Coming to PlayStation VR This Week: Creed, Dark Eclipse & The Grand Museum VR

Last week saw quite the selection of virtual reality (VR) videogames come to PlayStation VR, with the likes of Ubisoft’s  Transferencedark puzzle experience Blind and Downward Spiral: Horus Station all making their mark. This week isn’t quite as bountiful but there are still some worthwhile titles to be had.

Creed: Rise to Glory

The big launch this week is actually a multiplatform experience, Creed: Rise to Glory by Sprint Vector developer Survios. This is one VRFocus has been looking forward to, as it may just offer the best boxing mechanics yet in a VR title. You’ll play as young startup Adonis Creed, looking to make his way up the ranks and become a champion in his own right. To this end you’ll be able to train and build up your skills in a story-driven Career mode, training in iconic gyms and fighting some tough combatants.

Alongside the single-player career players will also be able to go head-to-head in a cross-platform PvP mode, showcasing their VR boxing talents to the world. And there’s an appearance by the great Rocky Balboa.

For those after a VR fighting experience that’s a lot less energetic then there’s always Dark Eclipse. This is classic  multiplayer online battle arena (MOBA) fighting, where players command a team of three leaders – chosen from a roster of 15 available characters – each with their own unique characteristics and abilities. Gameplay will involve a drag-and-drop control system which combines real-time strategy (RTS) mechanics with the action of a MOBA.

Dark Eclipse screenshot

Lastly, for a far more casual and educational experience there’s The Grand Museum VR. Having previously launched on Steam over the summer this virtual museum environment contains 82 models of real-world ancient works of art, originating from many ancient cultures of Europe, Asia and Northern Africa. The app allows users to investigate the archives and discover the history of the art pieces.

Should any other VR videogames make an appearance this week, VRFocus will let you know.

Survios Announces Steam Publisher Sale

Despite the rise of virtual reality (VR), there still are not very many videogame publishers out there who are dedicated solely to producing VR titles. Fewer still have had the opportunity to be invited to host a Steam Publisher Weekend. In fact, thee is only one name on that list, since Survios are the first VR-exclusive publishers to be granted this opportunity.

Survios are behind some of the biggest and most popular VR titles on the PC VR platforms, having brought Raw Data, Sprint Vector and Electronauts to users, and are also the publisher behind the highly anticipated CREED: Rise to Glory.

Raw Data was developed and published by Survios as a first-person action-adventure title where players infiltrate the dangerous Eden Corp, searching for evidence of their illegal activities in a cyberpunk sci-fi setting. The title is currently on Steam with a 60% discount, dropping the price to £11.99 (GBP) from the usual £29.99. An even better deal is the deluxe edition, which includes the original soundtrack alongside the base game at a price of £13.37, a 64% discount on the usual price.

Meanwhile, fast-paced extreme-sports simulator Sprint Vector lets users get exercise from within VR as they run, jump and climb through a platform-based obstacle course. Sprint Vector is now on Steam for £11.49, a 50% reduction on the usual price of £22.99. Or the deluxe edition containing the OST along with the base game is also available, priced at £13.74, a 60% discount.

For fans of rhythm games, virtual DJ titles Electronauts lets users create songs, mix together your own DJ sets and perform in the virtual world. Electronauts is 40% off the usual price on Steam right now, bringing the price down to £9.29 compared to the usual £15.49.

For those looking forward to groundbreaking boxing title CREED: Rise to Glory, can also take advantage of the sale to snag a pre-order for the upcoming title, since it is currently on a 10% discount, bringing the price down to £21.41 compared to the standard price of £23.79.

Creed: Rise to Glory

For future coverage on special offers and discounts in VR, keep checking back with VRFocus.

‘CREED: Rise to Glory’ to Include PvP Multiplayer at Launch Next Week

CREED: Rise to Glory, the upcoming arcade boxing game from VR studio Survios, is getting a PvP mode that will let you duke it out with other players in online matches. It was previously thought that the game would only feature single-player modes such as the game’s campaign, where you battle against NPC contenders on your quest to become light heavyweight champion of the world.

