Brave New World: How Crytek Is Using VR To Push Gaming To New Limits

Brave New World: How Crytek Is Using VR To Push Gaming To New Limits

Crytek is one of the most influential studios when it comes to introducing ambitious technology to video games. Since it was founded 17 years ago in 1999, it’s produced some of the most technically impressive titles in the industry, changing first-person shooters in the process.

The first Far Cry game, released in 2004, was lauded for its massive open world setting, long draw distances, seamless transitions between outdoor and indoor areas, and even an advanced rendering system for vegetation. Crytek developed its own game engine, CryEnginefor Far Cry as well. Since then, Far Cry has quickly become one of the premium shooter franchises, and CryEngine has been used in a slew of stunning titles, including Ryse: Son of Rome, and Everybody’s Gone to the Rapture.

Crytek undoubtedly has a storied history with technology, one that’s replete with accomplishments like Far Cry. It shouldn’t be a surprise, then, to see the studio embrace virtual reality.

From Far Cry To VR

“Innovation is in Crytek’s DNA and we are always investigating new technology,” said Elijah Freeman, Crytek’s Executive Producer. “VR is a medium that allows us to invent and try out new gameplay ideas, and with CryEngine we have a great foundation that gives us the freedom to experiment and translate our vision to a new platform. We have been developing VR for the last two years and one of our goals is to be one of the leading AAA VR content and technology creators.”

Like Ratchet & Clank developer Insomniac, Crytek is one of the more well known studios that’s been leading the charge on VR from the start. As much as Far Cry, Crysis, and a slew of other titles helped shape what Crytek is and means for fans, its heritage is very much rooted in exploring new technologies. The studio is convinced that VR is here to stay and isn’t just another gimmick that’ll be forgotten a few years from now

With The Climb [Review: 8/10] a rock climbing simulator, and Robinson: The Journey [Review: 7/10] — a first-person exploration game — Crytek already has a decent understanding of what works and what doesn’t work in VR. The studio’s experience making technically advanced shooters has definitely helped.

“The original Far Cry is now over 12 years old, and since then a great deal of work at the studio has been focused around creating technologically groundbreaking first-person games,” said Freeman. “Through that process, the team here has learned a lot about what does and doesn’t work from the player’s perspective, and that knowledge has always been poured back into CRYENGINE too – which has made it a very powerful resource for a project like Robinson.

“On top of that, Crytek has always sought to push the envelope in terms of visual fidelity, so we’ve developed a lot of techniques and tools over the years that are advantageous for VR development. Add in the fact we released Crysis 2 in stereoscopic 3D half a decade ago and I think you have a picture of a studio that was really primed for VR. It has certainly felt like a very natural step for us.”

Rock Climbing Was The Beginning

Crytek had a couple of ideas for what its first two VR games should be. Though it’s capable of delivering enjoyable and engaging gunplay, the studio also has experience making games where platforming is a major part of gameplay. In both Far Cry and Crysis, players often have to traverse mammoth environments and structures. Crytek realized that first-person platforming would work well in VR.

“Well, we experimented with a lot of different gameplay mechanics to find out what would work in VR, what would be compelling, what had potential, and so on,” said Freeman. “The climbing movement through a VR space felt very natural to everyone who tried it and as we iterated on the concept, it became clear that it deserved its own game. Free solo rock climbing is one of the most extreme, exciting, and dangerous sports on the planet. VR allows players to become present in the game world, and free solo rock climbing is the perfect kind of experience to make use of that.”

Crytek started researching rock climbing, and even had expert rock climbers play The Climb for feedback.

“You only need to take a quick look at footage of some of the world’s best free solo rock climbers to see how spectacular the sport is, as they perform death defying moves in amazingly beautiful natural environments,” said Freeman. “We’ve had both amateur and professional climbers play the game, and they’ve told us it captures an essence of the sport and a sense of realism. It’d be cool if non-climbers played the game, and were inspired to try out real life climbing after they get a taste of the sport in The Climb.”

A Love For Dinosaurs

During The Climb’s development, Crytek was coming up with an idea for a more full-fledged triple-A VR title. The studio fell in love with a particular setting — a time in history when dinosaurs roamed the earth, and humans were still relatively primitive. Crytek wanted to create a game that allowed players to visit a world they wouldn’t able to actually experience.

