Facebook Launches ‘Quill 2.0’ with Enhanced Features Making It a “self-contained storytelling tool”

Facebook today announced and launched Quill 2.0, bringing overhauled VR animation, audio, and narrative tools to make the app an all-in-one pipeline for storyboarding, drawing, animating, and storytelling.

When Oculus first launched Quill back in 2016, it was a powerful ‘VR drawing’ app with features like a layer system, brush styles & opacities, exporting, and video capturing functionality. But an update which brought animation tools to the app turned it into much, much more. Over the years (and now officially under Facebook’s purview) the app has increasingly become focused on VR drawing, animation, and audio.

Today Quill 2.0 brings a host of improvements to further mature the app into a “self-contained storytelling tool,” says Quill‘s lead engineer, Sebastien Chervrel.

Oculus detailed Quill 2.0’s new and enhanced feature set today and said that it’s now available in Early Access on Rift. The company says that 2.0 was built so that VR animators and storytellers no longer need to juggle several tools to make immersive artwork and narratives built with Quill.

Storytellers are often forced to switch between tools at various steps in the narrative process. A typical project might include storyboarding, modeling, surfacing, rigging, lighting, and all kinds of rendering, each with their own specialized tool. With Quill’s new Animation Timeline feature, storytellers can sequence narratives, synchronize animations to sound, create transitions between shots, and much more. Storytellers now have everything they need to create long-form VR narratives, all in one tool.

Quill also saves time and resources by avoiding file transferring and the need to learn new software. Most importantly, it lets storytellers go from initial concept to finished project in the most efficient and accurate way possible. In traditional animation pipelines, things can often get lost in translation with each step of the production process. This happens as subsequent steps become increasingly abstracted over time. With Quill 2.0, the concept becomes the finished piece as storyboards seamlessly transform into final animation.

Oculus says that Quill’s animation features have been vastly upgraded with keyframe transform tools, making it easier to move complex objects with keyframes and automatic interpolation, rather than frame-by-frame animation.

Quill 2.0 also introduces ‘Stops’ into its animation tools, which gives storytellers a way to pause the scene at key moments so that viewers can indefinitely see the action up close until they choose to proceed, enabling ‘page-turning’ and ‘comic book’-like narrative creations.

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Additionally, 2.0 has enhanced spatial audio tools which allow creators to define the position, direction, and area of sounds inside their creation. The sound volumes can also be animated along with everything else, allowing animators to pair moving objects with moving sound.

– – — – –

Quill is available free to any Rift users who also activate Oculus Touch. Quill artwork can be shared and viewed immersively in the app itself and in Facebook Spaces. While the company has said they’re working to bring Quill artwork to Quest, they haven’t announced plans to bring the actual creation app to the headset (likely due to performance considerations).

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Oculus Rift S Comes Bundled With VR Art Apps Quill And Medium

Oculus Rift S Comes Bundled With VR Art Apps Quill And Medium

Now that the curtain is pulled back on the Oculus Rift S fully, we’re starting to get more details about the upcoming PC VR headset. We know that the Oculus Rift S is available for pre-order already (but they’re selling out pretty fast) and we know it releases on May 21, along with the Oculus Quest. But until today we didn’t know what the headset would come bundled with. Now we do.

According to a Facebook spokesperson we talked to at the F8 developer conference today, the Oculus Rift S will come bundled with copies of VR painting app, Quill, and 3D sculpting app, Medium. Both programs are created by Oculus. Quill in particular was used to create Dear Angelica, a beautifully rendered VR short available on Rift and Go that tells an emotional story from the point of view of a young girl. It’s also been used in the development of Wolves in the Walls.

Notably, no games will come bundled with the Oculus Rift S. Back when the original Rift launched it included access to games like Lucky’s Tale, EVE Valkyrie, and launched free apps like Farlands. When Touch came out they included games like VR Sports Challenge, The Unspoken, and Robo Recall. There was even a dedicated Marvel Powers United VR bundle for Rift + Touch.

Releasing the Rift S without any games seems odd. However, it’s worth noting that three years later there are a lot of free games and demos on Oculus Home and Steam so you have plenty of things at your fingertips to download and play when you get a new headset, regardless of what’s bundled.

On the flip side, the Oculus Quest will include five pre-installed game demos out of the box. Let us know what you think of all this news down in the comments below!