Revealed on the PlayStation blog, the online multiplayer mode will arrive at launch, at least on PSVR when the game arrives on September 25th. Creed will support PSVR, Oculus Rift, and HTC Vive.

We’ve reached out to Survios to confirm that both Steam and Oculus Store versions will also have PvP, and will update this piece as soon as we learn more.

Creed: Rise to Glory puts you in the shoes of the Adonis Creed, the main protagonist played by Michael B. Jordan in both Creed (2015) and the upcoming sequel Creed II, which is slated to release on November 21st. We went hands-on with Creed: Rise to Glory at GDC earlier this year, and its core boxing mechanic seemed really promising.

Featuring a combat scheme Survios calls ‘Phantom Melee Technology’, Creed uses a sort of body desynchronization when either your stamina is low, or when you’re staggered from a powerful punch. This essentially makes it so you don’t throw punches willy-nilly and really narrows your focus so you fight tactically.

Creed: Rise to Glory is also said to arrive at “more than 500 VR arcades” starting on September 25th, although no comprehensive list of participating locations is available at this time.

Developing studio Survios is best known for their VR titles Raw Data (2017) and Sprint Vector (2018), and have recently released VR music tool Electronauts (2018).

The post ‘CREED: Rise to Glory’ to Include PvP Multiplayer at Launch Next Week appeared first on Road to VR.

Go toe-to-toe With Mates as PvP Mode Confirmed for Creed: Rise to Glory

There are already a number of boxing vidoegames for virtual reality (VR) headsets, some designed more around arcade action whilst others go for fitness or simulation. This month sees LA-based studio Survios release its third VR title this year, movie tie-in Creed: Rise to Glory. Up to now the developer has said it’ll be a purely single-player affair, that changes today however with the confirmation of a PvP mode.

Creed: Rise to Glory

Revealed via the PlayStation Blog, the PvP mode can be accessed via the Quick Match option, allowing friends or strangers to fight it out in the ring. Few other details have been released regarding the PvP mode, with PlayStation VR owners needing PlayStation Plus to go online.

Creed: Rise to Glory also supports Oculus Rift and HTC Vive, and owners of either headset will be pleased to know the PvP mode will be available for both, arriving on launch day the same as PlayStation VR.

In the videogame you play Adonis Creed as he looks to ascend from scrappy underdog to world-class fighter, making a name for himself in his own right, leaving his fathers shadow. Being the film tie-in that it is, Creed: Rise to Glory will enable you to train with Sylvester Stallone’s iconic character, the legendary Rocky Balboa, in gyms from the franchise, including Mighty Mick’s and Front Street Gym.

Creed: Rise to Glory

Providing an active 1:1 boxing experience that’ll help you work up a sweat, you’ll be able to train with Balboa, learning how to throw a decent jab or hook against targets. Once the basic have been mastered then it’s onto a proper bout, facing the first of many opponents in Career mode on the way to the top.

VRFocus demoed Creed: A Rise to Glory during the Game Developers Conference (GDC) 2018 in March for Oculus Rift, finding the title to be an ‘energetic showpiece that’ll knock the fit into you.’

The multi-platform launch will take place next Tuesday, 25th September, 2018. Creed: Rise to Glory is available to pre-order for PlayStation VRSteam users can also pre-order the title, with a 10 percent discount available until 26th September. For any further updates keep reading VRFocus.

‘Creed: Rise to Glory’ Slated to Launch Next Month, Pre-orders Now Live

Survios, the studio behind Raw Data (2017) and Sprint Vector (2018), are getting ready to release their next big VR title soon, which puts you in the boxing ring as underdog Adonis Creed on his quest to become the light heavyweight champ of the world.

Creed: Rise to Glory is slated to arrive on Oculus Rift, HTC Vive, and PSVR on September 25th. Pre-orders are now available through the Oculus Store (Rift), Steam (Vive, Rift), and PSN (PSVR).

Featuring a combat scheme Survios calls ‘Phantom Melee Technology’, Creed uses a sort of body desynchronization when either your stamina is low, or when you’re staggered from a powerful punch.

Image courtesy Survios

The game boasts a career mode, freeplay and training, which is conducted by a fairly convincing Rocky Balboa. Check out our latest hands-on here from GDC to find out more.

