Preview: Groundhog Day: Like Father Like Son – Become the Coffee Bean

When listing some of Bill Murray’s greatest films what do you automatically go for, Ghostbusters, Caddyshack, Zombieland or how about Groundhog Day? The latter might not be most people’s first choice for a virtual reality (VR) videogame but that’s exactly what Tequila Works is going for with VR sequel Groundhog Day: Like Father Like Son. Demoed for the first time on the PlayStation VR stand during Gamescom this past week, the title is a mixture of mini-games designed to make everyone happy.

Groundhog Day

Due to the restrictions of a games show most demos tend to be the first level or sometimes midway through the title depending on how far development has progressed. What Tequila Works had on offer was in fact three curated segments showcasing the mini-game elements of Groundhog Day: Like Father Like Son.

Just like the 1993 film, you’re stuck in a time loop. However you’re not playing Bill Murray’s arrogant self-centred character, Phil Connors, instead, you’re Phil Connors Jr, who just so happens to take after his father.  To get out of the situation you need to solve puzzles, or more accurately, help solve people’s problems putting them before yourself.

So first up you needed to make an awesome coffee to lift your brother’s spirits. This was a two-stage mini-game with the first part taking place inside the coffee machine. To know coffee you have to be coffee and in this instance, that means smashing apart beans in timed sequences. This particular section offered the most challenge with coffee beans weirdly floating in the air to be destroyed as quickly as possible using glowing orbs to throw at them.

Groundhog Day

After that came the outside of the coffee machine, lining up water pipes, pulling levers to hopefully pour this wondrous cup of coffee (should really have been tea). The third was a far more artistic affair, with you trying to impress a young graffiti artist by spray painting an animal design. Whilst not requiring a great deal of accuracy, so long as the relative stencil outline was met then all was good unlocking a paint mode to test those spray painting skills.

The film was always a good-natured comedy and Groundhog Day: Like Father Like Son certainly gives off that vibe. In gameplay terms, the mini-games were amusing enough for a few minutes yet there was no chance to really connect with the story and the characters. A Tequila Works staff member did note there would be greater interactions and dialogue which will hopefully lift the experience above just another mini-game compilation. Additionally, there was no sign of the main time loop mechanic the whole story premise is based around which was a real shame.

Plus it’s important to get this right. Groundhog Day was a comedy gem. It may not have been a massive blockbuster but the film has garnered millions of fans around the world, becoming synonymous as the time loop movie copied many times over. As such, doing a disservice to this beloved film will likely see some intense backlash.

Groundhog Day

To be honest, VRFocus isn’t too worried. Tequila Works is well versed in VR development having released The Invisible Hours, a rather good murder mystery, back in 2017. Groundhog Day: Like Father Like Son arrives in less than a month’s time on 17th September for multiple headsets – not just PlayStation VR – so you’ll soon know whether to watch the film again or play the VR sequel.

Gamescom 2019 Day #1: Groundhog Day, VR Showcase And Paper Beasts

We’re at Gamescom! We’ve seen some VR games! Lots of them! Too many of them!

Yes, the annual gigantic games celebration is underway in Cologne, Germany. We’ve been here for a day and already seen eight games, which is just the tip of the iceberg. Today we’ve been down to the PlayStation Booth to see Groundhog Day: Like Father Like Son and dived into the VR Showcase and played Down the Rabbit Hole, among others. We’ll be bringing you full impressions of everything we’ve seen but, for now, we thought we’d round up some quick day one impressions on video.

So we sat out in the sun and talked it over. All in all it’s been a pretty encouraging day; VR developers really seem to be getting a grasp on the medium. Whether it’s marveling at the adorable animations in The Curious Tale of the Stolen Pets or getting gruesome with The Walking Dead: Onslaught, everything seemed like a great fit for VR. There’s some new games in here that are definitely worth paying attention to, too.

This is just a quick skim of what we saw; I’ll be doing full impressions of each game and we’ll have more video coverage too. I’ve only got one pair of hands, though, so we thought best get some thoughts down now while the German sun is out.

There’s still plenty to see, though. I’m yet to get my hands into Iron Man VR and I haven’t even had a nose around the various indie booths yet. We’ll be back tomorrow with yet more impressions!

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Gamescom 2019: Groundhog Day VR Promises A Journey Of Self-Discover And Coffee Making

There’s something very ‘Bill Murray’ about coffee, isn’t there?

