nothing official is in the works, but it’s still my dream to return to the series in some way.”

Let us know what you think of this news down in the comments below!

How The Developers Of Superhot VR And Pistol Whip Unlock The Power Of Oculus Quest 2

We talk to the people behind Superhot and Pistol Whip on how Oculus’s latest headset, the Quest 2, allowed them to up their game and improve performance.

[UploadVR regularly commissions freelance writers to review products, write stories, and contribute op-ed pieces to the site. This article is a feature piece from an established journalist.]

When details of the Oculus Quest 2 were leaked, VR enthusiasts were ecstatic about one item in particular: the new headset would be more powerful. As the Qualcomm GPU behind the standalone went from the Snapdragon 835 to the Snapdragon XR2.

We now know from benchmarks that the Quest 2 GPU is more than twice as powerful than its predecessor. But what does that really mean for users? Developers have gone that extra mile to tap into that GPU power to improve the graphics of their games.

One of the first breakout titles for the original Quest was Superhot VR, a reimagining of the PC shooter for virtual reality. Many who played this version of the game found it to be more engrossing than the flat-screen version, with the motion controls in three-dimensional space enhancing the time-bending and bullet-dodging gameplay.

But the port from Oculus Rift to Quest was made with some tradeoffs. With the additional power of the Quest 2, developers Superhot Team were able to restore much of what was lost.

“We were able to add a lot of little things back in,” said Mark Schramm, Lead VR Developer at Superhot Team. “One example is the incredibly detailed concrete texture that was missing from all objects. This may not be something players would notice right away, and we joke a lot about it internally, but thanks to the higher resolution display of Quest 2 it was a super important addition for us. Other items include transparency effects, such as the ground fog that makes distant geometry blend much nicer into the scenery.”

Players on Quest 2 will now find a Superhot game that has more polish and more shininess than before. There is a texture to the objects of the world and improved lighting. The red crystalline enemies gleam in ways they did not before. And the backgrounds are closer to the original, with art fading in the fog to make everything feel suitably disembodied.

superhot-background

Superhot for Quest 2 seems to be proof that despite the drop in power from a PC to a standalone headset, a game could look just as good, giving users the full experience the developer intended.

“Quest 2’s chip is quite a beast and we were pleasantly surprised at how far we can push it. As we become more familiar with the hardware, I am certain we will be able to do even more cool things with it, and we’re continuing to work on it,” said Schramm.

The fore-mentioned increase in screen resolution, from Quest 1’s 1440 by 1600 per eye to Quest 2’s 1832 by 1920 per eye, was one way Superhot Team was able to utilize the hardware. Luckily, their game had support baked in.

Schramm said, “Many of our in-game materials are procedurally generated, which meant we were able to make great use of Quest 2’s higher resolution display. Our complex materials such as the crystal and concrete have used texture slots in the past. As an example, this would include textures for any grout lines in the floor tiles, reflections inside the crystal or the scan line stripes.”

“For Quest, we changed to a procedural system where many of these features are calculated via code, rather than loaded in from a texture. This meant two things: The materials use less texture memory, which can be a limited resource on mobile GPUs in general. And we can easily scale these features when eye buffer resolution increases. In practical terms, this means we do not need to author two different texture sets (one for Quest 1 and another one for Quest 2 resolutions), but also that our materials are as sharp as they possibly can be. This was super important for us, since we want to always maintain that clean, crisp Superhot look.”

On the opposite side of the gun barrel is Pistol Whip, the quick-paced counterpart to the slow gunplay of Superhot. This rhythm-based shooter that feels like an amalgam of Beat Saber’s music and the bullet action of the arcade games of yesteryear was an already colorful game, but Cloudhead made it prettier. Bringing back lighting and other graphical effects that are found on the PC version, Pistol Whip feels more surreal, more glossy, thus more like itself than before.

“The thing we were most excited about was having the chance to push the boundaries of visual elements in the game. One of our goals is to make sure the game always looks amazing on all platforms, from Quest to PCVR, so the team is always working on solutions to see the visuals getting close to the high end platform. The Quest 2 gave us the opportunity to push this further,” said Ed Lago, Senior producer at Cloudhead Games.

