Launching April 24th: PSVR’s ‘Statik’ is an Undeniably Unique Take on the Puzzle Genre

I’ve written often about the need to push creative boundaries in order for VR to find its voice. Statik is doing just that, with an undeniably unique puzzle game that takes one of VR’s weaknesses and turns it into a strength.

Update (3/26/17, 11:24PM PT): Statik now has a release date of April 24th. The game will soon be available for pre-order with a 20% discount for PlayStation Plus members. Below continues our hands-on impressions of this unique game at E3 2016, including the latest screenshots showing previously unseen puzzles.

In Statik, by developer Tarsier Studios, a puzzle is literally strapped to your hands. You awake in an unfamiliar lab-like setting with your hands locked inside of a strange box. There’s complicated wires and gizmos all over, and the box moves as you move your own hands. In the real world you’re holding a PS4 controller, which is tracked by the PS Camera, and turns the controller’s movements into those of the box.

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In VR you can’t see your real hands, and thus trying to use a controller can be bothersome because you can’t see the buttons and sticks. If you aren’t familiar with the controller or what the buttons do, you’ll have a frustrating time poking and prodding at the invisible controls to find out what purpose they serve.

Statik takes this fact and makes it a central tenet of the gameplay. You can’t see your real hands, nor can you see your virtual hands. They are locked inside the mysterious device. There’s absolutely no telling what button on the controller will control what mechanism on the box. The only way to figure it out is to start pressing every button you can feel and observe what happens.

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Because you see a crazy contraption attached to your hands in front of you, instead of the real controller, you don’t gain that same level of hand-eye coordination that you’re used to while playing a traditional game, especially because from one box to the next, the controls completely change. This really makes it feel like you’re reaching inside of some unknown contraption and searching blindly for how it works.

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In this way, Statik is almost like an exploration game. You need to first gather information about what you can actually control on the box. After that you need to find out what you’re even supposed to do with the limited abilities at your disposal.

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All this makes for a very creative puzzle game that’s uniquely suited to VR. But the developers didn’t stop there. The backdrop of Statik is a mysterious testing facility; while you toil away trying to find out how to solve the puzzle encompassing your hands, a lab technician sits nearby to observe. His face is blurred, and it isn’t clear what exactly he’s looking for.

Once I had completed a segment of the puzzle, which involved arranging several glass disks to create a silhouette that matched a pattern in the room, the observer said, “You’re a machine,” which made me feel proud that I had figured it out so quickly. But that feeling was dashed in an instant when he followed that up saying, “…but so is a tractor,” leaving me feeling like little more than a lab rat from which to gather data.

Finding out exactly who these people are and why they’ve done this to you is a puzzle in itself, one that I’m looking forward to exploring nearly as much as I’m looking forward to seeing what other interesting puzzles I’ll find strapped to my hands in Statik.

The post Launching April 24th: PSVR’s ‘Statik’ is an Undeniably Unique Take on the Puzzle Genre appeared first on Road to VR.

Latest Figures Suggest ‘Resident Evil 7’ Has Exceeded 1.25 Million PSVR Players

Capcom has announced that Resident Evil 7: Biohazard (2017) has shipped 7.5 million units. This new figure, when combined with official in-game player stats, suggests that the game has achieved an impressive milestone of reaching more than 1.25 million PSVR players, making it perhaps the most successful VR title on any single platform.

Update (May 19th, 2020): The latest official figure from Capcom puts the sales of Resident Evil 7: Biohazard at 7.5 million units, showing continued growth since 6.8 million units at the time of our last check in 2019. The share of PSVR players according to official stats has also risen from 15.96% to 17.09%, continuing a steady upward trend which suggests that the game’s long tail is increasingly comprised of VR players on PS4.

The article below has been updated with new analysis on the latest figures, revealing that the game’s PSVR player base could be as large as some 1,280,000 players.

The success of the game’s VR mode, which is only available on PlayStation, makes it surprising that we still haven’t seen the release of the VR mode for the PC version of the game.

Resident Evil 7: Biohazard is not a VR-only game. Available on PC, Xbox One, PS4, and Nintendo Switch, the game was built primarily for traditional displays, but, on PlayStation only, the game has a VR mode which allows it to be played from start to finish on Sony’s PSVR headset. That VR mode has received surprising praise for a game not built specifically for VR, and has seemingly propelled the game to be among the most successful titles on any single VR platform (whether ‘made-for-VR’ or just ‘VR-capable’).

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5 Million PlayStation VR Units Sold, Sony Announces

Since the launch of the game we’ve been checking in on the official Resident Evil 7 stats from Capcom which explicitly state how many VR players the game has seen:

  • January 2017: 81,000
  • May 2017: 206,000
  • May 2018: 452,000
  • May 2019: 662,000
  • May 2020: 886,000
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‘Resident Evil 7: Biohazard’ takes the historically third-person series into a first-person perspective.

But there’s a catch. The official stats are only based on data from users who specifically opt-in to share them, which means they represent only a subset of the actual figures. The latest figures from Capcom however show that the game has shipped 7.5 million units across all platforms.

That number gives us some additional insight into the full scope of the data. Specifically, it lets us adjust the total number of players from the game’s opt-in data (presently 5.2 million players) up to 7.5 million players. And since we know that now 17.09% of the 5.2 million opt-in players are PSVR players, we can reason that a similar percentage of the total players are also PSVR players, which would put a best guess of the game’s total PSVR playerbase around 1.28 million players.

To put the numbers into perspective, the single best selling VR game we’re aware of is Beat Saber, which announced it had sold more than 2 million copies across all major VR platforms back in March; Resident Evil 7 has likely reached more than 1.25 million VR players on PSVR alone.

Another way to put the number of Resident Evil 7 figures into perspective is a rough estimate of the revenue contribution from PSVR players which—if our best guess is 1.28 million—comes out to $50 million (assuming average price is 65% of MSRP to account for reduced pricing over time). Of course, we can’t account for the number of PSVR owners who happened to buy the game and only tried the VR mode as a novelty versus the number of owners who bought the game specifically for its VR support.

It’s also worth acknowledging an important variable that we can’t control in the 1.28 million player estimate, which is the potential difference in opt-in rates between different platforms. It could be that PSVR users are more likely to opt-in to data collection than other player groups; it also could be that they are less likely—we don’t have a good reason right now to bet one way or the other, so it’s an unknown. That opt-in rate could adjust the 1.28 million PSVR player figure up or down.

Even if we scrap the extrapolations, the official count of 886,000 VR players on a game available only on one headset speaks well of both the size of the PSVR install base, and the power of a AAA production tied to a well known IP to attract VR players hungry for content.

No matter which figure you look at, that makes Resident Evil 7 a surprising VR success, especially for a game that’s only playable in VR on one headset, and not actually designed specifically for VR in the first place.

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