PSVR-Mitentwickler Dave Ranyard gibt Einblicke in das Leben eines VR-Indie-Devs

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Dave Ranyard verlies nach knapp 18 Jahren Arbeit als führender Entwickler und Leiter der Sony Studios London im Jahr 2016 das Unternehmen, um sein eigenes Entwicklerstudio Dream Reality Interactive zu gründen. In einem Interview mit Upload VR beschreibt der kreative Kopf seinen Werdegang als Indie-Entwickler und die Probleme, Herausforderungen sowie Vorteile, die der Wechsel mit sich brachte und seinen heutigen Stand in der Industrie.

Dave Ranyard über seinen Abschied bei Sony und der Gründung seines eigenen Indie-Studios

In seiner Zeit bei den Sony Studios London war Dave Ranyard als einer der Hauptentwickler der PlayStation VR (PSVR) beteiligt. Als Verfechter der VR-Technologie und -Brille präsentierte er verschiedene Demos der Spielesammlung PlayStation Worlds und arbeitete zudem an innovativen AR-Titeln wie Wonderbook. Kurz vor dem Release der VR-Brille verlies der damalige Leiter das Unternehmen, um sein eigenes Indie-Studio Dream Reality Interactive zu gründen.

Dave-Ranyard

In einem Interview mit Upload VR beschreibt er die vergangenen zwei Jahre, die seit diesem Entschluss ins Land gezogen sind. Auf Nachfrage, warum er damals diese Entscheidung getroffen hat, stellt der heute 50-Jährige persönliche Motive als Hauptmotivation in den Vordergrund:

Ob es eine verrückte Entscheidung war? […] Ich war damals 48 Jahre alt und dachte: “Wenn ich es jetzt nicht tue, werde ich es niemals tun.” Ich machte mir selbst Druck, denn mich plage ständig der Gedanke, wie großartig es wäre, ein eigenes Studio zu besitzen.”

Jedoch konnte er auf seine Gründererfahrung zurückgreifen, denn bereits vor seiner Zeit bei Sony leitete er einen eigenen Klamottenladen und war als freitätiger Musiker tätig. Risikofreudig war er jedoch schon immer, was er in seiner langjährigen Arbeit an der PlayStation VR (PSVR) unter Beweis stellte:

“Es war bereits bei Sony ein hohes Risiko das Projekt PSVR zu starten, als die Brille lediglich ein Prototyp-Helm mit ein paar Befestigungsriemen war. Dabei mussten wir zunächst eine Menge ausprobieren, was zur finanziellen Herausforderung für das Unternehmen wurde. Unsere ersten Ergebnisse konnten sich jedoch sehen lassen und wir haben eine Menge daraus gelernt.”

Dave Ranyard – “Im VR-Markt steht man nicht im Wettbewerb zueinander. Es ist ein Netzwerk, indem sich alle untereinander helfen”

So entschloss er sich damals kurz vor der offiziellen Veröffentlichung der PlayStation VR (PSVR) bei Sony aufzuhören. Auch wenn er sein Herzblut in das Projekt steckte, glaubte er so fest an die VR-Technologie, dass er sich durch den frühzeitigen Wechsel finanzielle Investments für eigene Projekte erhoffte. Ein gewagtes Unterfangen, denn der AR- und VR-Markt benötigte deutlich mehr Zeit als von damaligen Analysten prophezeit. So beschreibt er in einer Indiana-Jones-Metapher den schmalen Grat zwischen Hoffnung und Verzweiflung, den der vierfache Familienvater in so manchen Momenten durchlebte:

“Ich mache jetzt Witze darüber, aber es gab Momente, in denen ich am Rande der Verzweiflung stand, nur Millimeter vom Absturz entfernt. Das fühlt sich an, als ob man auf einer Seilbrücke wie bei Indiana Jones steht, die jeden Moment reißen könnte und Leute hinter dir her rennen und du nur noch nach Hilfe rufen möchtest.”

