‘Transference’ Review: A Thrilling Film-like Adventure for the Digital Age

Transference (2018) is a single-player psychological thriller that takes place in a shadowy reflection of reality—the  simulation of a family’s collective minds who’ve presumably been corrupted after the father, a scientist, tests his breakthrough procedure on himself, his wife, and child. While fairly short in length, the game’s intense themes and film-like quality will leave you reeling well after the credits roll.

Transference Review Details:

Official Site

Publisher: Ubisoft
Developer:
 SpectreVision, Ubisoft Montreal
Available On: Steam (Vive, Rift), Oculus Store (Rift), PlayStation Store (PSVR)
Reviewed On: Oculus Rift, HTC Vive
Release Date: September 18th, 2018

Gameplay

In a live action sequence, we learn that scientist Raymond Hayes has invented a way to replicate organic consciousness in a virtual environment. There’s some room for interpretation, but judging from Hayes’ opening speech it appears we were either a test subject, or a colleague that signed on to help him realize his dream of eternal life. Either way, he thanks us for our role in making it possible. An eerie misalignment of the video’s tracking hints that Hayes’ eternal paradise is everything but.

Image courtesy Ubisoft

Awakening on the street corner in front of Hayes’ home, it’s clear we’ve been tossed into a degrading virtual reality that needs your help to fix. Missing assets like door knockers and entryways show up as big black voids sporting red error messages.

The broken file is fixed by solving the relevant puzzle, such as playing a few musical notes on the apartment building’s buzzers, or tuning a radio so you can temporarily link two family members together for a panicked chat. It’s not so simple though, as you soon learn that switching off the light lets you traverse one of three inner realities coexisting separately, each of them fractured reflections of the family’s real apartment as seen through the eyes of Hayes, his son Ben, and his wife Katherine.

Image courtesy Ubisoft

Puzzles have a good range of difficulty, and there are only few moments when the solution is immediately obvious. There’s little to no help from Hayes’ video logs or his memories, so you’re basically on your own to figure out how to escape the progressively horrifying simulation.

The back drop is nothing short of unsettling, with its rattling doors, and voices calling out for help. The worst bit though is terrifying beast that’s ostensibly corrupted the three digital replicants, popping out at disturbingly inconsistent moments of high tension. And you can’t run or hide either; you walk at an eerily slow pace throughout the game, searching for the next puzzle solution and hoping the beast doesn’t appear again for another one of its truly terrifying jump scares.

Image courtesy Ubisoft

That said, jump scares are very few, making the horror aspect more reliant on the narrative and the game’s fractured setting. A glut of video recordings featuring Hayes are scattered throughout the game, and really start to drive home just how disturbed he became in his search for the ultimate solution. Found objects like USB drives, audio recordings, notes, and books act as supporting material, letting Hayes offer the viewer brief peeks into his family life and why he continued on with his work after everyone doubted him.

Although it’s an object-oriented experience, there isn’t any inventory to speak of, requiring you to carry key objects by hand through the digital rifts by turning on and off the light switches in the house. Sometimes it’s not entirely clear which objects are important puzzle pieces though, so a complete exploration of the available dimensions is necessary to really understand what’s missing. This can be frustrating in some puzzles, but thankfully the apartment isn’t so large that you’ll be hunting for too long.

Image courtesy Ubisoft

The game is short and sweet at one and a half hours length for my personal playthrough. While I stopped to inspect many of the found objects, I wasn’t overly thorough, so your mileage may vary. In the end, SpectreVision and Ubisoft are trying to walk a fine line between an adventure game and a small budget indie film, so I didn’t really mind the tighter nature of the game’s pacing to fit that specific style. That said, I could have easily dove back in for at least another two to three hours, but I’m willing to admit that a longer format might have ultimately desensitized a user from staying fully engaged with the non-stop thrills and quick pacing.