Creed: Rise to Glory will also be available in VR arcades across the US starting September 25th.

The post ‘Creed: Rise to Glory’ Slated to Launch Next Month, Pre-orders Now Live appeared first on Road to VR.

CREED: Rise to Glory Set for Multi-Platform Launch in September

A couple of weeks ago VRFocus reported on Survios announcing the released date and pre-order details for Creed: Rise to Glory for PlayStation VR. Today, the studio has confirmed that the September launch will be multi-platform, including Oculus Rift, HTC Vive and at virtual reality (VR) arcades worldwide. 

Creed: Rise to Glory

Creed: Rise to Glory is a single-player boxing experience based on the movie franchise. You play Adonis Creed as he looks to ascend from scrappy underdog to world-class fighter, making a name for himself in his own right. Being the film tie-in that it is, Creed: Rise to Glory will enable you to train with Sylvester Stallone’s iconic character, the legendary Rocky Balboa, in gyms from the franchise, including Mighty Mick’s and Front Street Gym.

Aiming to offer an active 1:1 boxing experience that’ll get you sweating in no time, you’ll be able to train with Balboa, learning how to throw a decent jab or hook against targets. Once the basic have been mastered then it’s onto a proper bout, facing the first of many opponents in Career mode on the way to the top.

Unlike other boxing videogames, Creed: Rise to Glory features Survios’ newest VR innovation: Phantom Melee Technology. This aims to make the whole experience more intense, having greater impact on the player by slowing them down due to stamina or mimicking out-of-body sensations like getting staggered or knocked out.

Creed: Rise to Glory

Creed: Rise to Glory will hit PlayStation VR, Oculus Rift, HTC Vive and 500 VR arcades on 25th September, 2018. Still available to pre-order for PlayStation VR, Steam users can also pre-order the title, with a 10 percent discount available until 26th September.

Having previewed Creed: Rise to Glory on Oculus Rift during the Game Developers Conference (GDC) 2018 in March, VRFocus expects this will continue the studio’s trend in high quality VR experiences, following Electronauts and Sprint Vector this year.

 

Electronauts: Zukünftiger DLC bringt weitere Tracks und Musikgenres

Die Entwickler/innen von Survios hielten kürzlich eine Fragerunde auf Reddit über den neuen VR-Titel Electronauts ab, die einige interessante Informationen über die VR-Musikerfahrung verriet. So arbeiten die Verantwortlichen bereits an einem kostenlosen DLC, welcher zusätzliche Genres in das Spiel integrieren wird. Außerdem sollen in fortwährenden Updates weitere Tracks hinzugefügt werden.

Electronauts – Survios bringt neue Musikgenres und zusätzliche Songs per DLC

In einer Reddit-Fragerunde standen neben dem CEO und Community-Manager von Survios ebenso Producer, Designer und Supervisor bereit, um den wissbegierigen Fans Frage und Antwort zum neuen Musiktitel Electronauts zu stehen.

Darin kündigten die Devs zukünftige Updates an, in denen kontinuierlich weitere Inhalte und vor allem neue Songtitel veröffentlicht werden. Doch neben den Content-Patches steht außerdem ein kostenfreier DLC an, welcher nicht nur weitere Musikstücke und bekannte Hits sogar zusätzliche Genres bereithält. Dadurch wird den Spieler/innen eine größere Auswahl geboten, um auch für Freunde anderer Musikrichtungen etwas bereitzuhalten.

Electronauts-Survios-Oculus-RIft-HTC-Vive

Welche Genres in Zukunft integriert werden, wurde noch nicht offiziell benannt. Auch über ein Veröffentlichungsdatum hüllte man sich derzeit noch in den Mantel des Schweigens.

In Electronauts dürfen Musikfreunde in ein virtuelles Musikstudio eintauchen und mit diversen Tools eigene Kompositionen erzeugen oder einen Remix von bekannten Hits erstellen. Dafür stehen Beats, Loops, Filter und diverse Instrumente zur Auswahl.