Orbu-AR-ARKit-iOS

Orbu für iOS

Jedoch konnte sich das Studio mit Auftragsarbeiten, wie der VR-Erfahrung Hold the World für das London History Museum über Wasser halten und auch bald eigene Projekte starten. Ebenso entwickelten sie für Apple die AR-Erfahrung Orbu, ein Minigolfspiel für iOS. Besonders positiv hebt Ranyard die VR-Industrie im Vereinigten Königreich hervor:

Im VR-Markt steht man nicht im Wettbewerb zueinander. Es ist ein Netzwerk, indem sich alle untereinander helfen.”

Auf die Frage hin, ob die Gründung des Studios eine gute Entscheidung war, entgegnet er nur:

“Um ehrlich zu sein, habe ich niemals zurückgeblickt. Ich hatte niemals einen großen Plan, aber ich denke, ich habe das Richtige getan.”

Arca's-Path-Oculus-Rift-HTC-Vive-PlayStation-VR-PSVR-Gear-VR

Sein Indie-Studio beheimatet heute ein Team von insgesamt zehn Mitarbeiter/innen, die am 4. Dezember das erste eigene VR-Spiel Arca’s Path präsentieren. Weitere B2B-Projekte sowie Gespräche über ein größeres eigenes Projekt sind zudem bereits in der Planung. Besonders in edukativen VR-Erfahrungen sieht sein Team großes Potenzial.

(Quelle: Upload VR)

Der Beitrag PSVR-Mitentwickler Dave Ranyard gibt Einblicke in das Leben eines VR-Indie-Devs zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Why One Of Sony’s Biggest PSVR Advocates Risked It All On Going Indie

Why One Of Sony’s Biggest PSVR Advocates Risked It All On Going Indie

Dave Ranyard used to head up one of Sony’s longest-running PlayStation developers, working on its most experimental tech, located in the heart of London. Over the course of the past decade, he’s worked on games that spearheaded PlayStation peripherals from the popular SingStar karaoke series to early augmented reality efforts with Wonderbook. Most recently he was working on PlayStation VR, serving as one of the kit’s key ambassadors in its early days,  presenting the demos that would add up to the popular PlayStation VR Worlds launch compilation. Showing sharks to his mother, watching people fall through virtual desks or simply watching cynics be converted right before his eyes — you might consider him one of the headset’s biggest advocates.

But these days? He’s traded all of that in for a meditation yurt and he couldn’t be happier about it.

Ranyard’s given multiple talks on VR over the years, often showing a video of his mother being attack by virtual sharks

Ranyard is grinning from ear-to-ear as he shows me around Huckletree, west London’s co-working space that houses his latest venture, independent development studio Dream Reality Interactive. He’s feeding off the bubbly vibe of positivity that exudes from the venue, from the hipster-approved hut to the indoor gazebo that sits next to it. DRI itself, now over two years old and soon set to release its second commercial product, is nestled off to the side of the main floor, a team of around 10 all busily working away with a hearty startup spirit. The enthusiasm on display is infectious, but I can’t help wonder if it’s worth the trade-off of that Sony safety net.

“Isn’t that–”

“Madness?” Ranyard interjects with a laugh before I’ve even finished my first question. Well, isn’t it? “I was 48 [when I left Sony],” he explains, “and I thought, if I don’t do it now, I’m not going to do it. It was a bit of personal pressure. I’d always thought “Wouldn’t it be great to have your own studio?””

He’s had his own businesses before, too. In another life, Ranyard was a musician signed to Warner Bros. and he’d even run a vintage clothes store before that. Still, the decision wasn’t made lightly. “When you’re in a big corp it’s quite difficult to [leave] because you’re kind of in this certain lifestyle that’s very busy and it’s reasonably well recompensed. And I’ve got four kids.”

But, having spent years working on PSVR in its R&D stage and developing the game that now comes packaged in with the headset as your first VR experience, Ranyard already had the spirit of adventure in him. “It was a high risk inside Sony to say “Right, let’s do VR!” when it was still like a cycling helmet with bits strapped on it,” he recalls.