Immersion

Visuals aren’t everything, but they certainly carry a lot of weight when it comes to forgetting you’re actually in your underwear in a wheely chair wearing a VR headset. To that end, visual fidelity in Transference is clearly at, or very near to ‘AAA’ territory.

Image courtesy Ubisoft

Excellent lighting, high-quality assets and textures, and extremely well-realized audio cues help create one of the best-looking and sounding adventure games to date. And while it’s clearly corrupted simulation, all of this brings you into the moment, irregardless of the fact that you can’t actually die or get hurt.

Characters feel real too, which is in no small part due to excellent character animations for brief but startling interludes, and competent voice overs that rattle your brainpan throughout.

Image captured by Road to VR

Object interaction is fairly standard, and the world’s many objects seem solid enough in how they interact with the world. Your hands are represented in a ghostly neon blue hue, giving you just enough of a visual cue to use them accurately, but not so overt that it clashes with the wacked out simulation that is the world of Transference.

Comfort

Transference presents a few comfort options so all experience levels can play without too much worry. The game includes optional ‘blinder’ vignettes that can be toggled to reduce your field of view during both forward movement and turning—something heavily used in Ubisoft’s Eagle Flight (2016). Users can fiddle with the blinder’s strength to get the feel that’s right for them.

There’s also smooth turning and a variable angle snap-turn available, the latter of which is suitable for new users, or those with temperamental stomachs.

Thankfully the game seems to recognize if the user is seated, and automatically adjusts your height in-game so there’s no odd stretching in order to interact with found objects or puzzles. There is a crouch toggle so you can easily access lower cabinets, although from an immersion standpoint this is less advantageous than a ‘force grab’ ability.

The post ‘Transference’ Review: A Thrilling Film-like Adventure for the Digital Age appeared first on Road to VR.

‘Transference’ Review: A Thrilling Film-like Adventure for the Digital Age

Transference (2018) is a single-player psychological thriller that takes place in a shadowy reflection of reality—the  simulation of a family’s collective minds who’ve presumably been corrupted after the father, a scientist, tests his breakthrough procedure on himself, his wife, and child. While fairly short in length, the game’s intense themes and film-like quality will leave you reeling well after the credits roll.

Transference Review Details:

Official Site

Publisher: Ubisoft
Developer:
 SpectreVision, Ubisoft Montreal
Available On: Steam (Vive, Rift), Oculus Store (Rift), PlayStation Store (PSVR)
Reviewed On: Oculus Rift, HTC Vive
Release Date: September 18th, 2018

Gameplay

In a live action sequence, we learn that scientist Raymond Hayes has invented a way to replicate organic consciousness in a virtual environment. There’s some room for interpretation, but judging from Hayes’ opening speech it appears we were either a test subject, or a colleague that signed on to help him realize his dream of eternal life. Either way, he thanks us for our role in making it possible. An eerie misalignment of the video’s tracking hints that Hayes’ eternal paradise is everything but.

Image courtesy Ubisoft

Awakening on the street corner in front of Hayes’ home, it’s clear we’ve been tossed into a degrading virtual reality that needs your help to fix. Missing assets like door knockers and entryways show up as big black voids sporting red error messages.

The broken file is fixed by solving the relevant puzzle, such as playing a few musical notes on the apartment building’s buzzers, or tuning a radio so you can temporarily link two family members together for a panicked chat. It’s not so simple though, as you soon learn that switching off the light lets you traverse one of three inner realities coexisting separately, each of them fractured reflections of the family’s real apartment as seen through the eyes of Hayes, his son Ben, and his wife Katherine.

Image courtesy Ubisoft

Puzzles have a good range of difficulty, and there are only few moments when the solution is immediately obvious. There’s little to no help from Hayes’ video logs or his memories, so you’re basically on your own to figure out how to escape the progressively horrifying simulation.