Wir haben die VR-Musikerfahrung bereits selbst angespielt und berichten über unsere virtuelle Musikkarriere in einem Video:

Electronauts ist für Oculus Rift, HTC Vive und Windows-VR-Brillen für knapp 17 Euro auf Steam sowie im Oculus Store erhältlich. Im PlayStation Store für PlayStation VR (PSVR) kostet der VR-Titel 20,99 Euro.

(Quellen: Upload VR | Reddit | Video: VR Nerds Youtube)

Der Beitrag Electronauts: Zukünftiger DLC bringt weitere Tracks und Musikgenres zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Electronauts Multiplayer Livestream: Spinning Up Tunes With Survios Devs

Electronauts Multiplayer Livestream: Spinning Up Tunes With Survios Devs

For today’s livestream we’re going back into the trippy world of Electronauts, but this time we won’t be alone. Instead, today we’re playing multiplayer! That means while we’re busy riffing on some great electronic music, we’ll have a Survios developer right by our side showing us how it’s done.

If you missed our previous Electronauts livestream (in mixed reality!) yesterday, you can check that out right here to get caught up on what the game is all about. Today we aren’t going to do mixed reality so we can more easily move the camera angle around in multiplayer instead.

We’ll be livestreaming Electronauts on HTC Vive today and monitoring chat using OVRdrop while in VR. The stream will be starting soon at approximately 3:15 PM PT and we’ll aim to last for about forty five minutes or so. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

Electronauts VR Multiplayer Livestream

Join us for some VR DJ action! We're playing Electronauts right now with one of the developers from Survios live!Can't stop, won't stop.

Posted by UploadVR on Wednesday, August 8, 2018

You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

Let us know which games you want us to livestream next and what you want to see us do, specifically, in Electronauts or other VR games. Comment with feedback down below!

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The post Electronauts Multiplayer Livestream: Spinning Up Tunes With Survios Devs appeared first on UploadVR.

Electronauts Launch Day Livestream: Becoming A Trippy VR DJ

Electronauts Launch Day Livestream: Becoming A Trippy VR DJ

For today’s livestream we’re going on a VR trip through synth-fueled soundtracks and trippy music in Electronauts, the latest experience from Survios. When you’re done shooting robot ninjas in Raw Data and racing across wacky levels in Sprint Vector, you can plug into this psychedelic-inspired VR music journey as Survios’ third VR app.

Designed to be both accessible and customizable, Electronauts puts you behind the command station of an otherworldly batch of completely mesmerizing visual and audio tools that let you bring music to life inside a VR headset like never before.

We’ll be livestreaming Electronauts on HTC Vive today using LIV for mixed reality capture and monitoring chat using OVRdrop while in VR. The stream will be starting soon at approximately 3:00 PM PT and we’ll aim to last for about an hour or so. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

Electronauts Launch Day Livestream!

Join us for a VR dance party with Electronauts! The game just launched today on Rift, Vive, and PSVR and we're spinning up some smooth synth tunes in MIXED REALITY using LIV.It's about to get funky fresh.

Posted by UploadVR on Tuesday, August 7, 2018

You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

Let us know which games you want us to livestream next and what you want to see us do, specifically, in Electronauts or other VR games. Comment with feedback down below!

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The post Electronauts Launch Day Livestream: Becoming A Trippy VR DJ appeared first on UploadVR.

How Survios Crafted A Creative Music VR Experience With Electronauts

How Survios Crafted A Creative Music VR Experience With Electronauts

The founders at Survios are true believers in virtual reality, and they’ve poured a lot of effort into the hit VR games Raw Data and Sprint Vector. Now they’re switching from games to something more like an immersive music experience with Electronauts.

The VR app will enable music fans to remix, compose, and perform their own music, riffing on works by artists such as The Chainsmokers, Odesza, Steve Aoki & Boehm, and many other bands that I am intimately familiar with (not).

At the core of Electronauts is the Music Reality Engine, which lets anyone perform and produce their own versions of the hits. It doesn’t skip a beat thanks to a technology called quantization. I spoke with Nathan Burba, CEO and cofounder of Survios in Los Angeles, about the new technology and the creativity that it brings to VR music.

“You can take a song by the Chainsmokers, ‘Roses,’ and determine when the different elements in the song will play,” Burba said. “It’s like you are playing inside a song.”