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Wolves In The Walls: It’s All Over Made Me Truly Care About A Virtual Being

Wolves In The Walls: It’s All Over Made Me Truly Care About A Virtual Being

It’s extremely easy to become jaded. I’ve played countless video games over the years and reviewed hundreds of games and VR experiences at this point, murdering a truly innumerable number of virtual characters. I’ve slain dragons, saved the universe, and rescued dozens of princesses. While plenty of video games have made me cry, smile, and laugh, it’s highly rare to play experience something that makes me really feel like I am connecting with a digital, virtual being.

But that’s exactly what Wolves in the Walls: It’s All Over accomplished.

I originally tried the first chapter for Wolves in the Walls over a year ago, it was the debut for Fable Studio, a brand new VR content studio founded by ex-Oculus Story Studio creators. This means many of the minds that worked on things like Lost and Dear Angelica, such as Fable founder Edward Saatchi, are teaming up again to continue making powerful VR experiences.

Wolves in the Walls: It’s All Over is the first two chapters, combined together as one experience, and lasts about 20 minutes. It’s premiering at Tribeca this week, but Saatchi sent me a build a few days ago to try at home.

Earlier this year I talked to Saatchi about their pivot to becoming a “virtual beings” company rather than just another “VR experience” creation studio and that switch was landmarked by the announcement of Whispers in the Night. It features the same exact 8-year old girl from Wolves in the Wall, Lucy, but is all about talking to her and sharing secrets.

“Memory is the core concept for us in Wolves [in the Walls] so that everything you do is remembered,” Saatchi says. “We don’t want Lucy to become a horrifying person from what you do, she has her own journey and her own life and her own story, but she will remember. We’re focused on what we call an ’emotional POV’ almost like you’re wearing Lucy glasses.”

It’s a good analogy because it all begins with Lucy literally drawing you into existence out of chalk. She erases the first version of your eyes because she accidentally makes you too tall, then redraws you at her height. Throughout the experience she is looking at and talking directly to you, as a person. She makes you feel grounded and real even though you’re actually her imaginary friend and experience the world how she does.

One of my favorite ways this manifested itself is in how the environment is designed. Many of the physical aspects of scenes such as the scale of a room or the furniture inside is distorted or twisted to seem bigger than it really is because she’s such a small child. In one scene Lucy’s mother actually subtly changes in size as her attitude shifts. In the GIF above you can see the world around you shift and change in real-time as Lucy guides your attention and interacts with things. It looks snazzy in a GIF, but seeing it for yourself in VR, standing there with Lucy, is magical.

“Wolves [in the Walls] and Dear Angelica started development at the same time, along with Quill” Saatchi says. “Quill was being developed as we were making Wolves so we used it to start doing visual development…We wanted to have a scene that looked like a therapy drawing, like Lucy digesting the trauma of what’s happening and you’re in her imagination and seeing how she is experiencing it. So not CG like the rest, but instead a more Quill painted look…We wanted to take what we did in Dear Angelica to the next level in terms of being in a character’s mind.”

From what I’ve seen Wolves in the Walls tells a powerful story full of layers and nuance for those that care to look, but also has plenty of pure entertainment to keep people entertained on a surface level. Everything from the way Lucy looks at you to the things you do to interact with her sells the illusion that she actually sees you and cares what you think.

She might look like a cartoon, but she feels real.

Wolves in the Walls: It’s All Over (aka Chapter 2) is debuting this week at Tribeca. It’s co-created by Pete Billington and Jessica Shamash and is directed by Pete Billington and is based on the illustrated book Wolves in the Walls by Neil Gaiman and Dave Mckean.

There is no firm release date for the entire Wolves in the Walls story (which will eventually include a third chapter and total around 40 minutes altogether) or Whispers in the Night. Hopefully not too much longer so everyone has the opportunity to experience what Fable is building.

Let us know what you think down in the comments below!

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Step Inside Art with VR

Art is a subject area that is a natural fit for VR integration. Not only can students harness creative art tools like Tilt Brush, Masterpiece VR or Quill but there are amazing opportunities for them to visit virtual galleries using platforms like the Kremer Collection (which I recently tested with the Vive Focus in the desert) or The VR Museum of Fine Art. Both of these types of experiences offer transformative learning opportunities in the art classroom as both afford students with the ability to do things that have never before been possible.