The back drop is nothing short of unsettling, with its rattling doors, and voices calling out for help. The worst bit though is terrifying beast that’s ostensibly corrupted the three digital replicants, popping out at disturbingly inconsistent moments of high tension. And you can’t run or hide either; you walk at an eerily slow pace throughout the game, searching for the next puzzle solution and hoping the beast doesn’t appear again for another one of its truly terrifying jump scares.

Image courtesy Ubisoft

That said, jump scares are very few, making the horror aspect more reliant on the narrative and the game’s fractured setting. A glut of video recordings featuring Hayes are scattered throughout the game, and really start to drive home just how disturbed he became in his search for the ultimate solution. Found objects like USB drives, audio recordings, notes, and books act as supporting material, letting Hayes offer the viewer brief peeks into his family life and why he continued on with his work after everyone doubted him.

Although it’s an object-oriented experience, there isn’t any inventory to speak of, requiring you to carry key objects by hand through the digital rifts by turning on and off the light switches in the house. Sometimes it’s not entirely clear which objects are important puzzle pieces though, so a complete exploration of the available dimensions is necessary to really understand what’s missing. This can be frustrating in some puzzles, but thankfully the apartment isn’t so large that you’ll be hunting for too long.

Image courtesy Ubisoft

The game is short and sweet at one and a half hours length for my personal playthrough. While I stopped to inspect many of the found objects, I wasn’t overly thorough, so your mileage may vary. In the end, SpectreVision and Ubisoft are trying to walk a fine line between an adventure game and a small budget indie film, so I didn’t really mind the tighter nature of the game’s pacing to fit that specific style. That said, I could have easily dove back in for at least another two to three hours, but I’m willing to admit that a longer format might have ultimately desensitized a user from staying fully engaged with the non-stop thrills and quick pacing.

Immersion

Visuals aren’t everything, but they certainly carry a lot of weight when it comes to forgetting you’re actually in your underwear in a wheely chair wearing a VR headset. To that end, visual fidelity in Transference is clearly at, or very near to ‘AAA’ territory.

Image courtesy Ubisoft

Excellent lighting, high-quality assets and textures, and extremely well-realized audio cues help create one of the best-looking and sounding adventure games to date. And while it’s clearly corrupted simulation, all of this brings you into the moment, irregardless of the fact that you can’t actually die or get hurt.

Characters feel real too, which is in no small part due to excellent character animations for brief but startling interludes, and competent voice overs that rattle your brainpan throughout.

Image captured by Road to VR

Object interaction is fairly standard, and the world’s many objects seem solid enough in how they interact with the world. Your hands are represented in a ghostly neon blue hue, giving you just enough of a visual cue to use them accurately, but not so overt that it clashes with the wacked out simulation that is the world of Transference.

Comfort

Transference presents a few comfort options so all experience levels can play without too much worry. The game includes optional ‘blinder’ vignettes that can be toggled to reduce your field of view during both forward movement and turning—something heavily used in Ubisoft’s Eagle Flight (2016). Users can fiddle with the blinder’s strength to get the feel that’s right for them.

There’s also smooth turning and a variable angle snap-turn available, the latter of which is suitable for new users, or those with temperamental stomachs.

Thankfully the game seems to recognize if the user is seated, and automatically adjusts your height in-game so there’s no odd stretching in order to interact with found objects or puzzles. There is a crouch toggle so you can easily access lower cabinets, although from an immersion standpoint this is less advantageous than a ‘force grab’ ability.

The post ‘Transference’ Review: A Thrilling Film-like Adventure for the Digital Age appeared first on Road to VR.

Review: Transference

Virtual reality (VR) is still a small industry and it goes without saying having the help of well-known Hollywood celebrities certainly helps the technology’s profile. So when Ubisoft announced a new psychological thriller being made in conjunction with Elijah Wood’s SpectreVision the actor certainly helped to up the profile of Transference. Yet such is the history of videogames and Hollywood, could Transference be the title to buck the trend and offer both live action and gameplay in one complete package?