He said you get a sensation of playing the song at the right tempo, thanks to the quantization and a little mind trick that helps you deal with latencies in music headsets.

Electronauts debuts on August 7. It will be available on Steam and Oculus Home for HTC Vive and Oculus Rift at $20, and PlayStation Store for PS VR at $18. It’s also launching in VR arcades across 38 countries worldwide.

Here’s an edited transcript of our conversation.

Above: Nathan Burba is CEO of Survios.

Image Credit: Survios

GamesBeat: You were excited about the technology behind Electronauts. What makes it work? Can you explain that?

Nathan Burba: The project started with us creating quantized instruments. What that means is that you can perform an action in VR, and with a certain amount of latency that’s added, we then play a sound. The reason we do that is because we can make the sound happen at the correct tempo. That way you don’t have to worry about the tempo yourself. You’re not pounding your hands in perfect time like a drummer. You just perform your actions in the game and it sounds like you’re in time.

The best way to describe it is, it’s similar to the trick of how the HMDs work themselves. Some of the people working on Electronauts are former hardware engineers that also worked on our hardware back in the day. The latency trick we’re doing fools the brain into thinking it’s played a note at the right tempo, even though it hasn’t, because we delay it slightly. But that delay isn’t long enough for your brain to pick up on it. Certain tempos allow for that delay to be under 30 milliseconds, and with that timing, your brain says, “Did that happen in time? Sure, why not?” It plays along.

That creates the sensation of playing music in the right tempo, even you aren’t necessarily. It’s an amazing experience, to think you’re making this music. That’s at the core of the quantized instruments, in addition to the fact that they’re always in the right key. They always sound good, no matter what’s going on with the rest of the audio sync. Then we started layering other pieces on top of it, playing a bunch of samples in real time.

The way the game works, we request the stems for a song from a musician. These stems are the entire songs they’ve constructed, and then what we do is we put those into the game and allow you to play around with them through various interfaces, as much as you want. You can completely change the mix of the song at any given time. You can take out the vocals and play a solo, or bring everything down to a simpler version of the track. You can build up to a drop. All those kinds of arranging that a composer normally does — you can rearrange a song at will. You can take a song that never even had a drop and add one that sounds correct and relevant to the song, even though it was never there to begin with. You can play with all these pieces like they’re Legos.

It’s a revolutionary technology that has applications in a lot of places outside VR, but it synced up really well with VR, and we’re a VR company. It ended up working out well in Electronauts.

GamesBeat: If you’re mixing your own sounds that you’re creating into sounds that you’re hearing — are you making a song together with the game?

Burba: There are sounds that are taken from the song itself. Let’s say we take a popular song, like “Roses” by the Chainsmokers. That song has various elements. It has vocals. It has guitars playing in different keys. It has a drum kit. We’re letting the user determine when those different elements play, or whether they play or don’t play.

Some of those are turned on and off in real time and some of them aren’t. It depends on the kind of instrument. With the vocals, you queue them up and they play on time, and you can kind of remix them. With a guitar, you can play the actual notes yourself and sequence those notes to create melodies. It’s a big sonic playground. You play inside of the song.

It’s different from remixing a song using, say, a typical DJ turntable, because that’s designed to mix two different songs, alternating between one or the other, and all you have is the final mix. It’s like a cake. We’re not just giving you cake and frosting. We’re giving you the eggs, milk, and flour, everything, before it’s all put together. You get to decide how much or how little of those elements it has, and when it has those elements.

It’s the first time musicians have ever worked with a company with the raw stems, as they’re called, to allow this to occur. They did this a bit in Rock Band and Guitar Hero, but it wasn’t quite to the depth that we’re seeing with this project.

GamesBeat: You can be inside VR and then touch something with your hands, then, to turn on or turn off something like the vocals?

Burba: It’s a combination of interfaces that you touch — or bang on, so to speak — and interfaces where you turn buttons on and off. There’s what we call the orb kit. You always have two drumsticks, one in each hand, and you bang on the orbs. The orbs themselves are designed to be incredibly juicy, like how it feels to play a real drum. There’s a few instruments like that. There’s a laser harp. There’s a pinball, a kind of electric ball you can play around with.