“When we knew that we wanted to do a VR project, we spent time thinking about some of things we would love to experience in real life, but simply can’t,” said Freeman. “Around that time, we were also working on our ‘Back to Dinosaur Island’ VR demos, and realized how magical it was to encounter prehistoric creatures in VR. We decided to explore this setting further and mix it up with something else we love – space and science fiction.”

Robinson doesn’t feature combat, as Crytek wanted to focus more on exploration and making players feel like interactive tourists. Finding and scanning exotic creatures is the crux of what you’ll be doing n Robinson. Like with Far Cry and Crysis, Crytek wants to the deliver a stunning title that can be a great primer for even more ambitious VR experiences.

“Almost everything in the game’s universe has a background, and the lore extends far beyond what players will be able to see first-hand,” said Freeman. “We feel like this approach really adds to the believability of the world, and we want players to become more immersed in the story as they explore every inch of their environment and gain an understanding of their place in this fictional universe.”

 

The Climb is available on the Oculus Rift using a gamepad with Touch support arriving later this year, and Robinson: The Journey is now out on PlayStation VR. Have you played either of these titles yet? If so, what did you think?

Alex Gilyadov is a freelance writer with work appearing in multiple publications, such as GameSpot, VICE, Playboy, Polygon, and more. You can follow him on Twitter: @rparampampam

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Oculus Rift: The Climb Patch 1.2 bringt viele Verbesserungen

Crytek hat mit The Climb ein Kletterspiel für die Oculus Rift auf dem Markt, welches am 6. Dezember auch einen Support für die Oculus Touch Controller erhalten wird und zeitgleich auch eine neue Welt und eine neue Rangliste für Touch-Spieler spendiert bekommt. Jetzt hat Crytek für The Climb Patch 1.2 veröffentlicht, welcher euch mehr Einstellungen bei den Grafikoptionen bringt, falls ihr einen sehr Leistungsstarken PC besitzt.

The Climb Patch 1.2 bringt viele Verbesserungen

The Climb Berg bei Nacht

Klettern in der Dunkelheit in The Climb

In The Climb könnt ihr nun die Auflösung, die Qualität der Schatten, die SSDO Qualität und das Anti-Aliasing verändern. Das Spiel wird euch warnen, wenn ihr mit den Einstellungen in einen Bereich kommt, den euer PC nicht mehr schaffen kann. Außerdem gibt es für das Tutorial nun auch eine Sprachausgabe in Deutsch, Französisch, Spanisch und Koreanisch und es gibt nun eine Warnung für das Zurücksetzen der Sicht. Dies sind die offensichtlichen Änderungen, doch Crytek hat auch den Code für das Netzwerk optimiert.

Wenn ihr The Climb kaufen wollt, dann könnt ihr dies aktuell nur über den Oculus Store tun. Das Spiel kostet dort im Moment noch 49.99 Euro und eine Senkung des Preises ist nicht in Sicht. Dies ist natürlich ein stolzer Preis, doch das Spiel macht auch einige Zeit Spaß und mit den Oculus Touch Controllern wird sich die Erfahrung auch noch deutlich verändern.

Unseren Test zu The Climb findet ihr hier. 

 

Der Beitrag Oculus Rift: The Climb Patch 1.2 bringt viele Verbesserungen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Oculus Touch: The Climb mit neuer Strecke und Rangliste

Am 6. Dezember ist es endlich soweit und die Oculus Touch Controller erscheinen für die Oculus Rift. Mit den neuen Controllern wird endlich eine Bewegungssteuerung für die Oculus Rift ermöglicht und das System von Oculus komplettiert. Auch wenn The Climb schon beim Release so aussah, als sei der Titel ein perfektes Spiel für die Touch Controller, so hatte Crytek das Spiel zunächst ohne Touch Support veröffentlicht und auf die Steuerung mit dem XBox One Controller gesetzt.

The Climb mit neuer Strecke und Rangliste

The Climb - rote Anzeige am Handgelenk

Die rote Anzeige, das helle Leuchten und Schweiß zeigen euch, dass ihr nur noch wenig Kraft habt

Zum Release der Oculus Touch Controller wird es kostenlos ein Update für The Climb geben, welches das Spiel mit den neuen Controllern spielbar macht. Wie Crytek auf dem Oculus Blog mitteilt, wird das Spiel mit einem neuen Level ausgestattet und wird auch eine neue Rangliste für Oculus Touch Spieler erhalten. Somit wird das Spiel von drei auf vier Welten aufgestockt. Die Trennung der Rangliste macht auch durchaus Sinn. Spieler mit den Oculus Touch Controllern haben komplett andere Voraussetzungen als Spieler mit dem XBox One Controller. Damit der Wettkampf aber fair bleibt, separiert Crytek die Ranglisten im gesamten Spiel. Ihr messt euch also immer nur mit anderen Spielern, die auf die gleiche Eingabemethode setzen.