A dependency on a warm, pedestrian beverage, a futile attempt to lift yourself out of the early morning blear that seems to be stretching on for an entire day. It’s fitting, then, that my demo for Groundhog Day: Like Father Like Son begins in front of a coffee machine.

Or, rather, inside of one.

Developer Tequila Works doesn’t see this VR-native sequel as a game or movie as such. Like some of the most intriguing VR experiences, it’s a blend of the two; a curious mashup of interactivity and storytelling. Tequila Works wants get you directly involved in the narrative. That will often mean interacting with characters and manipulating the time loop that your character, Phil Connors Jr, finds himself in. Occasionally, it also means completing minigames dotted around the town of Punxsutawney, which was the focus of my demo.

One of these includes learning to make coffee with a machine, which is envisioned as a sort of arcade shooter. You have to fire orbs at coffee beans, each of which has to be destroyed quickly before they regenerate. Doing battle with the various cogs and mechanical parts was a surreal, somewhat meta sensation, though the game itself was quite intuitive and enjoyable.

After that, I had to fix the machine itself by rearranging its innards. Again, it was a fairly straightforward bit of gameplay; realign some pipes to redirect steam and then match up a rotating network of more pipes. Following that I played a graffiti game where I had to carefully trace outlines on one of the walls in the town.

These puzzles were simple and fun, if unremarkable. I’m most interested in the way they fit into the wider game; Tequila Works says one ‘day’ in Like Father Like Son takes a little over half an hour. That said, you can skip over puzzles you’ve already completed (a handy way of communicating Connors’ increasingly familiarity with the world).

Groundhog Day VR

But I didn’t feel like I was seeing the core of what Like Father Like Son is all about. The experience’s other elements, like using the game’s repetitive cycles to your advantage and learning how to manipulate the characters around you, seems far more fitting. The original Groundhog Day is a film about self-discovery and improvement. Updating that for 2019, an age where smartphones make small towns like Punxsutawney smaller than ever, is going to be fascinating to see.

Tequila Works also says it plays with VR’s inherent silliness. Take a game like Blood & Truth or London Heist, where you’re always tempted to ‘break’ the game and mess with characters, throwing things at them or making, uh, certain gestures. That’s tonally in stride with the world of Groundhog Day; Connors Jr can be a troll and not have to live with the consequences. I can’t wait to test the limits of that thinking.

Granted, it’s tough to communicate those mechanics and plot points in a limited demo slot on a bustling show floor. For now, at least I’m assured in the fact there’s an entertaining puzzle game laying the foundation. As for the rest? Tequila Works seems confident it’s got a compelling take on the time loop genre on its hands. Given the team’s work with the excellent The Invisible Hours, I’m quite optimistic that they’re on the right path.

Fortunately we won’t have to wait too much longer to dive into that more intriguing side; Groundhog Day: Like Father Like Son is due out on PC VR and PSVR on September 17. We’ll have more on the experience leading up to launch.

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Relive the Classic Groundhog Day in VR From Next Month

There seem to be an ever-growing number of virtual reality (VR) movie tie-ins of late, and that’s no bad thing. The latest is a little quirkier than usual as it’s not based on a current film, rather the iconic Bill Murray flick Groundhog Day. Developed by Tequila Works (Invisible Hours), Groundhog Day: Like Father Like Son was initially teased earlier this year. Today, a launch date has been set for September. 

Groundhog Day

Created in collaboration with Sony Pictures Virtual Reality (SPVR) and MWM Immersive (MWMi), Groundhog Day: Like Father Like Son puts you in the role of Phil Connors Jr., the son of Phil Connors from the original film. Trapped in a time loop like his father, as Connors Jr., you’ll need to solve puzzles and explore the world of Punxsutawney, Pennsylvania in a bid to free yourself from the time loop.

The videogame won’t just feature the main hook of the film, fans will also be able to visit all those beloved places and spot personalities from the film as well as new characters.

“At Sony Pictures Virtual Reality, we are focused on extending beloved IP into new mediums and reaching new audiences. ‘Groundhog Day: Like Father Like Son’ is a perfect example of that,” said Jake Zim, Senior Vice President of Virtual Reality at Sony Pictures Entertainment in a statement. “By continuing the world of ‘Groundhog Day‘ in a VR game, we can introduce a new generation to the magic of the film and expand upon this universe. While the game introduces a new, modern story and protagonist, the themes explored by the original film remain true to this day.”