Then there’s various buttons you can turn on and off. There’s a backing track, which has six different tracks. Usually they’re part of how the song itself is arranged. There’s an intro, a build, a drop, all the way to an outro. You play those in order. Then there are stems that are pieces of those tracks, and you can turn those on and off any time you want. You can make the entire track silent if you want.

A good example of why this is useful — have you played a game with the sub packs, the vibrating backpacks you can buy to go with VR games?

GamesBeat: Not really, no.

Burba: Imagine just having a giant rumble pack on your back. It adds a nice element to a game. But with Electronauts, because you’re in full control of the audio, you can control exactly how that thing massages your back. You can turn the bass drum on and start doing these giant pulses in certain parts of your back.

It gives you full control over the audio spectrum in a very easy way that’s intuitive for anyone. A kid can go in and immediately know what they’re doing. It’s that level of control, but then everything sounds really good. It’s a way to democratize music, so anyone can feel like a musician or DJ without needing any equipment or experience.

Above: Electronauts lets you mix your own songs.

Image Credit: Survios

GamesBeat: Getting back to some of the core innovation there, why do people care about the tempo matching in real time?

Burba: There are two primary difficulties with music. There’s what note you play, and then what time you play it. People who are really good at music know how to do both of those really well. You can put them down at a piano and they’ll start playing something that sounds good.

You remember The Jerk, with Steve Martin? In the first 10 minutes you see him with his whole adoptive family, and he has terrible rhythm. He’s trying to beat time with the music that everyone else is playing and he can’t quite do it. He can never be on time. This is designed for people like that. If you try to drum or sing or just — a lot of people out there just have awful rhythm. They have a hard time staying in time with a song, but it’s frustrating. They might love music, but they just can’t get the hang of that.

This essentially takes that away. You’re always in time, with certain restrictions. You can’t play everything, but within that window of possibilities, you’ll feel like you have rhythm. And then the other side of it is us choosing the right samples from the song, being very cognizant of what parts of the audio spectrum are being used, so that everything you play, the notes that you hit, they’re always in the right key. We’ll have seven notes that all sound good, and you can play them in any order or at any speed. They’ll still sound good to anyone’s ear. That takes away the need for you to know which notes are the correct notes and which are not.

Imagine sitting down at a piano and you can just immediately start playing. That’s what the music reality engine does. It fools your brain into thinking that you’re a great musician, just like the VR headset itself fools you into thinking that you’re somewhere else.

GamesBeat: When you call it the “music reality engine,” what is that, really — the technical core of that?

Burba: It’s an engine, by which I mean it’s a script that runs continuously, every X amount of frames. It’s an engine we built out of Pure Data. That project started with a primary electrical engineer, back when we were doing hardware. When we stopped doing hardware, we had to figure out something else to do with that.

That engineer’s other related passion was music. He always wanted to build a music engine, and he wanted to use Pure Data, because it mimics the signal flow style of how you do electrical engineering, these continuous very low-level electrical processes in Pure Data. The project created a software synthesizer in Pure Data that fits inside of Electronauts.

Above: HTC Vive Pro headset.

Image Credit: HTC

He started off writing these Pure Data scripts. Pure Data is a visual scripting language, similar to Unreal, where you just connect different pieces. It’s also similar to Max/MSP, which is used by a lot of DJs. He started building a system where, primarily, you could play simple quantized notes, quantized .WAV file samples. That was inspired by Plink, which was a quantized music game, a little web app made by an advertising company that was stuck in my head for a year. I was obsessed with it, because I could see the possibilities.

We started making that, a simple little quantized sampler. It was outside of VR. You just played it with a game controller. We made that quantized sampler in Pure Data, and that by itself was incredibly fun to play with. We kept building pieces on to that, adding more tracks, adding more instruments, letting you turn tracks on and off, the vocal tracks. We built a synthesizer and added that as well. It’s the ability to play all of these different things in one song package, play them in real time, and play them procedurally in a way that a modern computer can run it. There’s enough variance that you can actually make a real song and put in there. You have your vocals and percussion and all the elements that a song typically has.