Once the Quest 2 was in their hands, Cloudhead knew they had to restore much of what was previously missing from the Quest version. Fortunately, Pistol Whip was always evolving, receiving a steady stream of new songs and accompanying levels, wrapped in a metaphor of films playing at a movie theater.

Lago said, “We were in the middle of the ‘Heartbreaker Trilogy’ production when we decided to update the game for Quest 2. This new content was really different from the previous updates, way more colorful, more heavy on sfx’s and new shaders we wanted to implement in the game, it was the perfect time to take advantage of Quest 2’s higher specs so the visuals would look amazing in the new headset. “

The lighting and effect improvements demonstrate how much this level of polish can bring a game to life. Some Quest games had a tendency, while still having wonderful characters, objects, and worlds, to feel flat. Lighting was not dynamic. Scenes were simple. This was what the Quest 1 GPU could, and that was with aid of Fixed Foveated Rendering (FFR), where software lowers the resolution of the picture on the edges of the screen, reducing the load on the GPU.

The Quest 2 does not suffer from a limited GPU and the resulting flat graphics. With lights, shadows, and other flashy effects now possible, games like Pistol Whip feel more present and less like simple throwbacks.

pistol whip full throttle update

“We always wanted to have PC and Quest versions as close as possible in terms of visuals, but due to original Quest’s limitations we had to sacrifice some features such as realtime shadows and bloom. Fixed Foveated Rendering is also used on Quest to save some GPU time. So, the first thing we thought when we got a Quest 2 was ‘what if we turn everything on?’ Then we tried and the results were super impressive.

We were able to keep acceptable framerates with real-time shadows enabled and FFR disabled, which is great. With FFR disabled, we were also able to match the dithering effect (during scene transitions or when damage is received) quality in PC and Quest 2 platforms. We’re now working towards bloom and evaluating other visuals,” said Teo Dutra, Graphics Engineer at Cloudhead.

And these are not the only improvements for these titles. There are more to come. Cloudhead will continue to tweak and improve things, as they continue to add new songs to the game.

Detra said, “With each new update, we are constantly improving visuals and the performance of the game. Platform parity is a conversation we have frequently and the Quest 2 brings us incredibly close to the PC version of Pistol Whip. We are now able to use the same shaders, shadows, VFX, and resolutions as PC, and in the future we hope to work towards hitting 90fps.”

Superhot Team will also provide that significant jump in presentation to match the PC version, just as soon as Oculus brings the promised support for it: the increase in framerate from 72 frames per second to 90.

Schramm said, “Since the game has many very bright scenes, running at 90HZ reduces the perceived flicker in the peripheral vision, which is one of the main complaints, and the reason we added a screen-dimming option to the Quest version. 90fps also makes the game buttery smooth to play, not only in fast, action heavy moments, but especially in scenes where players move slowly and deliberately. It heightens the experience and makes it so much more visceral.”

And these two games are not the only ones to get new life on this new headset. We have seen the improvements in VR mainstays like Arizona Sunshine and newer titles like Onward. And we will likely see even more as developers take the time to upgrade their games, or just make new ones that can utilize the power of Quest 2.

pistol whip combat

“Oculus has put tremendous effort into making developers’ lives easier, both with technical support and tools support,” said Dutra. “It feels like we’ve crossed a threshold into the future, where mobile VR is finally encroaching on console and PCVR. The future of VR has never been brighter.”

Cloudhead Trials New Remote Work Solution With VR Support

In the last few months, we’ve seen loads of companies jump on the remote work bandwagon and produce VR apps that let you collaborate with others in VR. However, this latest one might be the strangest and most intriguing — Cloudhead Games, the studio behind VR rhythm game Pistol Whip, is producing a remote office application with VR support.

cloudhead remote work tool

Cloudhoud detailed some parts of the application on its blog, saying that it sprung out of necessity with its own team — working remotely, Cloudhead found that traditional remote work tools, like video calls, didn’t work as an all-day solution.