In The Climb klettert ihr zwar nicht gleichzeitig gegen andere Spieler, aber dennoch ist der Wettkampf mit anderen Menschen ein wichtiges Element von The Climb. Ihr könnt stets einen anderen Kletterer aus der Rangliste auswählen und gegen seinen Geist in der virtuellen Welt antreten. Dies macht das Spiel sehr fordernd, wenn ihr euch einen Gegner mit einer sehr guten Zeit heraussucht.

Das Update für The Climb soll pünktlich am 6. Dezember erscheinen. Auch wenn eine Portierung auf andere System dann einfacherer wäre, so wird der Titel aber dennoch exklusiv für die Oculus Rift bleiben. Crytek hat derzeit keine Pläne das Spiel auch für die HTC Vive oder PlayStation VR zu veröffentlichen.

Der Beitrag Oculus Touch: The Climb mit neuer Strecke und Rangliste zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The Climb for Oculus Touch will Come With Additional Level

A few weeks ago Oculus launched a new weekly blog series called Touch Tuesdays, highlighting different videogame’s coming to the motion controllers which launch next month. Today’s post focuses on Crytek and its title The Climb, revealing that the free Touch update will also come with a brand new level.

Oculus spoke to Niels Stoelinga, Gameplay Programmer for The Climb, discussing the videogame’s creation and how the controllers make it even more realistic. Talking about Touch implementation Stoelinga said: “It worked out very well, since climbing revolves around hand movement. When movements mimic your brain’s expectations, it feels more real.

The Climb_01

“Some mechanics became simpler with Touch. For example, in the gamepad version, we used a button press for players to check their watch in-game. Now you can just look at your wrist. This actually becomes a lot more immersive and natural because it replicates real life.

“Bringing in Touch controls required additional work in other ways, however. Playing with a gamepad, the movement of the player is automatic. With Touch, the player decides how to move through the space. We had to ensure that the hands are always in the right position—if it doesn’t look or feel right, it breaks presence.

“Addressing fatigue was also something that we had to consider. For some players, moving quickly for an extended period of time in VR can cause discomfort. So our chalk mechanic and stamina system play an important role for people new to VR, periodically slowing down player movement so they can take a breather.”

Stoelinga also revealed Crytek tried the title with real climbers, saying: “We showed the game to professional climbers at an Adidas Rockstars event earlier this year, and they really liked it. They said the flow of the game is very similar to the real thing—Touch really helps with that.” Checkout the video below to see their reactions.

Oculus Touch launches on 6th December, and its currently available to pre-order for £189 GBP. There’s no details on what the new level will be based on, but as VRFocus finds out further details, we’ll let you know.

‘The Climb’ For Oculus Touch Features A New Mountain and Separate Leaderboards

‘The Climb’ For Oculus Touch Features A New Mountain and Separate Leaderboards

Oculus Touch will release in less than a month. Upon its launch it will be jam-packed with several new and fascinating titles, but it will also be allowing significant new updates to be made to already existing properties. The Climb (Review 8/10) is an example of a game that is already available on the Oculus Rift, but will be getting a significant upgrade once Touch arrives. A new blog post and correspondence with the company shines more light on exactly what those updates are going to be.

The first, and perhaps most significant, change is that the Oculus Touch version of The Climb will “come with a new level.”

The Climb currently features three different levels, or “mountains,” for players to tackle. Adding a new level could also entice more new players to buy the game. Exact details for this new mountain aren’t available yet.

Today’s post also reveals that the Oculus Touch and Gamepad versions of The Climb will have seperate leaderboards. According to Niels Stoelinga, Gameplay Programmer for The Climb, this decision was made because: 

While we aimed to give players a very similar experience with both inputs, we had to consider how this affects competition. After all, The Climb is a sports game, so you need a level playing field.