Transference

Transference is a bold project by any means, twisting a dark narrative into a videogame that supports both VR and non-VR gameplay. Without giving too much away the story revolves around a family headed by Raymond Haynes a computer scientist. In his quest to prove his wild theories correct he begins experimenting on his family, creating a digital simulation based on their collective brain data. The title takes place entirely inside this simulation, but as you might expect something has gone very wrong.

You’re immediately thrust into a dark corner of this simulation, given few clues as to the situation or quite what you’re supposed to do. The atmosphere is instantly foreboding and tense, never letting up for a second thanks to a well-executed mix of visuals and sound. Doors and walls crackle and twitch digitally, while everyday objects flit in and out of existence, offering you clues to the storyline or better yet how to progress.

None of the puzzles prove to be too taxing that they hamper progression and the ever evolving story – which becomes more fascinating as time goes on – but they still offer enough thought to get you thinking – especially when that psychological scare factor starts to increase. This is an experience that begs to be played in VR, losing a lot of its power and presence via a 2D screen. Reviewed on Oculus Rift, Transference puts the headset through its paces as it flits between computer graphics and real life acting in parts. This helps ground the experience, aiding that sense that you’re in a digital world that’s more in control of you than you are of it.

Transference

There’s a methodical pace to Transference that aids in its immersion. With smooth locomotion the only option and no HUD to speak of Ubisoft has purposefully made movement a slow walk so you can’t rush around missing items or the theatrics of the videogame. Transference wants to scare you and make you feel on edge at all times, a trick it does very well, almost making you forget that you’re not one but three characters, changing between them at the touch of a light switch.

A times Transference can almost feel like a sensory deluge, such is the ever changing scenery whilst the spatial audio is rich and crisp – one segment featuring a radio was particularly impressive being able to hear the speaker whilst searching for clues. And even though the entire videogame is a linear start to finish experience it ebbs and flows just enough to keep things interesting.

If you love a good horror experience then Transference should be on your to buy list. It’s a videogame that should come with a heart warning, not because of jump scares, just merely due to the fact it’ll get your heart racing for the entire duration. Ubisoft and SpectreVision have done a commendable job entwining both live-action story and gameplay elements to make Transference one of the best psychological thrillers for VR.

100%

Awesome

  • Verdict

Hands-On: Transference Is An Engrossing VR Story About A Corrupted Mind

Hands-On: Transference Is An Engrossing VR Story About A Corrupted Mind

During my latest hands-on demo with Transference from Ubisoft and Spectrevision last week, I got chills sent straight down my spine at two very specific moments. The first time, it was a classic jump scare. I was rummaging through drawers looking for clues when I turned around to see a dark, silhouetted figure of a small child at the end of the hall. It gasped and ran off. Small children in horror experiences always get me.

The second time though wasn’t intended as a jump scare at all and gave me chills just from the slow building anxiety and unsettling scenario I watched unravel. While standing at a table in the hallway, but in a different “dimension” of sorts, I heard the answering machine. It was a classic, “happy family” welcome message with mom, dad, and son chiming “Leave a message!” in unison with a dog barking at the end. Then the voicemail starts. It’s from a worried friend that hadn’t heard from the family that lived in that apartment in a long time, so she said she was calling the cops. After walking through the halls earlier, seeing the creepy writings on the wall, hearing the faint sounds of singing, crying, and yelling all mixed together, for some reason that worried voice really hit me.

You can watch some clips of my demo down below played on a Rift with Touch while seated; it’s the first time the game’s been capturable:

During my gameplay above you’ll notice things like FOV dimming and snap turning that were there for the demo to help combat motion sickness, but those features can be turned off in the full version of the game.

It felt real in a way that few VR games have felt real and as I think back to that moment, listening to the voicemail on the answering machine, I remember it as something I experienced — not as a game I played. Transference seems to be specifically designed to engineer that type of feeling.

In psychology, the concept of transference is described as a phenomenon in which you unconsciously redirect a person’s feelings for one person towards another person. In this game, you “play as yourself in the minds of a family, created using their collective brain data” according to the one-sheet provided after my demo. So, it’s almost like a simulation of a simulation.