Groundhog Day

“VR allows players to explore unique worlds, discover stories and interact with characters in entirely new ways,” adds Raul Rubio, CEO and Creative Director of Tequila Works. “The iconic world and characters of ‘Groundhog Day’ are incredibly rich and memorable and we’ve used them as a jumping-off point for a contemporary experience and story.”

Groundhog Day: Like Father Like Son will launch on 17th September 2019, for PlayStation VR, Oculus Rift, and HTC Vive for £24.99 GBP / $29.99 USD / €29.99 EUR. The title is available to pre-order tomorrow, Tuesday 20th from the  PlayStation StoreOculus StoreViveport, and Steam. For further updates on the experience, keep reading VRFocus.

Groundhog Day’s VR Sequel Releases Next Month

Groundhog Day’s VR sequel (yes, that’s a real thing), will be with you very, very soon.

Groundhog Day: Like Father Like Son is releasing on September 17th on Rift, Vive and PSVR. Index support isn’t mentioned but it’d be safe to assume the game at least works with the headset. Sony Pictures Virtual Reality and MWM Immersive confirmed the news just ahead of Gamescom this week, where the game is on show. It’ll cost $29.99 at launch.

If you’re a PlayStation Plus member, you can pre-order now for $26.99 instead. Oh, and you get a copy of the movie, too.

Like Father Like Son is a full sequel to the classic Bill Murray comedy. As the name suggests, you play as Murray’s character’s son, Phil Connors Jr. He returns to Punxsutawney, Pennsylvania for the annual Groundhog Day festival. Wouldn’t you know it; he ends up stuck in the exact same loop as his dad did. Connors is forced to live out the same day over and over again until he finds a way to break the cycle.

As the new trailer above shows, that will involve a lot of puzzle-solving. It looks pretty interesting, like a modern take on the classic story. Importantly, it doesn’t look like the game is shying away from VR character interaction. Fans of the film will definitely spot some familiar locations too. If this overlaps the movie with interaction like we think it might, it’ll be a winner.

The game’s developed by Tequila Works, the team behind The Invisible Hours. It seems like a strange fit, but we’re hoping they’ve got something special on their hands. We’ll be at Gamescom so we’ll try to bring you impressions when we can. And, no, no word on a Quest version yet.

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Editorial: For VR To Shine, Film And Gaming Must Overlap

Editorial: For VR To Shine, Film And Gaming Must Overlap

Virtual reality has an identity crisis. Whether talking about games or movies, the medium can’t seem to escape the shadows of the past. But, three years on, the template for what makes VR tick may finally be starting to emerge.

It was the recent surprise announcement of Groundhog Day VR that got me thinking about this. Sony Pictures’ decision to continue the original’s story not on the screen but inside a headset is an intriguing one. It made me question which other films should get VR sequels. I even started to wonder if we had got it all wrong. Instead of trying to trace Fortnite and Skyrim into VR, should we instead look at iterating on the big screen experience? Is that where VR’s true power lies?

Then I realized the truth is probably somewhere in the middle. Just as VR game makers could learn a lot from film, so too could filmmakers take a page from developers. A hybrid of these two approaches may be where VR finally stakes its claim.

Gamifying VR can make it strange. Character stats and progression systems are excellent barometers to judge a traditional game by, but VR feels different. Simply put, these factors aren’t, y’know, real. Why do I need to level up my strength to swing a sword? How am I surviving being riddled with bullets? The very tenants of a lot of game design are at odds with the core of VR’s immersion.

Some of the best VR games out there right now are deliberately unconcerned with such metrics. Superhot doesn’t work because it’s got a leveling system, it works because it dials down on the experience. One hit kills both you and your enemies. Your every movement is like a play on a chess board. Your control over time often delivers cinematic satisfaction. Do you really remember Skyrim VR for the progression you made as a character? Or is it the moment your head was on a chopping block and a dragon landed at your feet?

The list goes on. From a design viewpoint, Farpoint is a very basic first-person shooter (FPS); it’s the unbeatable feeling of becoming a space marine that makes it a must-see. Astro Bot is also a simplistic platformer in its own right, but the exploration of space, scale and bond is unlike anything else out there. More and more we’re finding that VR game’s most memorable components aren’t about the nuts and bolts of game making.

At the same time, telling a VR story in which the user isn’t a direct participant or, at the very least, a known quantity, seems like it’s missing the point. Baobab’s Invasion is a joyous bit of Pixar-aping. But, for all its cutesy glory, the moment I remember most is being used as a human shield when the protagonist cowers behind you. It made me feel strong, brave and responsible. Those aren’t emotions you can easily conjure when watching something on a flatscreen.