The London Heist demo was one of the first VR experiences that used motion controllers as guns and featured detailed human NPCs

“And it was hard in the sense that we did lots of R&D and we found a lot of stuff that doesn’t work and we had quite a lot of people working on it so, financially, it was probably a bit challenging for the business. On the other hand, we learned a lot very quickly and we gave people a suite of things that they could play when they first got their headset, which I think is great.” Eventually, though, adventure called him elsewhere.

“I really enjoyed being at Sony but I got to the point where I was preferring to be more autonomous,” Ranyard explains. “When I was first at Sony it was pretty agile but, as with any business these things grow and more layers come in and more departments and before you know it you’re not super quick on things and you’re going to other people to get their buy-in.”

And so, despite having worked on PSVR pretty much since its inception at the turn of the decade, Ranyard packed his bags before the headset even launched on October 13th 2016. “It was great to be part of that and, actually, if I was purely going with my heart, I would have stayed at Sony for the launch of PSVR,” he says. “But, putting a bit of a commercial head on, it felt smarter to leave before it was launched because there was more opportunity to raise investment.”

Not only is Ranyard now in the “dark woods of indieness”, but he’s also exploring the murkier terrain of VR and AR, a market that hasn’t taken off as quickly as analyst’s astronomical projections said it would. He’s well aware of the risks (“I joke, but there are moments where you’re on the edge of the chasm of despair with an Indiana Jones rope bridge about to snap and people running behind you and you’re like: “Help.””) but, fortunately, there’s method to this developer’s madness.

Hold the World makes excellent use of VR to take you behind the exhibitions of London’s Natural History Museum

For starters, DRI has found its feet by taking on some contract work. For example, it helped out with the brilliant Hold The World, a VR experience which puts you face-to-face with a photoscanned Sir David Attenborough as he takes you on a supernatural tour of London’s Natural History Museum.

“We decided early on to do some paid work as well as some of our own stuff,” Ranyard says. “I had a conversation with an old friend who had been through a similar thing. He said to me: ‘My advice to you is to make some money. It’s not a dirty word, it just gives you more choices.'”

DRI also made a solid partner in Apple for its first AR release, Orbu, a sort of virtual minigolf game that highlights the capabilities of the iOS ARKit. Now, for its anticipated first VR game, Arca’s Path, DRI is cozily paired up with a publisher, Battlezone developer Rebellion, and aiming to hit as many headsets as possible on December 4th. As I said in a preview last week, Arca’s Path strikes a delicate balance between accessible gameplay that anyone can pick up (it doesn’t even require a controller to play) and the kinds of extra challenges and rewards that will have core players coming back for more.

A big part of what’s kept Ranyard and the team sane, though, is outside help. As we talk, Ranyard almost lists off a who’s-who of the UK VR industry, describing people that have offered helpful advice and guidance. “You’re not in competition with any other VR studios. It’s a network, we’re all helping each other.”

He’s also not phased about VR’s slow start, referring back to a talk he used to give comparing the platform to the introduction of audio in movies in the early 1900’s “There was a change then that was quite significant. But, also, it took ten years to change. So in our minds we think the talkies came along and wiped out Hollywood but actually they dual-authored a lot of movies, and it took ten years for all cinemas to get sound systems put in. It took a long time for that change. And if you look at immersive tech through that lens, it looks more realistic that it will change.”

Arca’s Path is a little like a VR marble maze, and it doesn’t require any controllers to play

The future seems bright for this studio, then. Maybe that Sony safety net isn’t needed after all?

I’m especially interested to see what DRI does next, given Ranyard’s work on PSVR’s London Heist experience, which remains one of the most compelling showcases for interaction with NPCs in VR. He even holds a PhD in AI, which gives him some exciting visions of the future. “Making [characters] more and more interactive, for me, is a huge thing,” Ranyard says. “That will bleed into AR because, why can’t I have David Attenborough sitting at my breakfast table? Why can’t I have Siri at my table and I ask them a question and they pull up a Wikipedia page or a map of the world?”

That might be later down the line but, for now, growth is on the cards. “I think we’d like to do a bigger project next, and we’ve got a few healthy discussions about what that will be,” he says, dreaming of expanding the team up to a point where they could make a more expansive game over a longer two-year development cycle. There are other B2B projects in the pipeline as well and the team’s also looking into VR’s educational potential. Even if it came crashing down tomorrow, though, Ranyard says he’s proud of what’s been achieved in the past two years.

