Preview: Landfall – Mechanised Tabletop Warfare

Real-time strategy (RTS) titles come in all shapes and sizes for virtual reality (VR) headsets. From the tower defense style of Defense Grid 2 and Kittypocalypseto the tabletop style of Zombie City Defense 2 or Final Approach, for gamers that enjoy tactical video games there’s something to suit almost everyone. But one thing most of these currently have in common is the fact they’re all single-player experiences, so its just you verses AI. Force Field is looking to change that with Landfall, an RTS that aims to cover all the bases.

Landfall is your traditional top down warfare video game in which you need to capture objectives, hold points, blow critical areas up or just annihilate the enemy. To do this you’re not tasked with managing resources, troops or anything tedious, it’s all about getting into the action yourself by controlling your own character. With your single solitary soldier you’ll be able to unleash carnage alongside loads of AI controlled troops.

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Force Field is going for a much more arcade affair, enabling you to run amok through richly detailed battlefields with an assortment of weaponry. To begin with you’ll start armed with a machine gun, picking up grenades that are dropped in. As you progress, gaining XP and leveling up you’ll be able to unlock better load outs within three classes, Light, Medium and Heavy, all with their own advantages and disadvantages. Just to make it more fun these load outs also come with Mechs, and careful use of these hulking war machines can turn the tide of battle.

When battles begin your character has an empty green bar around their feet, over time this fills, and once complete your mech can be airlifted in. Each mech features its own load out, with a primary weapon and secondary defence that charges. These are tailored to allow different strategies to be employed, some are better at taking out troops while others are more specialised for mech destruction. Being able to mix up the game play between these two styles adds to the frantic action already taking place, but at times this does descend into a war of attrition.

This is easily seen in the multiplayer skirmishes which is one of Landfalls party pieces. Aside from a single-player campaign, there is a co-op mode and a verses mode. In verses you’ll be able to go one-on-one or two-on-two. Objectives are in essence the same as those found in the solo campaign, but this time players surround a singular battlefield, usually with one side defending and the other attacking. While all the modes offered a reasonable amount of variety, two-on-two multiplayer was certainly the best showcase for Landfall. When there’s four mechs on the ground, objectives to be completed and ordinance flying everywhere, it can be an intensely engaging experience.

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When VRFocus previously reported on Landfall it was touted as an Oculus Touch title, this is somewhat true in that the video game will support the controllers, just not the motion side of things by the looks of it, as the game was entirely played using the Xbox One controller. Force Field has a solid foundation for its first VR experience on Oculus Rift, with first impressions of Landfall being good as the version played was an early beta. In its current form the gameplay is repetitive but shows a lot of promise, especially on the multiplayer.

Landfall is Like Halo Wars Meets a Twin-Stick Shooter in VR

Landfall is Like Halo Wars Meets a Twin-Stick Shooter in VR

Looking across the battlefield inside my Oculus Rift headset I see red and blue colored troops scuttling across the scorched battlefield, darting from cover point to cover point. Reinforcements are running low on both sides with nothing but willpower and the quest for survival keeping each team going. With only a few units left I make a dash forward, lob a grenade to flush out my enemy, and line him up in my sights as he rounds the corner. Boom. My rifle takes him out and my remaining troops cheer. Looking around the battlefield and up into the sky I can see that the overall war in Landfall is far from over, but victory still feels sweet.

Landfall is a top-down tactical action game from VR development studio Force Field. It’s being designed specifically for the Oculus Rift and was first unveiled at Oculus Connect 3 late last year. We went hands-on with it then as well, but only had time to try out two matches. This time, we played through the tutorial and then ran through over a half dozen matches online in 2v2 scenarios getting a good feel for the game and how it plays.