As a result, Cloudhead Labs (a subdivision of Cloudhead Games focused on “experimental VR mechanics and concepts, in order to identify ideas worth pursuing”) developed CloudHEAD, an “all-day digital work environment which enables deep social cues, company culture, collaboration and play between you and your co-workers.”

cloudhead remote work

CloudHEAD uses webcams to display your real face, live from the webcam, on top of an avatar body, as pictured above. That being said, the app also has VR support for “when it makes sense.” Cloudhead feels that VR still has major challenges as an ‘all-day’ work tool, both in terms of comfort and expressing the subtleties of human communication needed when collaborating with others.

Because of that, the tool will work in both flatscreen and VR modes at any time, which gives people the freedom to use VR without being restricted to it all day. When you do go into VR, however, colleagues will be able to see your live webcam, with your face partially covered by your VR headset, as shown on the far right of the main promotional image embedded at the top of the page.

The tool has been in development for 8 months, and is now ‘roughly in Alpha’. The team has plans to share its work with “trusted peers,” but more details will come in a later blog post. You can read more about CloudHEAD here.

Pistol Whip: Vengeance And Disorder Add Extreme Difficulty In Heartbreaker Update

Cloudhead’s free “Heartbreaker” update to Pistol Whip includes a trio of new scenes with a relaxing vibe. They’re a nice trip and take the total Pistol Whip scene count up to 18 from its original 10. The update also adds two new modifiers and if you turn them on you’re in for a non-stop move-or-you-die shoot-fest that requires an entirely new level of consistency and quick reflexes.

Vengeance and Disorder can be combined with the existing Deadeye modifier to turn Pistol Whip into a harrowing effort to maximize score. Dual wield mode, meanwhile, no longer results in a score penalty. Activate them all and you’ve got two guns to cut down bad guys with a 144.5 percent score bonus to look forward to at the end of the scene. Maybe stretch your legs before doing so, though, because you’re in for quite the journey.

Vengeance adds 10% to your score and causes enemies to shoot back every time you land a shot. Disorder adds 5% to your score and changes up which enemies have armor. Deadeye mode, of course, adds 25% to your score and turns off aim assist, requiring players have the actual aim of an action movie character like John Wick. If Deadeye mode is analogous to Expert difficulty in Beat Saber, then adding on Vengeance and Disorder take it to Expert+. You can still memorize where enemies will spawn but these changes keep you on your toes and require a new kind of situational awareness that Pistol Whip players haven’t seen yet.

Walking Away From An Explosion

You know that action movie trope of a badass walking away from an explosion? These new modifiers in Pistol Whip can make you feel that. For example, at one point I missed an enemy in full body armor who was ground level and very close to my path. So I turned back around and quickly shot him four times. I turned forward again to focus on the new enemies spawning in front of me as four bullets hurtled from behind me toward my head. Can you see where this is going? Pistol Whip is already my favorite VR game and, as I said in my original review last November, it brings me back to my headset again and again. Now I need to add this feeling to the overall experience: It’s a unique kind of satisfaction to play with Disorder and Vengeance and find yourself moving out of the way — just in time — as four bullets you can’t even see at that moment fly past your head. That moment represents a special only-in-VR magic that I think speaks to Cloudhead’s growing confidence iterating on their original design for this game.

The update also includes a water gun with new visuals for shooting and other new cosmetic changes. The Pistol Whip Heartbreaker Trilogy is now available on Quest, Steam and Rift and coming soon to PSVR with the following new songs. Descriptions for each of the new songs are below as provided by Cloudhead:

  • Letting Go – EMBERZ: Players dance and shoot their way through showers of stars and rain in this upbeat transitional journey above a dreamy pastel cityscape.
  • Embers – Dabin feat. Jill Harris: Angelic vocals help players groove and vibe through this warm, colourful, and abstract scene.
  • Another Day – Dabin x Inukshuk (feat. Nevve): Players will experience the explosive and joyous conclusion to The Heartbreaker Trilogy in a fantastical journey across the road less traveled.