The more I think about my favorite VR moments over the past three years, the more I realize how they involve one medium borrowing from another. Fated: The Silent Oath‘s traditional gameplay was enjoyable, but it really lept out when it stripped away the mechanics and doubled down on the relationship between characters. Accounting’s highway shootout isn’t memorable for refined gunplay but instead the sheer bizarreness of the world and cast around you. Spheres was a fascinating documentary in its own right, but it was viewer participation that gave the experience a personal edge. VR’s magic starts at the meeting between storytelling and interactivity. A Fisherman’s Tale could have been an enjoyable story-free puzzle game or a memorable short-film, but it was the integration of place, plot and experience that made it really stand out.

But this is not an easy ask. It’s far simpler to make, say, a wave shooter, than it is a world where the player’s every action holds a tangible consequence. Developers capture lightning in a bottle every so often but there’s still so much work to be done in this area. For now, though, I’ll settle for the well-constructed moments of shock, awe, connection and participation. They’re proof that we’re on the right track and I hope Groundhog Day VR capitalizes on them.

I’ve often cited a quote from Metal Gear Solid creator Hideo Kojima as a touchstone for my reporting in VR. He said that game developers “see VR as an extension of traditional games, but I think it is not.” While I’ve always agreed with that sentiment, I’ve also longed to know what he thinks VR is. And maybe it’s this; maybe it’s not an extension but a splicing of both games and film, something that takes their core attributes and builds on top of them to deliver media that is genuinely new.

That’s what I want to start seeing as VR enters its fourth year on the market. I want to see us move away from the obsession with trite topics like longevity and comfort modes and start searching for what really separates VR from the rest of the pack. I have a feeling that’s something we’re only just beginning to grasp.

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Classic Bill Murray Comedy Groundhog Day is Getting a VR Sequel

Having created the rather good murder mystery experience Invisible Hours in 2017, virtual reality (VR) developer Tequila Works has recently announced its next project which is due for release later this year, a sequel to classic 90’s comedy  Groundhog Day.

Groundhog Day VR image3

Called Groundhog Day: Like Father Like Sonthe videogame doesn’t feature comedy legend Bill Murray as TV weatherman Phil Connors, instead, you’ll play as his son, Phil Connors Jr. who is naturally caught in his own time loop, repeating a single day over and over again.

The story twist where Groundhog Day: Like Father Like Son is concerned is that Phil Jr. trapped back home in Punxsutawney, the small town from the film, and one which Connors thought he had escaped. So he’s now reliving the worst day of his life until he learns the true value of friends and family.

The title isn’t just one story, however, with Tequila Works expanding on the intertwining narratives found in the Invisible Hours by giving the player greater control, allowing the story to diverge in multiple ways. “For this VR project, we wanted to go a step further by making the player an active, disruptive element in the story, giving them more narrative choices to have a key influence on the storyline,” explains Raul Rubio CEO and Creative Director, Tequila Works on PlayStation.Blog. “Not only will the player have a much stronger sense of physical interactivity, but a deeper emotional connection to the non-playable characters.

Groundhog Day VR

The studio enlisted the help of James Siciliano of Rick and Morty and Joshua Rubin of Telltale Games to craft the story around the Groundhog Day world, whilst retaining the films dark humour.

Published by Sony Pictures Virtual Reality (SPVR), produced by SPVR and MWM Immersive, Groundhog Day: Like Father Like Son will be released later this year for PlayStation VR, Oculus Rift and HTC Vive. Check out the first teaser trailer below, and for further updates as the launch nears keep reading VRFocus.

Groundhog Day: Like Father Like Son: VR-Spieleadaption des Filmklassikers für PSVR und PC-Brillen

Die amerikanische Filmkomödie Groundhog Day (deutsch: Und täglich grüßt das Murmeltier) aus dem Jahr 1993 mit Bill Murray erhält in naher Zukunft eine VR-Neuauflage in Spieleform für PlayStation VR (PSVR) und PC-VR-Brillen. Der VR-Titel Groundhog Day: Like Father Like Son führt die Geschichte des Originalfilms fort, indem Entwicklerstudio Tequila Works dasselbe Setting für einen neuen Protagonisten verwendet.