“I have to be honest, I haven’t looked back,” he says. “I didn’t have a massive plan, but I think it was the right thing to do.”

There’s 10 developers upstairs that would likely agree with him. Come December, we hopefully all will too.

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The post Why One Of Sony’s Biggest PSVR Advocates Risked It All On Going Indie appeared first on UploadVR.

Zen-like Adventure ‘Arca’s Path’ to Launch December 4th on All Major VR Platforms

Arca’s Path is a controller-free VR adventure that takes you into a mysterious world, and tasks you with solving puzzles by leading a ball through obstacles using your gaze. The game, produced by Rebellion and developed by Dream Reality Interactive, is slated to launch on December 4th on all major VR platforms.

Arca’s Path follows the story of a young girl who finds a VR video game in a trash heap. While the gameplay itself is based entirely around leading the ball with the game’s gaze-based mechanic, there’s also some story here as well, told through manga-style stills that are dispensed as you make your way through the crumbling road ahead.

The game, launching globally on December 4th, is supporting a wide array of VR platforms including PSVR, HTC Vive, HTC Vive Focus, Oculus Rift, Oculus Go, Gear VR, and Windows VR headsets.

Rebellion is best known in the VR industry for its adaptation of Battlezone (2016), among numerous other PC and console titles including the Sniper Elite series and Rogue Trooper Redux (2018).

Developers Dream Reality Interactive previously worked on VR experience Hold the World (2017) starring iconic broadcaster Sir David Attenborough, and Orbu, an AR game for iOS using Apple’s ARKit. Dream Reality Interactive’s core team previously worked at Sony’s London Studio, with titles such as PlayStation VR Worlds and AR games for Wonderbook.

The post Zen-like Adventure ‘Arca’s Path’ to Launch December 4th on All Major VR Platforms appeared first on Road to VR.

New Speakers, New Panellists, New Games – Last Chance To Get Tickets For The Post Gamescom XR Review!

We are but a day away from our Post Gamescom XR Review, which is taking place in London this Thursday at The Realities Centre’s venue at Huckletree West. The review is, among all things, a chance for people to get together, try some virtual reality (VR) and discuss with those working with VR what they are doing and VR’s videogaming path coming out of Gamescom and all that happened there.

You can sign up here incidentally and get a ticket.

Huckletree West (1)[2]Of course you’re like as not aware of things already mentioned on the site which will be in attendence, but as with all events some things change so we have some changes to the card (as it were) to inform you of. The bad news is that Firesprite and their VR videogame The Persistence will no longer be able to attend which is a great shame. Don’t worry though as we’ve some new items to announce as well!

First up is confirmation of one of our talks for the event. Dave Raynard, the CEO of Dream Reality Interactive (DRI) will be talking to attendees about the life of a young development studio in The Terrible Twos: The DRI Story So Far.

“Dream Reality Interactive is two years old. DRI have had the opportunity to work on some amazing projects – and still be in business! In this talk, Dave will speak about their journey and reflect on what went well and where they could have improved.”

DRI will also be at the event showing of their VR title Arca’s Path VR of course, and Dave Raynard will also be contributing to the panel at the end of the evening.
Arca's Path keyArt

Also taking part in the panel will be Sam Watts of Brighton-based developer make[REAL], a familiar face to the VR talk circuit and to VRFocus readers with his recent developer diaries about the studio’s project Pastimes for Pirates. Watts will also be showing off the studio’s hit party game title Loco Dojo at the event. Attendees will be able to adventure into a whimsical world overseen by the mysterious Grand Sensei. Can you stand up to his ‘Table of Trials’?

LocoDojo Screenshot 3_RockyDesertOne more member of the Post Gamescom panel has also been announced: Kish Hirani. The CTO of Terra Virtua, Hirani has undertaken roles at Acclaim, BBC Multimedia, THQ, Microsoft and at Sony as their Head of Developer Services, running the PlayStation developer technology services division. Hirani is also a former Chair of BAME in Games and a Board member of Women in Games, so will no doubt have much to say on VR’s direction as we begin to look past 2018 and into 2019.