That ability to play all the different pieces in real time with incredibly low delay — you have to be able to touch an orb in VR and then the sound has to happen virtually immediately. We optimize the delay, but that’s basically what the engine is. We also have a way to compile C libraries into Pure Data, something experimental. So we have this engine we’re running, and that sits separately from the game itself. Our game connects to it through what we call Open Sound Control. It processes inputs and outputs through the music reality to play all of the sounds. Because it sits separately, we could make a mobile app with it or hook it up to Unreal — it’s an extensible engine that could be used in many ways. It’s just an engine that lets you play components of a song in real time if you have the stems for that song.

The engine also controls the music visualizer, which is a bunch of different visual events that are synced up to different musical events — when the drum happens, when the clap happens. That goes back to the engine to say, “Animate now.” It’s also a visualization driver.

GamesBeat: What’s the main gameplay mechanic?

Burba: It’s pretty simple and open-ended. You go in, choose a song, and have fun making music. We made the gameplay a bit more directed for the arcade version. The arcade version plays the backing track for six tracks, running through them one at a time. When it goes through the entire song, which takes a few minutes, then the select pops up, more arcade style, and you choose another song and go into that one.

Beyond that, the challenge of the game is just to be the best DJ and make music that sounds really good. We wanted to keep it fairly open-ended, not as game-ey, so we could encourage people to make music for music’s sake. It’s fun. People get lost in there for 30 or 40 minutes at a time, just jamming for themselves.

GamesBeat: Are you recording that music as well? Can you share it with other people?

Burba: We wanted to do that, originally. As we started working with the record labels — there’s a legal side of this that’s very compelling and innovative. We can get all these big record labels and music producers to work together. They want to send us their stems, which are like their babies. But one of the stipulations that we agreed to was to not allow recording functionality, because they don’t want people pirating their songs through this mechanism.

So from the standpoint of the features in the game, there’s not a recording functionality. That said, there’s always what we call the analog loophole. We can’t stop anyone from Twitch-streaming this, or recording it with many kinds of recording software. You could record it and share. What we want to do eventually with the game is have .MOD support, so people can take their own songs that they’ve made and put them in the game. They could basically use the game as a DJ tool and perform their own music. In fact, we DJ’d the Unity party at GDC with this game, and our E3 party as well. We still don’t have that yet, though. Honestly, we ran out of time to get it in for shipping.

Above: Electronauts turns you into a music creator.

Image Credit: Survios

GamesBeat: Within the game, can you play back something you just performed?

Burba: What we do have available is the arrangement system. The music itself is broken down into loops. You can make little chunks of a song, where each chunk has a different backing track and an instrument sequence it plays using a certain set of stems. You can set up to 40 of those and make an entire arrangement for a song. You could make an arrangement that lasts up to about an hour, and that’s your custom mix of the song. That can play by itself. You can also play along with that. It’s a full song creation kit in the game.

GamesBeat: What drove you guys to design it this way, with the different components you’ve talked about?

Burba: It started with the quantized instruments, the ability to play the instruments. Then we saw that playing an instrument without a track in the background kind of sucked, so we added the backing track system. It started off very basic. But as we were experimenting — we put homemade music in there to test things out, but really, what piqued our interest was taking stems from pre-existing songs and seeing what they sounded like.

One of the earliest ones — Trent Reznor released the full masters, the full stems, for two Nine Inch Nails albums. I think it was The Slip and Ghosts. He wanted people to remix those songs, and then he put together a remix album that came out afterward with some of the best fan remixes. No one had ever done this before. So these masters are just sitting there online, incredibly high quality, and the songs are great. We took some of the songs from Ghosts to test them out, and the result we got was incredible. It opened our eyes to understanding the other interfaces we needed to make.

Taking popular songs in general, looking at all the songs that are out there, pop songs and rap songs and EDM — we looked at all that and said, “What other interfaces do we need to represent a full song properly and still make this user-friendly?” That’s where the vocal tool came in. That’s where what we call the “la la looper” came in. We needed this looper tool, because otherwise this certain design pattern that’s common in songs, we couldn’t replicate it in Electronauts.

We built all of those pieces, and that allowed us to have the variance we needed. Now, when we go to artists to put their songs in the game, we can faithfully represent them and still have that dynamic interface. The songs guided us in the interface design process.

