Until You Fall Aiming For PSVR And Quest Support In 2020

Fear not Quest and PSVR fans; Schell Games is aiming to bring Until You Fall to your headsets.

Studio head Jesse Schell recently confirmed as much in an interview with OnlySP. Schell stated that the studio had a similar aim to its hit VR puzzler, I Expect You To Die. That is it wants to get the game fully up and operational on PC VR headsets first, and then devote the resources to bringing it to other platforms.

“For I Expect you to Die, we did exactly that,” Schell said. “It started on Vive and Rift. It came to PlayStation VR and Quest. We want to have the same path here. If we’re getting good traction with Until You Fall, we very much want to bring it to other platforms. So we’re figuring that timeline out as we speak.”

He continued, adding that he hopes to see the game come to both platforms in 2020. Which order they arrive in might depend on which audience is more vocal.

For now, though, Until You Fall remains in Early Access with regular updates. It’s a first-person sword-battling game with a vibrant neon art style. There are rouge-lite elements, making each run through its dangerous gauntlet a little different.

We only have initial impressions for the game thus far, but we’re hugely impressed by it. “The replayable rogue-lite elements help keep things fresh and all of the various weapons and augmentations ensure a sense of progression, but it does still feel a bit shallow overall,” we said in our EA review. “I’m excited to see what all gets added while Schell Games spend the next several months finalizing it in Early Access on Steam.”

Hopefully those new versions aren’t too far behind, then.

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Sword-Swinging VR Adventure Until You Fall Gets Early Access Release Date

Schell Games’ sword-swinging VR adventure, Until You Fall, arrives in Early Access very soon.

The latest game from the makers of I Expect You To Die hits Steam Early Access on August 27. We still only have the briefest of teasers for the game, which you can see below. The Steam page is right here.

Until You Fall is all about melee combat, with a hint of magic thrown in for good measure. In a world ravaged by monsters, you must fight your way through hordes of enemies using two mystical swords. Both can be customized with over 30 different traits.

The game is a rouge-lite adventure, meaning each run through its twisted world will feature randomized elements.

“Until You Fall has been shrouded in mystery up to now, much like the world in which it’s set; however, we’re thrilled to be opening it up for the first time this summer,” Schell Games CEO Jesse Schell said in a prepared statement. “Replayability has been a priority for us with this game. Our goal is to create a hobby game that can build and sustain a community around it. We predict Until You Fall, with its focus on sword fighting combat and progressive difficulty, will offer players a new, fully immersive experience that they will want to explore again and again.”

There’s still much to learn about Until You Fall, though. The game’s coming to Oculus Rift and HTC Vive initially, but what about other platforms like the Valve Index, PSVR and Oculus Quest? We’ll bring you more as we hear it.

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Until You Fall Is A VR Sword Fighter From I Expect You To Die Studio

Until You Fall Schell Games Sword Fighting

Development studio Schell Games is announcing its upcoming sword fighting VR game Until You Fall.

The studio is focusing on delivering satisfying melee combat in the “magic-infused” title. Until You Fall launches on VR headsets sometime in 2019. From the game’s official description: “Players will be masters of their own martial style and battle corrupted humanoids, monstrous creatures, and unknown horrors.”

CEO Jesse Schell said Until You Fall is focused on single player at first and the game works by showing players where to block incoming attacks. That essentially gives the player the mind of an expert sword fighter.

Until You Fall is an upcoming VR title from Schell Games.

“We’re blending various styles of sword fighting to create an intense, real-time combat experience that hasn’t been seen before with VR,” said Schell in a prepared statement. “Using our deep knowledge of these platforms, we believe this game will push boundaries and leave players with the immersive melee fighting experience they’ve been craving.”

We talked to Schell recently and the game design professor, author and developer said he thought Facebook could sell more than 1 million Oculus Quest headsets in 2019. The studio’s spy-themed I Expect You To Die is one of VR’s bigger success stories. The game crossed $3 million in total revenue late last year. Schell Games hasn’t announced what, if anything, it’s developing for Quest. Hopefully Until You Fall is coming to it, though.  Schell believes the standalone $400 Oculus Quest headset marks a major step forward in VR headset usability.