Groundhog Day: Like Father Like Son – Und täglich grüßt das Murmeltier reloaded für PSVR, Rift und Vive

Im Filmklassiker Groundhog Day ist der zynische und egozentrische TV-Wetteransager Phil Connors gezwungen, ein und denselben Tag immer wieder aufs Neue zu erleben. Als er eines Tages vom alljährlichen Murmeltiertag in der Kleinstadt Punxsutawney berichten soll, verhält er sich unausstehlich gegenüber seinen Mitmenschen. Da er sich zu Höherem berufen fühlt, möchte er den Dreh schnellstmöglich über die Bühne bringen und abreisen. Allerdings wird er aufgrund eines Schneesturms festgehalten. Zur Bestrafung ist er vom Schicksal gezwungen, den verhassten Tag in einer endlosen Zeitschleife zu wiederholen, bis er sich bessert und einen neuen Lebensweg einschlägt.

Bill-Murray-Groundhog-Day

Bill Murray als Phil Connors in Groundhog Day | Image courtesy: Columbia Pictures

Nun soll sich die gesamte Geschichte in einer VR-Neuadaption in Spieleform wiederholen. In Groundhog Day: Like Father Like Son schlüpfen die Spieler in die Rolle von Phil Connors Jr., dem Sohn des einstigen geläuterten Filmprotagonisten, um in derselben Stadt dem Schicksal seines Vaters zu ereilen. Denn der Apfel fällt bekanntlich nicht weit vom Stamm und so weist auch der junge Connors die arroganten Verhaltenszüge seines Vorbilds auf. Um aus dem Zeitloop zu entkommen, gilt es also das eigene Verhalten zu ändern und Gutes zu tun.

Entwicklerstudio Tequila Works konnte mit Invisible Hours (2017) bereits Erfahrung in der Entwicklung von VR-Titeln sammeln. Der neue VR-Titel soll laut Verantwortlichen allerdings völlig neue narrative Wege gehen, indem er die Spieler aktiv, aber zeitgleich disruptiv in die Story eingreifen lässt. So sollen sie eine Vielzahl von Möglichkeiten erhalten, um auf diversen Erzählwegen in verschiedenen Zeitzonen die Geschichte voranzutreiben. Dabei soll ein besonderes Gefühl der Interaktivität sowie eine tiefere emotionale Verbindung zu den Charakteren entstehen. Nebenbei soll der dunkle Humor der Filmvorlage ebenso in das Spiel einfließen.

Image courtesy: Tequila Works

In puncto Gameplay soll das VR-Adventure auf das Erkunden der Umgebung sowie das Lösen von Rätseln setzen. Insgesamt acht Stunden Spielzeit soll die Spieler erwarten.

Groundhog-Day-VR-Like-Father-Like-Son-PlayStation-VR-PSVR-Oculus-RIft-HTC-Vive

Image courtesy: Tequila Works

Groundhog Day: Like Father Like Son soll im späteren Jahresverlauf von 2019 für PlayStation VR (PSVR) erscheinen. Eine Veröffentlichung für Oculus Rift und HTC Vive wird ebenso auf der offiziellen Webseite angekündigt.

(Quellen: Groundhog Day VR | PlayStation Blog US | Video: Sony Pictures Entertainment YouTube)

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Groundhog Day Is Actually Getting A Sequel… In VR

Groundhog Day Is Actually Getting A Sequel… In VR

Well, there’s a headline I never thought I’d write. A Groundhog Day sequel is in the works… for VR.

Yes, really.

Tequila Works, the studio behind 2017’s excellent The Invisible Hours, today announced Groundhog Day: Like Father Like Son. It’s a full VR game headed to Oculus Rift, HTC Vive and PSVR later this year. In it, you play as Phil Connors Jr., the son of Bill Murray’s character in the 1993 movie. In the film, the original Connors is forced to relive the same day over and over again until he basically learns to be a good person. It’s set on February 2nd, hence today’s announcement.

The first trailer for the game is above. It looks like Connors Jr. is going to find himself in the exact same situation as his Dad. That hopefully means plenty of deadpan humor. The game’s even set in the same town of Punxsutawney. As part of the marketing, there’s even a virtual Twitter account for Connors Jr..

Published by Sony Pictures and produced with the help of Immersive, Like Father Like Son promises over eight hours of puzzles to solve. There’s also a branching narrative, which we’d hope means you can choose how to live out your day.

Groundhog Day might not seem like the most obvious fit for a VR sequel. But the more we think about it, the more we’re falling in love with the idea. Plus, Tequila Works did great work with branching narratives in The Invisible Hours. Our hopes are surprisingly high for this one, then.

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