One of the first decisions we made was to split the leaderboards for gamepad and Touch. Both ways of playing are different, and that inevitably leads to a difference in times. This gave us the freedom to make the Touch input as fun as possible, without being bound by making it balanced with the gamepad.

For instance, when you play with Touch, your reach differs depending on the length of your arms. We could have integrated Touch with the same jumping, reach length, and automatic repositions as the gamepad, but ultimately, mapping player movements into the game was just much more fun and engaging.”

The Climb‘s Oculus Touch update will be available when the platform launches on Dec. 6.

Review: Robinson: The Journey

Crytek are arguably one of the most ambitious development studios in the virtual reality (VR) videogame scene. A sequence of regular technical demonstration reveals eventually lead to the release of debut title The Climb, which is about to receive a significant update (and notably, a huge improvement) through the addition of Oculus Touch controls. The company’s second VR release, Robinson: The Journey, takes the lessons learned from The Climb and wraps them into a much bigger VR experience.

Robinson The Journey screenshot

Robinson: The Journey is a first-person adventure videogame not too dissimilar in construct to that of nDreams’ The Assembly. Though the theme and settings is entirely different, the pacing and central mechanics are parallel. Despite some missteps, Robinson: The Journey often demonstrates just how far VR development has come in the short few months since The Assembly’s initial release.

The plot of Robinson: The Journey flitters between intriguing and paper-thin with aplomb, rolling in trite endeavour as an excuse for exercising specific mechanics. The player takes on the role of Robin, a young boy stranded when the Esmeralda crash-lands on Tyson III. Devoid of human companionship, Robin must venture through an unwelcoming environment with only HIGS, an AI unit from the Esmeralda, to guide him as he attempts to find the lost crew.

Despite the hostile environment, Robinson: The Journey errs on the side of caution when it comes to action sequences. The pacing of the videogame is more concerned with player comfort – as it should be during these early days of modern VR – than adrenaline pumping action sequences. And, given that the experience takes place entirely in first-person, Crytek has clearly invested significant research into locomotion.

Robinson The Journey screenshot

Using a DualShock 4 controller on PlayStation 4, the player moves with the left analog stick as would be expected. The right analog stick allows for snap rotation – instant turning at fixed degrees – while the PlayStation VR head-mounted display (HMD) controls the entirety of the player’s head movement in-game. To that end a technique has been introduced that may sound somewhat disconnected on paper, but in practice is hugely successful.

The player’s movement speed is controlled directly by their viewpoint. When looking directly ahead the player can move at full speed, however this momentum is then reduced when off-centre. For example, if the player looks upwards at 45 degrees their movement speed will be halved; looking at the floor will reduce them to a crawl speed. How does this benefit the player? Simply by reducing the chance of discomfort through unexpected travel: in first-person videogames the player can often move further than expected when not looking at the horizon, which in VR can have disastrous effects. Robinson: The Journey does not suffer from this concern-adding issue.

Other mechanics see the climbing from The Climb boiled down to a component opposed to a full experience – perhaps as it should be – and lightweight puzzle solving. Players can pick up objects and throw them, interact with designated aspects of the environment and generally carve themselves a path along the linear route under the occasionally imposing guidance of HIGS. Robinson: The Journey is hardly groundbreaking in this respect, but tying each desperate mechanic together in an enjoyable adventure is more than many have achieved in VR thus far.

Robinson The Journey screenshot

Perhaps Robinson: The Journey’s biggest issue is its price tag. Despite Oculus VR co-founder Palmer Luckey’s suggestion that VR videogames may attract a higher price point upon launch this has not been the case. In fact, a number of VR exclusive releases have seen their price drop shortly after release. Robinson: The Journey being priced as a full retail videogame release may cause concern for some, but for those keen to follow the evolution of VR as a medium its worth jumping on board.

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Paha Schulz, the founder of Playsnak, has a wealth of industry experience spanning from Crytek to Electronic Arts. Taking that and the talents of well-seasoned industry vets, Schulz created a new venture with Playsnak, a company focused on mobile and VR game development and publishing. Playsnak announced via press release they’ve received a $1.3 million seed investment from K Cube Venturesl,  a firm that has allocated $100 million in assets from 2012 until now.

“We expect that Playsnak will lead the game market with their in-house competency to develop innovative VR content and diverse global business competency in the evolving next-generation game market, said Andy Shin, Partner at K Cube Ventures who led this deal, in a prepared statement.