It is “going to have way lower barrier of entry than any other headset,” he told us.

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Jesse Schell’s ‘Wild’ Guess: 1 Million Oculus Quests Sold In 2019

Jesse Schell’s ‘Wild’ Guess: 1 Million Oculus Quests Sold In 2019

I talked recently with Jesse Schell, the game design professor, author and VR developer. He’s worked with VR for decades, dating back to his time as a Disney Imagineer, and his studio Schell Games is responsible for more than a dozen VR and AR projects including I Expect You To Die — a hand-controlled VR game which cleared $3 million in revenue late last year despite the relatively slow uptake of headsets.

“I expected VR games to take off faster than they have,” Schell said. “They haven’t gone crazy less, but I would say adoption is about half of what I expected. Looking back, I understand why looking at all these points of friction.”

Schell’s guess regarding the adoption of Facebook’s Oculus Quest in 2019 is notable not for the number itself — 1 million-plus — but because he’s aware of just how much of a “wild” guess it is. We hear estimates all the time guessing at the market size for VR headsets based on the adoption rate for various systems, but Facebook and HTC have never released actual sales numbers for Rift or Vive. Sony’s PlayStation VR headset sold 3 million since its release in 2016 while Gear VR and Cardboard-based phone headsets together number far in excess of 5 million. That last number sounds impressive, but those millions of headsets sit in disuse while the Rift, Vive and PSVR offer players a pair of hand controllers to dramatically increase immersion and interactivity. It is on the storefronts which serve hand-controlled games where “I Expect You To Die” gathered $3 million in revenue over the last few years.

“Most of the people with VR systems are [age] 25+ because they are expensive systems, and because they are that age VR doesn’t fit very well into their lives,” Schell said. “The Quest crosses a number of thresholds that VR has not yet crossed.”

Though Schell’s studio has been playing with Valve’s Knuckles controllers for years, his thesis for optimism regarding the VR market in 2019 surrounds the $400 all-in price for Oculus Quest. Quest’s launch is just a few months away but its library is still shrouded in mystery and Schell wasn’t ready to reveal his plans for the headset yet. Schell said he didn’t expect an all-in-one system at Quest’s price and capabilities to arrive by 2019, though, and he believes it will be a huge draw through the holidays this year among teenagers and young adults whose lives could be a better fit for the regular escape to a virtual world.

“We do love the Quest, we are doing a lot of experiments and things with it,” said Schell. “Platforms in the size and shape of Quest are the ones that we are most excited about.”

Quest offering 6DoF movement freedom to both hands and head with no wires is what Schell feels could hit a sweet spot in 2019. He refers to other VR headsets as “parasite” systems reliant on the processing power of an existing gadget (phone, console or PC) to make them work.

“It’s going to have way lower barrier of entry than any other headset,” Schell said. “The utilization will be higher than previous systems. . . Quest is the first computing system actually designed for VR.”

Schell also confirmed new content is coming to I Expect You To Die in 2019, but declined to reveal more about the project right now, except to say the additional content will be a free add-on.

While Schell is relatively bullish on standalone VR adoption, he also warned other developers to be cautious about overspending. He said Schell Games has been funded from a variety of sources including government grants and hardware manufacturers, and being realistic about the scope of projects and the funding needed for them was critical in positioning them to reap rewards through “slow, steady growth” to the VR market size.

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‘I Expect You to Die’ Studio Working on Sword Fighting Game for Multiple VR Platforms

Schell Games, the makers of the critically-acclaimed spy-themed escape room game I Expect You to Die (2016), recently announced that they’re currently developing a dual-wielding sword fighting game that has elements of what the studio calls “a lightweight dungeon crawler.”

Talking to Variety, studio founder and CEO Jesse Schell says they’re developing the new sword fighting VR game based on a brand new IP.

“We’ve always felt that sword fighting in VR would be fun,” Schell told Variety. “This is a game we’re exploring for high-end VR platforms that involves dual-wielding sword fighting as a sort of lightweight dungeon crawler.”