There is another strand to virtual art education though and it is perhaps the most unique of all, offering a true redefinition in how works of art are appreciated – from the inside out. This third area of VR Art allows art students and enthusiasts to step inside 3D versions of artwork that are living, breathing canvasses. Obviously there is a degree of creative freedom being taken with each artist’s work – since they didn’t create these new experiences themselves – but that doesn’t make them any less powerful. Elements of paintings can be inspected from new angles, palettes engulf you and the integration of additional multimedia elements like music, narration and animation elevate these applications further.

So let’s take a look at some examples of these types of experiences. Naturally 6DOF, room-scale experiences are more immersive when it comes to this artistic sub-genre but there are a couple of examples available to mobile VR users too.

Saryan VR

This app, available on iOS and Android, was inspired by the painting “Armenia” by Martiros Saryan, recognised as one of the masters of Armenian artwork. It’s a simple experience that places you in a fixed position to look around the vibrant 3D.
rendering of the painting and bask in its vivid colours.

Saryan screenshot

Art Plunge

This app is available on iOS and Android but also via the Oculus Store for the Gear VR and Go. It offers the chance to zoom into five famous works of art (Mona Lisa, Starry Night, The Birth of Venus, The Creation of Adam and Girl Reading a Letter at an Open Window) and as you do, the canvas expands to paint in additional details around the central subject e.g. the room that Mona Lisa sits in. It’s another short experience but well-produced and a worthy download.

Tilt Brush

When it comes to the 6DOF experiences, you can actually start with Tilt Brush as some of its most talented users have recreated several artistic masterpieces including Botticelli’s “The Birth of Venus” and Munch’s “The Scream. You can access many of these from the main gallery menu inside Tilt Brush and of course what makes them even better is that you could even then add your own creative touch to remix them a little!

Eyes of the Owl: Bosch VR

Available via Steam this is a different beast to the previously mentioned Bosch VR on mobile platforms. To be honest I almost didn’t include it as you don’t truly step inside the painting here as much as zoom in for a close look. The artwork does animate though and the framing is quite special in that you begin the experience stood with Hieronymus Bosch himself inside his studio, in front of his infamous epic “The Garden of Earthly Delights.” Bosch then prompts you to inspect the painting using a magnifying glass and as you dive into some of the incredible detail on the canvas, he narrates to explain his intentions, the symbolism used and more. It’s a great experience for art students but for those unfamiliar with the piece, please do note that it is quite explicit in its nature!

Eyes of the Owl screenshot

Dreams of Dali

This multi-award winning offering was produced by The Dali Museum which definitely adds authenticity to proceedings. It allows you to step inside his 1935 painting “Archaeological Reminiscence of Millet’s ‘Angelus’ and as you may expect, it’s quite the surreal experience. As you wander around and climb the towers, you come to realise that it’s an experience that is full of surprises and hidden details. It’s also an excellent example of the power of VR to allow art to be viewed from a new perspective.

Dreams of Dali logo

The Night Café

This virtual ode to Van Gogh is a free download for Vive/Rift that places you inside the striking, unique pallet of his work. You can navigate around the café to find 3D versions of his Sunflowers and several other masterpieces. As the piano player sets the tone, you even around a corner to find Vincent himself – the master inside his own creation. An essential download for any Art Department.

The Night Cafe keyart

I recently recorded a video for my newly refurbished YouTube channel which showcases The Night Café, Dreams of Dali and Eyes of The Owl. You can watch that below and please do subscribe to the channel for more great VR education content.

If you know any other examples of VR experiences where you can step inside artwork, do let me know. You can find me on Twitter via @steve_bambury.

Facebook Artist Unveils Impressive Oculus Quest Experience ‘The Last Oasis’, Built in ‘Quill’

Facebook Art Director Goro Fujita works at the company’s Social VR team, and while he’s typically occupied with creating modest, but fantastical “quillistrations” as a part of his daily regime using Facebook’s first-party art tool Quill (2017)Fujita today unveiled his latest work that he says helped him explore the possibility of bringing larger-scale Quill art to Oculus Quest.

Called The Last Oasis, the room-scale experience is decidedly much larger in size than his previous works, and takes the user through multiple rooms filled with finely hand-drawn characters. From the video (linked above and below), the experience runs the gamut of different emotions, spanning a sense of wonder felt by crawling through a low-hanging entrance into an aquarium brimming with fish, to the trepidation of walking across a rickety building ready to fall apart at the floorboards.

Here’s the synopsis of The Last Oasis in his own words:

It’s the year 2125. A man-made disaster has devastated much of the earth’s ecosystem. Numerous superstorms have made North America’s entire West Coast inhospitable. Ogini Orog, a brilliant scientist and one of the few survivors, has built himself a safe bunker using his wits to survive the hostile environment looking for artifacts in order to extract and save the last remains or nature. Explore each room to uncover clues.