K Cube invests anywhere from $100,000 to $2 million per start-up, depending on the partnership. With the $1.3 million investment, it’s clear they believe in Playsnak’s mission and potential to produce and/or publish quality mobile and VR experiences. Playsnak hopes to extend into augmented reality down the line and K Cube’s experience with business development, team building, networking, investing, and other crucial business elements might pay dividends for the young startup. In the press release, Schulz was candid about where the allocated funds would go and the company’s far-reaching goal.

“Through this funding Playsnak will focus on developing and finding innovative VR & mobile games, as well as focusing on bringing the Asian and Western game market closer together and becoming a true global player in the game industry.”

The VR Job Hub: Intel, Crytek, Ubisoft & Lucid Sight

Whether you’re an experienced designer, programmer, engineer, or maybe you’ve just been inspired after reading VRFocus articles – either way, you have stumbled across VRFocus’ VR Job Hub. The jobs listed here are located worldwide, from major game players to humble indie developers – the one thing they all have in common is that they are all jobs in VR.

View the new listings below for more information:

Location Company Role Link
Santa Clara, US Intel Software Engineer – VR Click here to apply
Santa Clara, US Intel VR Design Technologist Click here to apply
Frankfurt, Germany Crytek Technical Artist – Creative Services Click here to apply
London, UK Ubisoft Lead VR Programmer Click here to apply
Santa Clara, US Lucid Sight Mobile Game Developer Email details to joe@lucidcam.com
Santa Clara, US Lucid Sight Image Processing Developer Email details to joe@lucidcam.com
Santa Clara, US Lucid Sight Software Engineer – Advanced AR & Machine Learning Email details to joe@lucidcam.com

Look back at last week’s post for ongoing listings.

Check back with VRFocus 4pm BST every Sunday for the latest positions in one of the most progressive industries.

‘Robinson: The Journey’ Will Test VR Game Prices At $60 On Nov. 8

‘Robinson: The Journey’ Will Test VR Game Prices At $60 On Nov. 8

We’ve been looking forward to Robinson: The Journey for a long time. The game, which is all about close encounters with dinosaurs, is positioned to become the latest showpiece for Crytek’s game engine and its ability to create gorgeous virtual worlds.  Crytek released The Climb (Review: 8/10) on Rift for $50 earlier this year and we found it to be a great game able to imbue genuine exhilaration inside an eye-popping environment, and we look forward to re-evaluating it with the forthcoming Touch controls.

Now we know the price of Robinson: The Journey on PlayStation VR from Crytek, arriving for $60 on Nov. 8 in the United States and Canada. It’ll launch the following day in Europe, Australia and New Zealand published by Sony and available in stores as well as digitally.

The price places it among the most expensive VR games, like EVE: Valkyrie (Review: 9/10) and Battlezone (Review: 8/10), each of which have significant multiplayer modes. Valkyrie features intense space dogfights with an added cooperative mode against real people, while Battlezone features levels that change with each play through as well as a cooperative mode. We’ve been told, however, that Robinson is a single player game likely to take three to five hours to complete, depending how you play. Replayability will likely be driven by finding collectibles and other items hidden throughout the world, in addition to exploring environments and unlocking achievements.

Pricing is a very sensitive subject among VR early adopters, many of which are gamers. These buyers are accustomed to spending $60 on traditional games with campaigns expected to measure hours in double digits, with multiplayer modes that could deliver months of entertainment. VR games frequently don’t last that long, however, and virtual reality is home to content much more immersive and varied than traditional games. Content ranges from completely non-interactive 360-degree videos which don’t sell for anything to physically active games like Raw Data (early access hands-on) and The Gallery: Call of the Starseed (Review: 9/10) that sell for $40 and $20, respectively. Both Raw Data from Survios and the first episode of The Gallery from Cloudhead Games (which started at a higher price) cleared $1 million in sales, representing the highest figures we’ve heard yet for sales of VR-specific games.

Meanwhile, Feral Rites from Insomniac Games debuted at $50 (Review: 5/10) only to get panned in reviews, quickly dropping to $30 and offered on sale all the way down to $10, with six free games offered to buyers who paid the full price. In other words, the Oculus-exclusive title missed buyer expectations in such an extraordinary fashion the company decided to make amends.

Now Robinson: The Journey is positioned to become the next title to watch to see if buyers find themselves satisfied after dropping $60 on a VR game.