You can see some of those gameplay highlights below:

Gameplay in Landfall takes place from a top-down bird’s eye perspective using a gamepad, like you’re peering across a tabletop while playing Warhammer 40,000 or a modern, militaristic version of Dungeons & Dragons. You take direct control of your single hero unit that has significantly more health and does more damage than any of your NPC forces. Moving your trooper is done with the left analog stick, while aiming is done with the right. You fire your primary weapon with the right trigger and use several of your special abilities and equipment with the various face buttons.

Whereas Halo Wars is more akin to a real-time strategy game in which you issue orders and commands to your forces across a vast battlefield, Landfall is an action-packed twin-stick shooter that simply borrows a similar aesthetic and presentation. Since it’s VR, you can peer down on the battlefield, look around, and predict your enemy’s movements, all without relinquishing any control of your unit. In fact, it plays and feels like Halo: Spartan Assault and Spartan Strike, two games made by Vanguard Games before they re-branded themselves as Force Field.

What makes your individual hero units most special though is their various different loadouts. There are 12 different loadout types unlockable throughout the ranks of the game, each of which feature a different primary weapon, special ability, and most importantly, unique Strider. The Striders are giant mech units that drop down from the sky like in Titanfall that can quite literally turn the tide of a battle when used at the right time.

On release, the full game will feature a robust 4-6 hour campaign that can be played from start to finish either alone or through co-op with a friend, as well as a competitive multiplayer component. I spent most of my time in this latest preview going through matches on the competitive multiplayer side of the experience.

Matches can be played in both 1v1 and 2v2 varieties, but most maps and objectives seem to be balanced best when enjoyed in a 2v2 setting. CCO and Co-Founder of Force Field, Martine de Ronde, told me that there were roughly a dozen maps designed for the game, but each map would be split into 3-4 individual mission objectives that could each be played from either perspective on the mission.

For example, in one situation I was tasked with preventing a transport from progressing to the end of the map, while the other team had to escort it. After we successfully prevented it from being delivered, in a different area of that same environment, we engaged in another battle aimed at dwindling the reinforcement count of our enemies. This played out similar to the original Star Wars Battlefront games in that it was essentially team deathmatch, but instead of racking up the most points, each kill resulted in a loss of units for the other team. Human players counted as 10 units, which made them extra valuable.

Other objectives consisted of trying to place explosives and destroy structures on the map, defending structures from the other team, connecting beacons across the battlefield, and more. In the hour I spent playing multiplayer matches (each round was about 10 minutes long), it didn’t feel like a single battlefield or specific objective was ever repeated, which is saying a lot. Games like this live and die by how enjoyable they are to play over and over again, so a full hour of constantly discovering new content is a very good sign for a short preview.

Unlocking new loadouts will serve as a capable distraction for a while since they’re all so different and fun to master, but it likely won’t keep players coming back for months at a time. Force Field tells me they’ve got plans to offer free content updates in the form of new maps and loadouts over the lifetime of the game, which should help deliver more variety.

Top-down games aren’t the first genre I think of when I imagine the possibilities of VR, but they fit so naturally it’s a shame they aren’t explored more often. Games like Landfall are proof that just because we live in a post-Touch and post-roomscale VR world, it doesn’t mean that gamepad-based experiences necessarily have to come to an end. Above all else though, perhaps what surprised me most about Landfall, is how believably it captures the sense of scale and brutality of war. The effects that surround you in each battlefield are second-to-none in this genre of game.

Landfall is poised to launch its free Open Beta weekend starting tomorrow, February 2nd, running until Monday, February 6th. The beta will feature about half of all the loadouts and only a small number of maps. All Rift users will be able to download and play the free Open Beta from Oculus Home. The full release is intended to happen later this month with final pricing on the full game still to be determined.

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Dealing With Harassment in VR

Dealing With Harassment in VR

Editor’s Note: The below post is written by Aaron Stanton and Jonathan Schenker, the developers of QuiVr. Their multiplayer VR game was recently mentioned in a post titled “My First Virtual Reality Groping” that has reverberated beyond the gaming community.