 

Larger-scale experiences like The Last Oasis are something you’d be hard-pressed to truly enjoy with a wired headset, at least without sacrificing some of the freedom you might feel in exploring a new environment. To Fujita, it’s a crucial distinction that lets you make a more direct connection with the artist.

“For me, it was always a dream to dive into my own paintings, or dive into other people’s paintings,” says Fujita. “With Quest, you remove the wires, you become tetherless, which means you can  freely now move around the space.”

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Continuing: “Usually I create a painting, and I choose my compositions. This was more about how [to] design for space, and how [to] create different emotions in each space. I use different color language, different lighting, so when you dive into a new space, you feel different. It’s not just a painting anymore. You can actually send people into your mind, and I think that’s the most powerful thing for an artist—I could have never dreamt of doing [that].”

 

Like many VR art tools, Quill essentially represents a way for artists to create everything from standalone assets to larger works like The Last Oasis without having to master a game engine, allowing artists to use a VR headset and motion controllers to build the work entirely from the ground-up. Fujita says it took him only five days to build, done in collaboration with a small team of Facebook software engineers. That said, works created in Quill are certainly making their way to the company’s standalone headset, although the app itself hasn’t been confirmed as a Quest-compatible title yet—The Last Oasis was most likely created using an Oculus Rift and Touch controllers.

The Last Oasis is premiering at CTN Animation Expo through November 14th – 18th in Los Angeles. It’s not certain exactly where the work will be featured when Oculus Quest launches in Spring 2019, but you can be sure we’ll be looking out for it.

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Oculus Quest May Not Quill’s Art, But Not Its Creation Mode

Oculus Quest May Not Quill’s Art, But Not Its Creation Mode

The virtual art you make via Oculus’ Quill app should someday be viewable inside the company’s new Quest headset.

Quest was introduced last month as a standalone VR headset with six degrees of freedom (6DOF) inside-out tracking comparable to what’s seen on Oculus Rift. As such, Oculus is bringing Rift games like The Climb and Superhot to the platform when it launches next year, but we haven’t yet heard about any VR creation apps, which are some of the most impressive and versatile experiences on the platform. We had hoped that Oculus would be able to get all of Quill and its sister sculpting app, Medium, onto Quest, but that might not be the case.

As Road to VR reports, Facebook Android VR Engineer Pierre-Antoine LaFayette yesterday confirmed that Oculus is working to bring Quill artwork to Quest during a talk at the XRDC event. That said, it doesn’t sound like the full experience will be ported over.

In his talk LaFayette gave a detailed explanation of how the Quill team was able to optimize existing artwork and get it running on Quest, though it didn’t sound easy. File sizes needed to be reduced before being sent to a custom renderer built on top of Android. Compromises on visual fidelity, which more traditional VR games are embracing to fit onto Quest, aren’t as easy to make when you’re aiming to keep an artist’s vision intact, though.

LayFayette later told Road that it wasn’t yet decided how Quill artwork might end up on Quest, be it through a dedicated viewer app or another service. He did say, however, that its framing as a professional tool might keep the creation mode from ever arriving on the headset. Somehow we think the limited power of the all-in-one device might stop that from happening too.

That’s a real shame, given that apps like Quill and Tilt Brush are amazing tools that showcase the power of VR. Perhaps we could see a new, dedicated VR creation app taking the platform’s limitations into consideration?

Oculus Quest launches next spring for $399.

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Facebook Working to Bring ‘Quill’ Artwork to Oculus Quest

Quill is Facebook’s first-party VR art tool. While users can view Quill artwork in the program itself and inside of Facebook Spaces, the company is hoping to unlock the artwork by making it viewable on Oculus Quest too.

Oculus launched Quill initially back in December of 2016, alongside the launch of the Touch controllers; Facebook eventually took over development and has been iterating on the application ever since. We’ve seen artists make some really impressive artwork with the program, including both illustrations and animations.

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Now Facebook is working to make the artwork more widely available by getting it to display in real-time on the upcoming Oculus Quest, the company’s high-end standalone headset due out in Spring 2019.