As you can probably guess, in a lot of ways, Transference is an incredibly meta experience. The developers sourced VR for a lot of their inspiration on the project and it shows. When you play Transference you’ll switch between perspectives of Raymond Hayes, a brilliant scientist, Katherine Hayes, his wife, and Benjamin Hayes, their troubled son.

The general flow of gameplay in Transference revolves around switching back and forth between two versions of the same environment. One version feels more “real” almost like a memory, with things like family photos and relics of the past spread about, while the other version has a bit of an orange filter on itself and is full of glitches. It’s those glitches that serve as the core of the gameplay.

While exploring an area you may find something in one version of the world that can then be used in the other version to solve a glitch or repair a memory by switching back and forth. It’s a very linear game, but that linearity serves it well. The concept was to meld the film and gaming experience together and from what I’ve seen it feels like a success. Everything from the visuals and sound design to the pacing of its story and the way you interact with objects is extremely polished and well-done.

After playing so many VR horror titles, like Resident Evil 7, A Chair in a Room, Paranormal Activity, and more, I’ve learned the most important thing is to nail that sense of presence, to make the user feel like they exist inside the experience and Transference nails it.

My gut tells me a big reason why it works so well is because of the use of real human actors. Raymond Hayes talks directly to you, the player, at the beginning via a flat 2D monitor and, near the end, you see floating screens all around you playing family videos and showing Raymond talking once again. When you find photos in the world, they’re of the actual human actors. This aspect combined with the “digital simulation of consciousness” angle really does wonders for selling that suspending your disbelief.

Transference is set to release very soon on September 18th. The VR version of the game will be available on PSVR and PC VR headsets (such as the Rift, Vive, and Windows VR) as well as on PC, PS4, and Xbox One as a non-VR game. It will be $24.99 on all platforms and is estimated to last around 2-3 hours, or, “about the length of a movie” according to developers.

And as a surprise treat, today, August 20th, there is a free demo available on PS4 with both PSVR and non-VR support that tells a standalone story. It’s the same demo we played back at E3 2017 and you can try it right now.

Let us know what you think of Transference so far down in the comments below!

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Transference Turns Out To Be A Terrifying Psychological Thriller

There’s nothing quite horror to showcase how involving and immersive virtual reality (VR) can really be, enveloping players in a world that purely wants to scare them. So naturally when VRFocus had the chance to play test Ubisoft and SpectreVision’s collaborative effort Transference, our video producer Nina was at the front of the queue to try the experience out and relay those thoughts.

Transference is a mind-bending, psychological story that aims to blur the lines between live-action movies and videogame dynamics. During the Electronic Entertainment Expo (E3) 2018 the teams released the first decent trailer for Transference,  detailing a story which involves a brilliant but troubled scientist and inventor called Raymond Hayes. He has been collecting from himself and his family which then congeals into a dark and twisted consciousness of its own. In doing so this new entity forms its own digital world which starts to alter the perceptions of Raymond, his wife Katherine and their son Benjamin.

Because of the family aspect the title features a multi-branching narrative, with actions that affect their lives whilst viewing content from the unique perspectives of each family member to help you piece together the mystery. So the choices you make ripple through time and space, with every reaction having to be considered.

Nina goes on to explain in the video how this works and the actual gameplay aspects involved between the live-action scenes. One thing is clear, Transference might be classed as a puzzle solving psychological thriller but from Nina’s point of view the title certainly sounds like a classic surreal horror experience, with a dark entity trying to chase you throughout the videogame.

Check out the full hands-on video below which also showcases some extra gameplay footage from the E3 event.  Transference is due for release on Oculus Rift, PlayStation VR and HTC Vive with a Fall 2018 launch window. When VRFocus learns of an exact launch date we’ll let you know.