I didn’t realize the article was about us when I first started reading. But of course it was about us; it was about the entire VR development community, after all. The link I followed read, “I was sexually assaulted in virtual reality. This is a big F*cking problem,” and was about a woman’s experience being harassed in a virtual environment. As someone deeply involved in the growth of VR, this was extremely unsettling for me. And then I saw about a paragraph in that the author had been playing QuiVr when it happened. QuiVr is the game that my friend, Jonathan (“blueteak” in the VR community) and I have been investing ourselves into making for months. My heart sank.

This had happened in our game; this had been on our watch.

The author was surprisingly complimentary towards the game itself, given the circumstances, and yet it’s difficult to explain my reaction. The article was extremely well written and left me deeply saddened, but also grateful that the author had the courage to tell the story. We need this sort of examination. At the same time, Jonathan and I both felt responsible for what had happened. This was not the intended purpose of our game, of course. The models deliberately have no gender identifiers, and we’ve thought long and hard about a concept we call, “cooperative independence” – the idea that players are side-by-side, but gameplay is not dependent on anyone else. Everyone can play together, yet no one can interfere with each other.

The first thing I felt was that we had let someone down. We should have prevented this in the first place. While QuiVr is still in pre-release alpha, we’d already programmed a setting into the game called your, “Personal Bubble,” so other player’s hands disappear if they come close to your face. This way, the rare bad-apple player can’t block someone else’s view and be annoying. The arrows that get shot at you stick in your helmet, which is good for a laugh, but they do no damage and quickly disappear so they don’t get in the way. We hadn’t, though, thought of extending that fading function to the rest of the body – we’d only thought of the possibility of some silly person trying to block your view with their hands and ruining the game.

How could we have overlooked something so obvious?

I called Jonathan, who is not only the original creator of QuiVr, but one of the people I respect the most in the industry to date. He’d already seen the article – his girlfriend had sent him the link – and he had spent the morning changing the game to extend the Personal Bubble; now, when the setting was turned on, other players faded out when they reached for you, no matter their target, chest included. It was a possible solution; no one should be able to treat another player like the author had been treated again.

But in talking, we quickly realized that it didn’t feel like the entire solution. It was functional, but only addressed the act that caused the damage, not the damage itself. To us – though we’re not at all experts on personal space – the strengths and weaknesses of VR are often the same. The reality of the experience, of being “present,” makes everything more powerful than on a flat, 2-dimensional screen. The medical community has been exploring the use of VR to help treat PTSD, phobias, and phantom limb syndrome. If VR has the power to have lasting positive impact because of that realism, the opposite has to be taken seriously as well.

So, we would like to float a possible way of thinking for the VR development community to consider as we grow. It consists of two parts. One, that we should strive to prevent harassment from happening in the first place, of course. But second, when harassment does happen – and I see no way to prevent it entirely so long as multiplayer experiences exist – we need to also offer the tools to re-empower the player as it happens.

I don’t know if we are right in this belief, but it seems a reasonable one to us – if VR has the ability to deprive someone of power, and that feeling can have real psychological harm, then it is also in our ability to help mitigate that by dramatically and demonstrably giving that power back to the player before the experience comes to an end.

For example, what if a player had tools on hand to change the outcome of the encounter before it ended in a negative way?  How different would our childhood memories of the schoolyard bully be if our bodies had been immovable when shoved, or we could mute their words at the push of a button?  Would the author’s experience have been any different if she could have reached out with a finger, and with a little flick, sent that player flying off the screen like an ant?

I believe it might be. I believe that this obnoxious player would have been annoying and adolescent, and then when gone, the game would have continued. And when it was done, there would not have been the feeling of a battle that was still being fought days after the fact.

It would instead have the feeling of a battle that was won.

In her article, the author commented that the feeling of the original encounter remained with her for days afterwards – I can absolutely understand this. Even for me as a passive participant reading the article, I felt that anger and vulnerability carry with me. This highlights for me the potential and dangers of VR itself. The medium should force us to really think about how the sense of “presence” changes interactions that would feel less threatening in a different digital environment.