Above: Raw Data from Survios is now on the Oculus Touch.

Image Credit: Survios

GamesBeat: What made you decide that this would be good in VR, as opposed to just a 2D game?

Burba: We started off with a basic 2D prototype. The key differentiator for VR is the fact that you’re standing up. You’re already moving a bit. You’re on your toes. Back at Harmonix, they used to say, “Rock stars stand up.” It’s true for this game. Part of the fun is in how you move your body relative the music you’re playing. You end up having a better rhythm, a better time, when you’re moving physically.

Originally the game was called Body Jam. That was the code name for it, because you’re jamming with your body. But that element, I think, helped us out a lot compared to just sitting down and playing with a controller. It helps you keep to a rhythm. The immersive aspect of it is also a big part of it. I’ve been going to music festivals with the game over the last three years, and there’s a very psychedelic, immersive, festival kind of experience. We’re trying to re-create that experience in the game itself. You’re very immersed in the visualizer. It hearkens back to an open music experience. If you’re a 12-year-old and you can’t go to Burning Man, this is your thing.

GamesBeat: When you’re holding these things, are you actually holding sticks, or is it just an HTC controller?

Burba: Yeah, it’s just the regular Vive controller or Rift controller. Your character doesn’t have animatable fingers, which is great, because it would have taken so long to do that. The character is holding sticks in the game. That’s another part of the design that made the game easier, the fact that you have this extra reach. You’re not grabbing items or anything like that. You just swing the sticks and press the trigger to do things with them. That’s the core set of controls.

In many ways this is the opposite of what we normally make here. We built it in Unity. It’s our only Unity title for the foreseeable future. It’s not an aggressive action game. It’s very laid back. The fun is the activity itself. It’s very much like a toy or a creative tool. We like to think of it as a Tilt Brush for music.

Above: Electronauts is available now for $20.

Image Credit: Survios

GamesBeat: Can you explain more about the multiplayer aspect?

Burba: When we put in multiplayer — there are not very many music games that you can play multiplayer and actually play music with someone else. Imagine the process of sitting down with a guitar, someone else is on drums, and you’re just jamming. Being able to internet-ify that process, for lack of a better word, allows people who are thousands of miles away to do that, just like talking on the phone together — that’s not really happened yet, because of latency and because of the tempo problem I mentioned.

You and I, on this phone call, probably have about 100 milliseconds of delay. That doesn’t affect our interaction too much. We don’t need to be synced up that closely. But when you’re playing music, you have to be synced really well. Otherwise you can’t jam together. Because of the quantization, we can simulate people playing music together even when they’re 100 or 200 milliseconds off. It feels pretty good. Similar to how you play an online action game and it still feels pretty good, even though you have lag.

This has been done in one or two other applications, the ability to go online and jam together, but they’re usually just little demos or tests that one person made. This is the first time it’s ever been done in something like a full-blown video game.

GamesBeat: Did you guys set up a studio to make this game, any separate space for making music?

Burba: Not too much? I don’t know if you’ve been down to our new space on La Cienega. We’ve been here about two years, in a 17,000 square foot hangar. Most of our people are in the bullpen part of it, about 80 out of 120 employees. The Electronauts team recently moved to an adjacent place so they could play music in there. But generally, everyone’s been able to play and test, primarily using the Oculus Rift. You’ve got headphones, and we could do multiplayer from desk to desk. We like to do everything in a space where everyone is co-located. It just doesn’t feel right for us any other way.

GamesBeat: Are you doing anything interesting to get the word out with the different musicians?

Burba: We’re working right now with a number of the musicians in the project to film videos of them. It’s really funny to have them play their music in the game and see it through new eyes, so to speak. We’re putting together some video packages with the musicians. We’re working through their social media channels.

A big part of our strategy here at Survios is not only to develop our original IP, but mix in other IP as well. The IP here is the musicians and the music we’re getting externally. They’ve been a big help. Several them are very engaged with us, especially the ones in the Los Angeles area. There are some great artists right around here, and they’ve been able to film in our studio.

This post by Dean Takahashi originally appeared on VentureBeat.

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