Schell says the company’s previous work on Star Wars: Jedi Challenges (2017) for the Lenovo Mirage AR, a smartphone-based AR headset with a single tracked lightsaber controller, served as inspiration for creating a more comfortable VR game.

image courtesy Lenovo

“It’s crucial that there is as little motion discomfort as possible,” he said. “We also believe sword fighting is a good candidate for VR because, unlike with run and gun games, running while sword fighting doesn’t really make sense. It’s more about standing your ground and being excellent at swordsmanship.”

I Expect You to Die, a game the company recently revealed to have generated  over $3 million in revenue since its release in 2016, is a room-scale game that keeps the user stationary to solve puzzles and escape dangerous situations, making a free-wheeling VR dungeon crawler new territory for the studio.

Schell revealed the game will use a system that the game will encourage players to strike specific poses the he says “are going to feel as powerful as possible.”

The studio doesn’t have a specific release date yet, although Schell is shooting for 2019 launch, targeting multiple VR platforms.

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FOIL 2018 Reveals Dates and Keynote Speaker

Much of the progress in the current virtual reality (VR) industry is driven by the entertainment industry. Though critics might dismiss VR videogames or 360-degree video as a fad, a further look shows just what is possible by utilising the technology that has been built and developed for entertainment. FOIL 2018 is an event dedicated to showing just what will be possible in the future of immersive entertainment, and it has just revealed its dates and keynote speaker.

Taking place at the Mandalay Bay Resort in Las Vegas, the Future of Immersive Leisure, or FOIL conference will be featuring Jesse Schell, CEO of Schell Games as a keynote speaker. Schell has an extensive history of working with immersive entertainment, previously being the Disney VR creative director who was heavily involved in the Disney Quest project. He now runs Schell Games, who have been responsible for the VR experience I Expect You To Die, a cross between spy thriller and VR escape room.

I Expect You To Die

“There are things that VR is good at teaching that are hard to teach in other ways,” Schell told Venture Beat, “Our first real project in that direction is called SuperChem, which is a virtual reality chemistry lab. It’s great for schools because a chemistry lab is a thing that has a lot of danger like broken glass and spilled chemicals. By making it all virtual, you set aside a lot of that expense, and kids can do things much faster.”

Also appearing at the conference will be Douglas Trumbull, the special effects pioneers who worked on iconic sci-fi films such as Star Trek: The Motion Picture and 2001: A Space Odyssey. Trumbull will be hosting a talk at FOIL 2018 where he will discuss the future of immersive entertainment, using his experience in special effects and as a Vice Chairman of the IMAX Corporation. Other guests include Kevin Boutte, Project Engineer for Walt Disney Imagineering and Tony Christopher of Landmark Entertainment.

The event is due to take place on 16th-17th May, 2018. Tickets and further information can be found on the FOIL 2018 website. As always, VRFocus will continue to bring you the latest news from the event.

Jesse Schell: Predictions for VR and AR in 2025

Jesse Schell: Predictions for VR and AR in 2025

Jesse Schell, CEO of Schell Games and professor at the Entertainment Technology Center at Carnegie Mellon University, is one of the game industry’s finest speakers. We’ve interviewed him before, and we know he is passionate about virtual reality and augmented reality, and his company has published the groundbreaking VR game I Expect You To Die.

But Schell is very skeptical about predictions that VR will grow fast. He gave a talk about his predictions for VR and augmented reality for 2025 at the Augmented World Expo last week in Santa Clara, Calif.

In his 2025 predictions for VR and AR, he voiced concerns about the obstacles to growth for VR and the challenges that AR faces in just getting out the door. He believes VR will be a $7.5 billion to $22.5 billion market by 2025. That might seem optimistic, but he said that other predictions are wildly wrong. By 2025, he thinks VR will be no more than 5 percent to 15 percent of the overall game industry.

Above: Jesse Schell’s predictions for AR and VR in 2025.