Quest is an upcoming standalone VR headset from Oculus, relying on a mobile processor to power the VR experience instead of a tethered computer. It’s most significant difference compared to the company’s ‘Go’ standalone headset is the addition of positional (AKA 6DOF) tracking for a more immersive VR experience. | Image courtesy Oculus

Speaking today at the XRDC conference in San Francisco, Facebook Android VR Engineer Pierre-Antoine LaFayette explored the technical challenges with getting complex Quill art onto the constrained Quest hardware.

LaFayette explained that one of the most important elements to bringing Quill artwork to Quest is optimizing the file sizes so that users don’t have to download massive files only to take a brief look at a piece of artwork. Thankfully, the team had developed the ‘IMMersive Quill Transmission format’, which we understand to have been made initially for sharing Quill artwork on Rift. By throwing out extra information not necessary to rendering and playback of the artwork, the IMM format reduces the size of Quill scenes by as much as 10 times. LaFayette gave examples of two pieces of art: ‘Ninja’, which was 27MB as originally created, comes down to 2.7MB in the IMM format, and ‘Beyond the Fence’ (a 3 minute animation) would be 503MB originally but compresses down to 81MB for sharing.

Of course, once the data actually arrives, finding out how to render the scenes is the next big challenge. LaFayette said that Facebook wrote a custom renderer for Quill artwork running atop Android, which allows them to most easily support existing and future playback functions of the artwork.

A moment from the Quill animation ‘Beyond the Fence’ by Goro Fujita | Image courtesy Facebook

While most VR scenery is created with performance in mind, because Quill allows artists to make free-form geometry with arbitrary sizes, shapes, and colors, scenes can actually wind up becoming complex very fast, not to mention that users can choose to explore the scenes from any angle. Finding ways to optimize the scenes while maintaining the artist’s original vision is then the key challenge.

LaFayette explained how the team attacked the rendering and optimization of Quill artwork on Quest in a number of ways, mostly dealing with limitations on draw calls and vertices. For the benefit of other developers doing optimization work on mobile, he recommended tools that were helpful in the process, like OVRMetric, Snapdragon Profiler, RenderDoc, and Android systrace.

In the end, LaFayette says the team has achieved smooth rendering on Quest of a Quill scene consisting of some 2 million polygons, while aiming to maintain the essence of the artwork.

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LaFayette tells Road to VR that Facebook hasn’t decided exactly when Quill artwork will come to Quest, but the optimization work that he overviewed today is a step toward making it available on the headset and possibly on in other places (like non-VR mobile devices) in the future. It’s also still up in the air if the company will release a special Quill viewer app, or do something else like build the viewing functionality into another app like Rooms.

While Quill artwork will eventually come to Quest, the tool itself (for authoring the artwork) may not wind up on Quill because Facebook is committed to continuing to build it as a professional tool, LaFayette says.

The post Facebook Working to Bring ‘Quill’ Artwork to Oculus Quest appeared first on Road to VR.

Facebook Artist Transforms Iconic Manga Into VR Sequence

Anime and Manga may have waned slightly in popularity since its 90s heyday, but it is till an incredibly popular medium. Many artists have been keen on praising the Mangaka who created some of the most famous and iconic Manga. The resident artist of the Facebook Social virtual reality (VR) Team, Goro Fujita, has created his own Manga tribute by turning a famous Dragonball Z moment into a short VR sequence.

Fujita has stated his opinion that ‘VR Comics will be a thing’ on Twitter, where he posted a link to a video showing the VR sequence, which can also be viewed using Facebook Spaces, the social VR app created by Facebook.

The artistic VR interpretation was taken from a famous moment in Dragonball Z where former villain Piccolo sacrifices himself to save the boy Gohan, eldest son of series protagonist Goku. Fujita used Oculus painting and drawing tool Quill to create the VR manga, using animation effects that made it appear to be a hybrid between Anime and Manga, something which Fujita calls ‘manime’.

Fujita said on Twitter that he considers the short Vr sequences to be ‘proof of concept’ and that there are no current plans to produce any full-length VR versions of branded manga such as Dragonball Z. Fujita further confirmed that he generally prefer to create his own original content. However, he also said that using VR to create the scene was faster than any other medium he has worked with.

“Something clicked when I drew Spiderman yesterday and I wanted to spend a bit more time into a daily painting. I took a Dragonball page and did my VR interpretation for it. That key moment that made me love Piccolo! How rewarding this experiment was! I would totally read comics like this! Quill comics will become a thing!”

For future coverage on new and upcoming VR projects, keep checking back with VRFocus.