Our final announcement for now is that we will also be joined on the day by Tara Reddy and Sam Weekes, the co-Founders of LoveShark. Who will be showing off their forthcoming augmented reality (AR) drawing-based videogame LaserDRAW. Look out for them on the day.

LaserDraw - ScreenshotWe’re still awaiting the confirmation of more developers and speakers so look out for more news. But before that act fast if you want to check out everything at the event tomorrow!

Play Arca’s Path At The Post Gamescom XR Review

Not everyone is lucky enough to make it to Gamescom, which does mean missing out on some f the biggest and best upcoming immersive titles, and putting up with the smugness of those who did get to go. Fear not, as VRFocus is here to help, with some of the most anticipated immersive properties coming to the UK for the VRFocus Gamescom XR Review event.

One of the big names who will be heading to Gamescom XR is developer and publisher Rebellion, who will be bringing a virtual reality (VR) title from fellow British developer Dream Reality Interactive called Arca’s Path.

While Rebellion first made its mark in VR with a VR update of classic arcade tank shooter Battlezone, Arca’s Path is a far more relaxed experience compared to the frenetic action of Battlezone.

Dream Reality Interactive have described Arca’s Path as ‘An abstract yet enchanting adventure’. The title involves guiding a girl through a beautiful, pastel-shaded world. For reasons as yet unclear, this means using a ball, which is controlled using the player’s gaze.

The player utilises their eyes to move the ball over a series of elevated platforms, while attempting to get used to the physics of the object and learn how to use its properties to the full advantage.

Obstacles in the way include lifts, bridges and high-speed descents. Along the way there are a number of collectables to pick up, some of which are cunningly hidden away in nooks and crannies for the player to seek out. Though it is not yet known what function these will play in the complete version of the title.

Not a great deal is known as yet about the story of Arca’s Path, as so far there are only a few tantalising static images which show a girl living in a junkyard who finds a magical mask that strangely changes her into a ball and transports her to a mysterious, colourful land.

The Gamescom XR Review event will be taking place on 6th September, 2018. You can apply for tickets by visiting the Eventbrite page. For future coverage on Gamescom XR, keep checking back with VRFocus.

Join VRFocus For A Post Gamescom XR Review This September

Events are tricky, sometimes there’s just only so much you can do to get to them or see everything there when you do. The next major event on the horizon is, of course, Gamescom next month and after a somewhat lackluster feeling E3 earlier this year, there’s a lot of expectation going in to it. 

Realities Centre Huckletree WestFor those not able to get to this year’s Gamescom event, taking place from August 21st 2018 through to the 25th in Cologne Germany, VRFocus is giving members of the UK XR community an extra opportunity to check out in person some of the virtual reality (VR) and augmented reality (AR) experiences that will be shown.  We’ve teamed up once again with the team at Realities Centre to present what is being called “The Post Gamescom #XR Review” – a chance to demo, connect and discuss everything to do with immersive technology that Gamescom reveals.

Amongst those currently confirmed as attending are Cherry Pop Games with Football Nation VR, Dream Reality Interactive and Rebellion’s physics-based platform title Arca’s Path VR and The Persistence,  Firesprite’s roguelike horror for PlayStation VR. Along with the opportunity to play the videogames on show there will also be a number of speakers and a panel discussing VR and AR’s role at this year’s Gamescom event and the latest in immersive technology news. Led by VRFocus‘ Editor and CEO Kevin Joyce and Nina Salomons who’ll be familiar to regular VRFocus readers from our regular interview videos.

“Gamescom is always a highlight in the annual videogames event calendar, and over the years has become one of the biggest showcases for new and exciting hardware and software.” Says Joyce, “Working with UK developers to bring their titles back to UK audiences is exactly the kind of opportunity that VRFocus was always designed to provide.”