Thankfully, with the amazing power of VR, where one person’s perspective of reality does not have to match the other person’s in the same game, it’s actually possible to do this without ruining the game for everyone.

With all the above in mind, Jonathan and I revisited our Personal Bubble setting. The changes we made were slight, and potentially more symbolic than consequential. We’re not really sure, but we’ll see. Before, when a player turned on their personal setting, you had to do it by pushing pause, browsing a menu, and selecting it. When it turned on, there was no announcement; the hands of other players simply faded away when they reached for you.

Now, though, activating your Personal Bubble is more like engaging your own superpower. You can still turn it on via the settings, but you can also activate it by what we’re calling a “power gesture” – putting your hands together, pulling both triggers, and pulling them apart as if you are creating a force field. No matter how you activate it, the effect is instantaneous and obvious – a ripple of force expands from you, dissolving any nearby player from view, at least from your perspective, and giving you a safety zone of personal space. It’s an instant creation of control. Any player that teleports next to you will fade away as they approach – and in reverse, you’ll fade from their perspective as they approach, as well. Other player’s voice audio is automatically muted, and you’re given the option to select who you want to hear again. You have the power to turn this on and off – essentially giving you dramatic and instant control of your own space again.

To prevent people from using this as a way to grief other players – another issue VR has to deal with – the visual effects are generally localized to each player’s perspective. If you are standing next to someone that activates their Personal Bubble, the ripple of power passes through you, and they vanish from your perception. It’s as if they are no longer in the same dimension as you, so long as you’re close enough to be in each other’s way. Doing so also mutes the other players from your own system so you can’t hear them, and walks you through selectively turning back on only those you want to hear.

We don’t know if this solution will work perfectly, and it’s certainly not the only solution; like everyone in VR, we’re just learning how to approach these very real problems. But, we think it’s a reasonable place to join the conversation, and it’s worth thinking through what new obligations and responsibilities VR developers have when given the ability to literally create a player’s self image.

The Power Gesture as 911 for VR Experiences

Could a gesture that creates a kind of protective bubble become standard in multiplayer experiences?

As I was soliciting feedback on this perspective from other members of the community, a theme emerged. Non-VR players really liked the idea of the Power Gesture – a pro-active motion the you knew going into the game could call up defenses if you needed out. Yes, you can always simply take off your HMD, but that is just fleeing the environment, and leaves all the possible threat for when you put it back on. It doesn’t solve anything. The same can be argued for disguising a player’s voice so they can play in peace – while a possible solution, we also need to offer tools that give players better controls, not simply better ways to hide. VR has the unique power to do that.

I’d think it would be interesting if the concept of the Power Gesture were to become a part of the VR design thinking. Whatever the details of that gesture might be, the concept is simple – a single, cross-platform and cross-game action that players can rely on as their call to a safe space. Like 911, which is the number we all know to call for help in the United States regardless of which state you happen to live in, it would be a gesture that we teach to our kids and all VR players in the event something goes wrong.

With that possibility in mind, we’re going to contribute our code for the Personal Bubble to the excellent open source framework, VR Toolkit. It will have to be tweaked for each game, of course, but perhaps it can be built on if useful.  Or, maybe there are better solutions to the same issue. Part of the VR journey is that we’re all building these roads from scratch as we go.

Perhaps “power gesture enabled” can be a concept that’s part of the VR development language – the 911 gesture of protection and safe space, be it against sexual harassment, bullying, or any other form of unwanted confrontation. So when things don’t go well, when something happens that we as developers can’t predict and shield our players from, there’s always a safe place to be found – hopefully not just in QuiVr – but in VR in general.