‘Quill’ Artwork Can Now Be Shared With Friends in ‘Facebook Spaces’

Quill, Facebook’s VR painting and animation tool, is now getting a new and immersive avenue for sharing artwork created in the application. With today’s update, users can now share their artwork into Facebook Spaces, letting friends experience it together. Facebook VR artist Goro Fujita created a new short film animated in Quill and shared in Spaces as an example of the new capability.

In the latest version of Facebook Spaces, users will now see a ‘Gallery’ section in the menu where they can browse Quill artwork. Artwork can be drawings, animations, or even short stories, the Facebook Spaces team says. Here’s what it looks like in action:

Check out what's new in Spaces with the release of v43!

In addition to the update this week, Spaces is on display at F8, Facebook's global developer conference. Be sure to tune in at http://f8.com/ for the latest news about Facebook VR, Oculus and more from Facebook!* Quill in Spaces! We've added the ability to view Quillustrations – amazing art created in the VR application Quill – in Spaces. Quillustrations can be still drawings, animations, or even stories. Visit the 'Gallery' menu from your table dock to discover amazing Quill art from artists all over the world, including Beyond the Fence, an interactive short film created entirely in VR.* Bug fixes and optimization. Want to create and share your own Quillustrations for Spaces? Quill is available for Oculus Rift through the Oculus Store and artists of all levels are welcome and encouraged to submit their Quillustrations publicly to the Quillustrations in Facebook Spaces Group directly from the application. All of the posts in the Group will be available in Spaces.

Gepostet von Facebook Spaces am Montag, 30. April 2018

Among the ‘Quillustrations’ that users can see in Facebook Spaces is a new short film, Beyond the Fence, by Facebook VR artist Goro Fujita. The piece was drawn and animated inside of Quill and Fujita says he directed the experience so that users could watch it together but each get a different perspective on the action. Here he is breaking it down:

"Beyond the Fence"I’m so excited to finally be able to share the VR film I created for multi user consumption called Beyond the Fence! I created it entirely in Quill and it’s now available in Facebook Spaces for you to enjoy in VR with your friends. Check it out! (login to facebook spaces, go to the drawings tab and click on Quill Art.) And as of today you can also share your quillustrations from Quill into spaces! 
Join this group to be able to share Quillustrations yourself! https://www.facebook.com/groups/quillinspaces/

Gepostet von Goro Fujita am Montag, 30. April 2018

Quill artists can also submit their own works from within the app to be shared with friends and the broader Facebook Spaces audience. Along with the new Facebook Spaces sharing functionality, the updated version of Quill (1.5) brings with it a host of other improvements and fixes.

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‘Moss’ Boasts Perfect Rating on PlayStation Store, Tops PSVR Charts

Launched in February as a PSVR exclusive, Polyarc’s Moss has enjoyed a broadly positive reception and has managed to maintain a perfect five star rating after more than 550 player reviews on the PlayStation Store.

Having jumped into February’s Top 10 PSVR downloads after being released for just two days (on February 27th), Moss has now leapt to the #1 spot as the most downloaded PSVR title in March.

For anyone who has played the game, that won’t come as much of a surprise. Moss is one of PSVR’s best looking games, and offers a unique gameplay approach which has the player controlling Quill—the game’s adorable mouse character—while also interacting with the virtual world at human-scale to help Quill surmount larger obstacles.

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Impressively, after more than 550 reviews at the time of writing, Moss boasts a perfect five star player rating on the PlayStation Store. To our knowledge, it’s the only PSVR title presently managing that feat (excluding outliers with less than 10 reviews). That’s not to say that no one has rated Moss worse than five stars—as the PS Store appears to round ratings to the nearest half star—but other top PSVR games like Job Simulator, Superhot VR, and Skyrim VR have only managed the four and a half star mark.

The positive reception of their debut game bodes well for developer Polyarc, who have clearly built Moss as an extensible IP, with the game presented as a ‘first chapter’ of sorts, ending with a clear promise of future adventures to come.

Image courtesy Polyarc

And while the studio hasn’t made any official announcements on what’s next, Polyarc Animation Director Rick Lico recently offered a few hints on the PlayStation Blog that the studio isn’t resting on its laurels.

“Like any small, indy startup, we have a bigger plan we’d like to accomplish. We’re hoping that, thanks to our amazing fans, things will go well so we can see this plan through to completion. Fingers crossed,” Lico said in response to a commenter. “We’re working hard to make sure [fans don’t have to wait excessively for the next chapter],” he said to another.

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