E3 2018: Transference Is A Haunting Psychological Experience

E3 2018: Transference Is A Haunting Psychological Experience

Transference is shaping up to be a powerful and haunting psychological trip from Ubisoft Montreal and Spectrevision.

I don’t know how Games Editor David Jagneaux played through all of Resident Evil 7 with a VR headset on, but accomplishing that terrifying task and then describing Transference as an “intense and unsettling thriller” planted seeds of fear back at E3 2017. This year, those seeds sprouted. David needed to walk over Nazis in a giant mech at the same time as a panel for Transference. So it fell to me to attend the panel, experience Transference and put a few questions in front of Ubisoft’s game’s director Benoit Richer, Spectrevision’s Elijah Wood and others involved in its creation.

What Is Transference?

Transference is coming to PS4, Xbox One and PC as well as Rift, VR and PSVR this fall. The official site offers the following description:

Enter a corrupted digital simulation created by a brilliant but troubled scientist, Raymond Hayes. Transference is a world built from the collective brian data of Raymond, his wife Katherine and their son Benjamin. Recover a fragmented family as you shift back and forth between each individual’s perspective and piece together the mystery of their lives.

The basic framework for “an escape room set in a deranged mind” involves entering various rooms, looking for objects and hitting the light switch to see a room from a different perspective. I used analog sticks to walk around a creepy house, hand controls to pick up objects I found and I was also faced with a basic environmental puzzle which could be solved by switching back and forth between these perspectives.

At various points, Transference draws out empathy with the cries of a child and piques curiosity as reality itself flickers to reveal objects hidden in another version of the room. It also commands fear with dark corners in tight hallways and shadowy figures ready to rush you at any moment. The sound design alone is almost overwhelming. I tuned a radio at one point to a station and heard a child fearfully ask for a parent to tell them whether they are experiencing reality. As a father who works in VR and watches far too much science fiction, I found this moment particularly distressing.

The narrative in Transference is awfully close to a few episodes of Black Mirror, except the power of VR is used to make the story feel more pressing and intimate. In less than 20 minutes with Transference I felt two chills run down my neck. Different emotions were in competition to drive my actions, and though I found the mystery of this family intriguing enough to want to want to unlock the whole story when it releases late this year  — I’m not entirely sure whether I will want to finish the rest of this story inside or outside VR. It might be too much for me. The game’s director, Richer, said in an interview he believes it is easier to connect with the characters in the story when you are face-to-face with them in VR.

“VR is inherently more experiential and immersive so I think it’s going to ramp up every aspect of the game, but I don’t know that the emotional resonance is lost when you play it on traditional platforms,” Wood said.

What I saw was just a small slice of the game so we’ll have to take a deeper dive into the experience when it launches. In the meantime, check out this Q&A that sheds some light on some of the inspirations for Transference.

 

 

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Ubisoft’s Psychological Thriller ‘Transference’ to Launch Next Week on Vive, Rift & PSVR

Elijah Wood’s studio SpectreVision and Ubisoft Montreal announced Transference at last year’s E3, a VR thriller-adventure that takes into something of a virtual reality inside a virtual reality. It’s only a few more days until the game is officially released, with the highly-polished Transference hitting all supported platforms next week.

Update (September 14th, 2018): Ubisoft Montreal and SpectreVision are bringing ‘Transference’ to both VR and non-VR devices including on PlayStation VR, Oculus Rift and HTC Vive as well as on PlayStation 4, Xbox One, and Windows PC. The official release date is set for September 18th.

A playable demo is already available on PS4 and PSVR. Pre-orders are also open on the Oculus Store, Steam, PlayStation Store, priced at a 10% discount on the final $25 price tag. Here’s a few minutes of gameplay, revealed at this year’s Gamescom:

https://youtu.be/g_iUYPH3kqg

Original Article (June 11th, 2018): Transference is a psychological thriller from SpectreVision and Ubisoft that aims to bridge the gap between movies and games by blending live action sequences with rendered environments into a perspective-shifting narrative.