“The UK XR community is hugely passionate, and the Realities Centre is keen to enable everyone access to all the latest developments whether or not they have the budget to attend international trade shows. Partnering with VRFocus for the Post Gamescom #XR Review enables Realities Centre further reach into the UK community and to attract the biggest names in XR.” adds Thomas Gere, Realities Centre CEO.

The Persistence
The Persistence

The event takes place on Thursday, 6th September 2018, at the Realities Centre at Huckletree West, Mediaworks, White City in London. Applications for tickets can be made at https://www.eventbrite.com/e/vr-gaming-showcase-with-gamescom-review-in-association-with-vrfocus-tickets-45551446603. Regular tickets are free, and demos and talks will begin at 7PM. Those who purchase a VIP ticket however will be able to gain access to the demos an hour earlier. Please see the Eventbrite listing for further details.

VRFocus will, of course, be keeping you fully up to date on all the VR and AR news over the Gamescom period. We also announced another event yesterday, the third VR Diversity Initiative (VRDI) meetup which is taking place at the end of this month. You can find out more details about that, here.

Go Behind The Scenes Of Arca’s Path In New Dev Story Trailer

Upcoming virtual reality (VR) title Arca’s Path from Dream Reality Interactive and Rebellion have released a new ‘Dev Story‘ trailer which offers an insight into the creation and team behind this charming title. The title is about a young girl who finds a mask and is transported to a simulated, fairy tale looking world where players must then guide a ball through each stage in order to progress the story.

The mind behind the idea is Dave Ranyard, CEO, Dream Reality Interactive, who came up with the core idea some time ago before handing it to the team at Dream Reality Interactive to build into a full title. Using a ball-rolling, physics-based platformer as the core gameplay for the title allows for it to be accessible for players and engage their attention onto the world and story which the team hope will create an almost relaxing environment for them.

Set in a beautifully abstract and enchanting world, players will need to lead the young girl through this new worlds. Skill, instinct and awareness will be key to making your way through the rich labyrinth and its dangers. In order to return home and to reality, players must help her tear down the walls of Arca in an engaging story.

VRFocus’ Editor Kevin Joyce previewed Arca’s Path saying: “Arca’s Path VR is by no means a revolutionary experience; a question remains over whether or not the videogame benefits from VR at all. However, it does appear to have the potential to deliver a satisfying platform experience which the player can take at their own pace: the antithesis of those wave shooters, and for that alone it’s a title worth watching.”

If you want to try Acra’s Path for yourself, you will be able to play it along with a number of other VR titles such as The Persistence and Football Nation VR at the upcoming Post E3 #XR Review event taking place in London on 20th June. There will be a number of playable titles, speaker sessions and a panel discussing all the latest XR news lead by VRFocus’ own Kevin Joyce and Nina Salomons. You can find more details on the event here and can book tickets on the Realities Centre Eventbrite Page.

Arca’s Path will be releasing later this year for PlayStation VR, Steam VR, Oculus Rift, Oculus Go, and Samsung Gear VR. For all the latest on the title and to stay up to date on all things VR, keep reading VRFocus. You can see the video below.

Rebellion Release New Screenshots for Arca’s Path

There are surprisingly few virtual reality (VR) videogames that make use of the idea of gaze control, and even fewer that do it well. Dream Reality Interactive and publisher Rebellion are hoping to give this type of control scheme a revival with Arca’s Path.

Arca’s Path has been designed to be a serene and relaxing puzzle title that doesn’t need any controllers to get the user totally immersed within its world.

Those who have tried Arca’s Path compared it to classic puzzler Marble Madness. There is a ball, and the player’s gaze directs it where to go, with the camera slowly following along behind.

The player guides the ball through an obstacle course which is decorated in a beautiful and unique art style that features styled grass, tress and flowers, with pastel-shaded backgrounds that appear to have been inspired by Roger Dean paintings.

The music is provided by electronic music label Ninja Tune, which is responsible for the soothing background that is aimed at bringing the user to an almost Zen state.

It’s quite a switch away from the other VR title that Rebellion is known for, arcade tank battler Battlezone. Developer Dream Reality Interactive are working with Rebellion to bring Arca’s Path to all the high-end VR platforms, PlayStation VR, HTC Vive, Oculus Rift and Oculus Go.