Image Credit: Jesse Schell

By contrast, Schell believes that Digi-Capital’s oft-quoted prediction that VR would be $30 billion and AR would be $90 billion by 2020 (later revised to a combined $108 billion by 2021) is “very very wrong.” While others have pointed out that VR will have a “gap of disappointment” or “trough of disillusionment,” Schell is being exceedingly conservative about the growth rates he foresees. That means that startups have to plan for a longer drought than they’re anticipating.

On top of that, Schell predicted that most interaction with VR worlds will be done through handheld controllers like the Oculus Touch, or the controllers for the HTC Vive VR headset. Those controllers give users a tactile feel for interactions, and they are likely to fare better than motion-sensing systems that detect your real hand movements, Schell said. That’s partly because the hand-sensing devices aren’t accurate and they don’t give you that tactile feedback.

Above: Jesse Schell believes controllers will beat hands for interacting in VR.

Image Credit: Jesse Schell

Schell thinks that parasite VR systems, or lame experiences like Google Cardboard, are likely to be in the minority. And he thinks that AR revenue is going to be about 15 percent of VR revenue by 2025, which means it could be anywhere from $1.1 billion to $3.3 billion by 2025. That’s a pretty small market, and we’ll talk about the obstacles in a minute.

Schell’s big beef with AR is that he thinks it will take a long time before technology advances far enough so that AR glasses look no different from everyday optical eyeglasses. In the meantime, AR gear will be bulky, and “the glasses will look stupid,” Schell said. He reminded us of the catastrophic failure of Google Glass. The first AR glasses from Google had a big camera lens on the edge of a bulky glasses frame that stood out as socially awkward. Nobody wants to put on anything that makes them look so stupid, and the glasses will look stupid until we make some big hardware advances a few generations from now, Schell said.

“This was a giant, giant failure,” Schell said. “It was one of the biggest technical failures we’ve seen in the last 10 years. Nobody adopted this and they had to cut it out. It was a good product, well designed, and easy to use. There were so many great things about it. But the fact that it was socially awkward was the killer for it.”

Above: Google Glass was really socially awkward.

Image Credit: Jesse Schell

Schell said that Microsoft’s HoloLens glasses are too dark, so that you can’t see the eyes of someone wearing them. And that means the glasses won’t be as socially inviting as Microsoft wants them to be, since they won’t have eye contact, Schell said.

“Many glasses are too ridiculous looking to wear on a daily basis,” he said. “We have to overcome that problem.”

On top of that, the camera itself suggests ubiquitous surveillance, and that is creepy to most people, he said.

“That black dot (the camera) is a giant problem,” Schell said. “It’s not a good feeling to feel like you are being watched.”

Above: Holograms require big hardware, sadly.

Image Credit: Jesse Schell

Schell also said that the limited field of view of AR is also a problem. Some experiences can be so immersive in VR, but AR glasses only let you see a narrow slice of the world at once. It is far too easy to encounter the edge of the world in AR, he said. Holograms produced by holographic wave guides promise a wider field of view, but they require large screens and supporting hardware at the moment. That isn’t good for bringing down the costs of the devices. Shrinking the holographic screens is a must.

“I’ll be damned if anyone knows how to do that,” Schell said.

Schell also said that the sensors for AR and the artificial intelligence to identify all those objects is still in its infancy. (ManoMotion had a nice demo of hand-sensing technology last week). He said that roughly 30 percent of the human brain is dedicated to our visual systems and identifying what we see. It takes an enormous amount of computing power, and we won’t have that kind of capability soon, he said.

Lastly, AR doesn’t have a killer app yet, Schell said. Now he did suggest that an AR virtual friend might be a good application for children. An AR friend could be that imaginary friend in your childhood. But adults are going to need more than that, Schell said, and he doesn’t know what it is.

Above: Could this be the killer app for kids? An imaginary AR friend.

Image Credit: Jesse Schell

More than 200 companies displayed some much-hyped products at the event, but Schell had a clear-eyed view of the future.

“We are designing the eyes of the next generation,” Schell said in conclusion. “So I urge you to all work together to make sure we make the best damn eyes the world has ever known.”

This post by Dean Takahashi originally appeared on VentureBeat.

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