Taking you into the tale of a man’s obsession, you explore his digitally recreated memories, something the studio calls a “maze-like puzzle concealing a corrupted truth,” which projects you into the digital consciousness of multiple troubled case subjects, giving you the ability to influence their fate.

The experience is said to arrive sometime in Fall 2018 (see update) on PSVR, Oculus Rift, HTC Vive, PC, XBox One, and PS4. It also includes support for respective motion controllers.

Here’s a description taken from the experience’s launch trailer.

Plunge into the experiment of a troubled scientist, a corrupted digital simulation of his family formed using their collective brain data. Shift between the three perspectives of a family and unravel the mystery hiding in this mind-bending psychological thriller.

The post Ubisoft’s Psychological Thriller ‘Transference’ to Launch Next Week on Vive, Rift & PSVR appeared first on Road to VR.

Ubisoft and SpectreVision Show Off Transference

Elijah Wood took to the stage during Ubisoft’s E32018 presentation to speak to the audience about upcoming virtual reality (VR) title, the mind-bending, psychological story of Transference.

It had been previously revealed that Transference was intended to blur the line between movie and videogame in a surreal, story-driven VR experience.

The trailer showed a strange, twisted look at the obsession of a man who is conducting strange experiments that in some way involve memories and focus on his son. The father admits he has not been a good husband or father, and has seemingly settled on a strange and twisted way of ‘fixing’ everything.

The story of the title concerns the brilliant but troubled scientist and inventor Raymond Hayes, who has been experimenting with data he has collected from himself and his family. Unfortunately, this gathered data has congealed into a dark and twisted consciousness of its own, forming its own digital world which starts to alter the perceptions of Raymond, his wife Katherine and their son Benjamin.

The atmosphere of the trailer presents a strange, almost dreamlike quality, with strange voices whispering as Raymond speaks to his son, the whispers warning of betrayal and lies as the corrupted simulation begins to take hold and the extent of the danger presented by Raymond’s experiments becomes clear.

Transference is said to feature a branching narrative, with the ability to affect the lives of the family by slowly piecing together a mystery. The developers have said that each choice made by the player will affect the narrative in different ways.

TRANSFERENCE

It is hoped that by utilising a combination of live-action footage and environmental storytelling that the emotion of the VR experience will affect the players in a way that will make a real impact.

The trailer is available to view below. Further coverage of Transference and other upcoming VR titles will be here on VRFocus.

Missing in Action: Where are these PlayStation VR Games?

The PlayStation VR has skyrocketed to the forefront of consumer virtual reality (VR) since its launch back in 2016. In the 18 months since the debut of the head-mounted display (HMD) we’ve seen some fantastic VR experiences become available, with the likes of The Elder Scrolls V: Skyrim, Farpoint and Moss redefining what videogaming can mean, but along the way we’ve also seen some fantastic looking experiences disappear off-the-grid. VRFocus now takes a moment to remember some of our fallen friends and question where they are now.

Golem header

We’re not talking about tech demo’s here – the likes of Final Fantasy XIV and a VR edition of 2014’s Thief reboot amongst the many that we never really expected a full consumer release for – but rather those titles which were announced with the intention of launching via the PlayStation Store before disappearing off-the-radar. For example, Golem. Highwire Games’ Golem was announced in 2016, only to drop out of the public eye for over a year before being confirmed for a 2018 release back in October 2017. Below are some of the other titles we’ve not heard about for some time.

 

Godling 

Initially announced way back in 2015, development on Sólfar Studios’ Golding came to a halt in favour of progressing with Everest VR. Since then, VRFocus has regularly asked Sólfar Studios what the plans are for the title, including recently when discussing the impending launch of In Death. Sadly, there’s nothing new to report on this promising adventure/god sim.