VRFocus boss Kevin Joyce managed to get hands-on with Arca’s Path during E3 2018, where he said: “Arca’s Path VR is by no means a revolutionary experience; a question remains over whether or not the videogame benefits from VR at all. However, it does appear to have the potential to deliver a satisfying platform experience which the player can take at their own pace: the antithesis of those wave shooters, and for that alone it’s a title worth watching.”

The screenshots can be viewed below. Further news on Arca’s Path and other upcoming VR experiences will be here on VRFocus.

Preview: Arca’s Path VR – A Beautiful World to Explore, On the Surface

Wave shooters. Wave shooters are everywhere in virtual reality (VR). What once felt like a good stepping stone to full first-person shooter (FPS) experiences has become the dam that is preventing more inventive ideas from being noticed in the new medium. Dream Reality Interactive’s Arca’s Path VR, set to be published by Rebellion later this year, is not a wave shooter, but it’s certainly looking set to become an experience you should seek out in the muddle.

Arca's Path keyArtGaze-controlled experiences seemed to be the exclusive property of VR 2015-2016, but here in Arca’s Path VR Dream Reality Interactive is breathing new life into the simplistic control scheme. Played on a PlayStation VR (though according to the studio the videogame will be coming to ‘all’ VR formats) the player commands the movement of a ball around elevated platforms by moving their gaze-based cursor to the alignment from said ball they wish it to move. It’s essentially a case of relaying the traditional left analogue stick control onto the centre of the player’s viewpoint, but it does work well.

During this year’s Electronic Entertainment Expo (E3) in Los Angeles, VRFocus got to experience the opening two levels of Arca’s Path VR. The first was a simple no-fail journey along a linear path. Without instruction, the player learns the pacing of manoeuvring the ball – the delay between the ball’s momentum and their own intangible push/pull, the acceleration and near-instant stop caused by the level design and player’s focus on the ball, respectively – upon this simple back-and-forth, before entering a second level which showcases the true ethos of Arca’s Path VR’s physics-based platform action.

The second level brings in new challenges immediately and without warning; lifts, bridges without barriers to prevent falling, high-speed descends similar to the infamous bonus stage from the Mega Drive edition of Sonic the Hedgehog 2. Along with this comes a number of collectibles – which currently have no indication of what they might do – requiring additional skill to pick-up, and the final build will offer time trails in which the player must rampage through each level as quickly as possible to set a high score.

The story of Arca’s Path VR is delivered without dialogue nor narration, instead opting for short graphic novel-inspired cut-outs. These static images tell the tale of a girl who lives in a junkyard, but as a new shipment of waste comes in she finds a magical mask that – for reasons not yet explained – allows her body to take the form of a ball and teleport her to beautiful, brightly coloured worlds populated only with brightly coloured flora. However, a glimpse at later levels offered at the end of the E3 preview build suggests there’s much more going on under the surface; that not every land you’ll be visiting is a lush shade of green.

Arca’s Path VR is by no means a revolutionary experience; a question remains over whether or not the videogame benefits from VR at all. However, it does appear to have the potential to deliver a satisfying platform experience which the player can take at their own pace: the antithesis of those wave shooters, and for that alone it’s a title worth watching.

‘Battlezone VR’ Studio Announces VR Puzzle Game ‘Arca’s Path’, Teaser Trailer Here

Arca’s Path VR is an upcoming puzzle adventure from Dream Reality Interactive and Rebellion, the studio behind Battlezone VR (2016).

The upcoming game, which is developed by Dream Reality and published by Rebellion, is targeting PSVR, Steam VR, Oculus Rift, Oculus Go and Gear VR, with launch slated for later this year.

Rebellion says in a recent blogpost that no controller is needed to play, as the game relies solely on the VR headset for input.

The studios haven’t released much more information around Arca’s Path, only saying it has puzzle elements, and requires “a little bit of skill but not too much, and that it’s incredibly easy to pick up and play.”

Dream Reality Interactive’s core team previously worked at Sony’s London Studio, with titles such as PlayStation VR Worlds and AR games for Wonderbook.

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