 

Hands-On: ‘Landfall’ Mixes A Twin-Stick Shooter With Top-Down Tactics

Hands-On: ‘Landfall’ Mixes A Twin-Stick Shooter With Top-Down Tactics

I launched a mini nuke into the clearing halfway on the other side of the map to blow up a half dozen NPC enemies. With that latest attack, my partner and I had almost completely come back from the jaws of defeat. Mere seconds ago we were facing down horrible odds as the only two units left on our team. But my well-placed explosion changed everything.

The two enemy players we were facing were on their heels. My partner and I downed one of them, making it a 2-on-1 match up. Then my last enemy deployed his mech suit upgrade just in time to mow down my partner. I was pinned down behind a wall of sand bags, waiting for my health to regenerate, and finally summoned a mech of my own. My enemy was forced out of his own and tried to hide behind a large rock — pacing back and forth to keep the boulder between us in a duel to the death, but I eventually bested him.

The exhilarating gameplay, heart-pumping action, and tight controls convinced me that Landfall is a game I didn’t know I wanted in VR.

Force Field, an AR and VR company restructured from Vanguard Games, is the team behind Landfall and we had the chance to go hands-on with it at this year’s Oculus Connect conference. They teased the game back in July and are now ready to pull the curtain back and reveal it to the world.

Landfall is a top-down action game that uses a mixture of tactical real-time strategy game mechanics and twin-stick shooter gameplay. The entire experience is played with a gamepad and requires a high degree of dexterity between operating both thumb sticks, face buttons, triggers, and head-tracked movement all at the same time.

The left stick controlled my character’s movement from a diorama-style presentation of the game world, whereas the right stick controlled which direction I was aiming my gun. Pulling the right trigger fired my gun in that direction, and so on. Different unit types had different load outs, such as machine guns, rocket launchers, grenades, and more.

Over the course of a battle, players also built up the ability to call down a mech suit ability, similar to Titanfall. There were two different game modes I saw at the event as well, one of which involved escorting an item across the map, and another which involved whittling down reinforcements over the course of the match.

What struck me most about Landfall is that, despite the relatively simple concepts, the gameplay loop was addicting and satisfying. The VR diorama effect, as seen in strategy titles like Air Mech Command, did a great job of immersing you into the setting without sacrificing your perspective.

I always got a kick out of leaning in to inspect troops or get a good view of the action. On larger maps with larger forces and multiple objectives it’s easy to envision how things could get even more hectic.

Landfall is currently in development for the Oculus Rift with Touch, scheduled to arrive in early 2017.

Force Field VR’s Landfall to Make Public Debut at Oculus Connect 3

In July at Develop: Brighton, Force Field VR’s CCO and co-founder, Martin de Ronde revealed during one of the sessions that the developer was: ‘working on a big budget, AAA exclusive with Oculus’. Apart from being a top-down action title nothing else about the project was revealed, until now. In an Oculus blog posting the company has now unveiled Landfall along with a short teaser trailer.

Described as an ‘immersive tactile action game’, Landfall puts players in a third-person view above the battlefield, similar to Halo: Spartan Assault, a title made by Vanguard Games who merged with Force Field VR earlier this year. But that view point doesn’t mean players can’t get into the heart of the battle, as and when required they’ll be able to jump into a first-person view, taking over weaponry to provide covering fire for team mates.

Landfall - Desert Battle

As the short video below showcases, Landfall is set on a world engulfed by civil war after a flood significantly reduced the landmass available for habitation. Players control their teams with a variety of weaponry and supplies that can be dropped in, including walking mechs with various combat loadouts. Special devastating power-ups also seem to be available allowing short bursts of high impact damage across or around a highlighted area.

The trailer highlights the fact that Landfall is a multiplayer warfare videogame, there’s no current details on the aspects of the multiplayer, whether it’s one-on-one or if multiple players can form teams. Also not mentioned is a single-player campaign mode for times when players want to hone their skills offline.

All will be revealed over the next few days as Landfall makes its public debut at Oculus Connect 3. The event begins today, but the main keynote address isn’t until tomorrow.

For all the latest news from Oculus Connect 3, keep reading VRFocus.