Godling screenshot

Bow to Blood 

Revealed as part of an extensive line-up of new PlayStation VR titles at last year’s Paris Games Week, Bow to Blood puts teams of players in charge of an airship as they engage in combat with rival crews. Since the debut of Bow to Blood – which stated a 2018 release for the videogame – developer Tribe Toy has offered no new updates. No trailers, no screenshots; nothing. Here’s hoping we’ll hear more at this year’s Electronic Entertainment Expo (E3).

 

Quar: Infernal Machines 

Quar: Infernal Machines (formerly known as Quar: Battle for Gate 18) was one of the best strategy titles on the HTC Vive at launch. The PlayStation VR release has long been on the schedule though has suffered repeated delays. Last VRFocus heard was an expected March 2018 launch, which has obviously now passed. Will we still see Quar: Infernal Machines on PlayStation VR in 2018? Here’s hoping so.

quar header 

Megalith 

Megalith is another PlayStation VR title that was revealed during Sony Interactive Entertainment’s (SIE) Paris Games Week press conference last year, only to have disappeared shortly thereafter. A release in Q1 2018 had been expected, but currently there’s no confirmation of a specific date. For many of those keenly following the PlayStation VR software line-up, Megalith’s opportunity to play as a titan on a quest to become a powerful god though a stylized, destructible world has positioned it as one of the most highly anticipated titles of 2018.

 

 

Transference 

A joint venture between Ubisoft and Elijah Wood’s Spectrevision, Transference is an interesting first-person horror experience. Flitting between both eerie and ultra-violent with abandon, Transference casts the player as an investigator exploring digital reconstructions of a man’s mind. It’s weird, and given that it has been suggested for launch in June 2018, it’s likely to get a big showing at E3.

For SpectreVision Gaming is key to the Future of Virtual Reality Storytelling

VRFocus recently caught up with Kyle McCullough the VP for Digital and Gaming from SpectreVision, the firm set up by actor Elijah Wood and movie directors Daniel Noah and Josh C.Waller, to discuss why SpectreVision has moved into virtual reality (VR), the future of storytelling, SpectreVision’s relationship with Ubisoft and how it came to make Transference.

Transference, a psychological, story-driven, thriller videogame. The experience shown at the Electronic Entertainment Expo (E3) last month was a prequel to the finished title currently in development. It’s due to be released for the Oculus Rift, PlayStation VR and HTC Vive in Spring 2018.  Aiming to blur the lines between movies, players are asked to explore memories of man’s life by travelling between different moments of his existence.

Nina Salomons asks McCullough about why SpectreVision moved into VR: “From SpectreVision coming from the filmmaking world, we’ve done movies like A Girl walks home alone at Night (2014), The Boy, Cooties (2014), The Greasy Strangler (2016) and all of these really unique stories. We like to tell unique stories in unique ways and so VR was obviously the next path to continue to tell unique stories and hopefully more unique ways.”

Spectrevision didn’t have a goal when the company approached Ubisoft a couple of years ago at E3, just knowing they wanted to something in VR. McCullough explains that “it’s become very clear to us now that games are totally where those stories are told.” He points that that interactivity, which is so key in gaming is integral for good storytelling in virtual reality. So will storytelling change? McCullough believes it will always stay the same structure that it’s been from the beginning of time, however with virtual reality comes a whole new set of tools. These tools can be used to tell new inventive ways for storytelling. By offering immersion it really does seem like you can tap into someone’s mind more than the conventional two dimensional screen.

SpectreVision started doing workshops in Montreal with the Ubisoft’s Fun House team and quickly started to develop the story behind Transference. SpectreVision worked on the narrative, the design and bringing emotions to the game. McCullough explains that “the story itself is totally dependent on the ideas of virtual reality in order to get it’s point across.” The close collaboration with Ubisoft means that the narrative and game are one and the same, with no clear division between the two.

The biggest lessons he’s learned in virtual reality are many, but the one thing he’s had to learn the most is keeping audience engagement in VR as well as trying to keep a player to stay there for the full experience. Watch the video below to find out more.