Hands-On With The Gallery – Episode 2: Heart of The Emberstone’s VR Adventure

Hands-On With The Gallery – Episode 2: Heart of The Emberstone’s VR Adventure

The Gallery – Episode 2: Heart of the Emberstone is one of the most anticipated upcoming VR adventure titles. The first game, The Call of the Starseed, was a launch title for the HTC Vive back in April of last year and it brought a striking sense of presence and adventure to the VR landscape with a heavy dose of Goonies and Labyrinth-esque inspiration. It won our award for the best VR game narrative of 2016 and has made the developer, Cloudhead Games, over $1 million.

We’ve been following The Gallery Episode 2 closely for the past several months and actually got our hands-on one of the first demos back at GDC 2017 near the start of the year. While channeling what made the first game so powerful and also implementing a stronger sense of storytelling, Episode 2 aims to be bigger and better. Note: There are spoilers below for Episode 1: The Call of the Starseed’s story.

For this preview a company representative told me the demo picks up right near the start of the game. The first Episode is all about you searching a mysterious island for your long-lost sister, Elsie. Your character never has a defined gender so it’s open-ended to allow for the highest degree of immersion. At the end of the first game you meet one of the series’ main characters as you ascend up what appears to be some sort of spaceship technology. As it turns out, you’re being transported to a world named Ember.

In Episode 2 you spend your time exploring the world of Ember and how its leaders are competing for power. At the end of the first Episode you gain this powerful new gauntlet that lets you manipulate areas of the environment and channel your energy. One of the biggest changes between Episode 1 and Episode 2 that I’ve taken note of is a heavier emphasis on solving puzzles.

The first Episode had players spend much of their time exploring environments and uncovering secrets along the way and while Heart of the Emberstone is very similar, this time the puzzles seemed to have a much more hands-on design. Near the start of the demo this is displayed in my handling of rubble using the new gauntlet tool.

After clearing a path and progressing onto a mechanical lift, I notice the strong Myst influences this time around as well. Architecture feels like a mixture of Cyan’s most recent work, Obduction, and an undiscovered alien civilization waiting to be unveiled.

In the demo I played at GDC the puzzles were all about precision, moving little stones through obstacles, while this time they’re focused more on elaborate holograms. I’m reminded of how innovative the first Episode was with its use of roomscale elements to really make you feel part of a place and Episode 2 embraces that aspect further. One of the puzzles had me ducking and leaning to gain new vantage points on the environment — something that you could never do in a non-VR game.

Near the end of the demo I step into an area and eventually come face-to-face with an enormous giant. These two moments underline a big part of what made the first game so powerful as well: the sense of scale. Just as I ended the first game with my head pointed at the sky, ascending into a bright light, I end this demo with my head pointed at the sky, in awe of my surroundings.

My preview only lasted about 20 minutes to give me a small taste, but the full Episode is expected to be closer to 4-6 hours total, compared to 1-2 hours for the first Episode.

With music by legendary game composer Jeremy Soule (The Elder Scrolls, Guild Wars, Knights of the Old Republic) even the soundtrack is building up to be an incredible audio experience and very well may end up being one of the first VR games that has a soundtrack worth buying individually.

The Gallery – Episode 2: Heart of the Emberstone is releasing very soon for both HTC Vive and Oculus Rift; PSVR editions of both episodes are expected to be coming soon as well. You can already keep an eye on the Steam page to stay up-to-date too.

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

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Preview: ‘The Gallery: Heart of the Emberstone’

The sequel to Cloudhead Games’ early room-scale VR hit, The Gallery: Episode 1 – Call of the Starseed (2016)is nearly here. We got our hands on a limited preview of the soon-to-release Heart of the Emberstone, and if the little we played accurately represents the fit and finish of the final product, we’re in for quite a treat.

Note to the reader: Needless to say, if you haven’t played the first installment, Call of the Starseed, you probably shouldn’t read any further. Considering though the studio just slashed the price by 50% on Steam to only $10, it’s an easy buy for an hour-long experience that still holds up.

If you have played though, the preview only contains 10 minutes of gameplay, or two scenes-worth of what is said to be a 4-6 hour game.

Carrying on from when we left off last, traveling through space and time at the behest of our new (and clearly malevolent) acquaintance, the game begins with a disembodied monologue of your dear twin sister, Elsie, telling you that despite that fact that you settled down when she sought out adventure, that “we were meant for more.”

By virtue of the fact that you’re now traveling through space with a magical gauntlet that lets you move objects telekenetically, I’d say she was right about that.

Plopped down of what appears to be the far side of the Universe, you stand across a shimmering portal from the hunchbacked overlord, bidding you to travel to the Tower of Cogs to “fix yourself with a grasp,” a powerful tool of his own creation.

The Gallery: Episode 1 – Call of the Starseed

“It will make you better. More. Compliant. Elsie obtained her grasp with limited help. Lets see how you fare,” he bids. With your marching orders assigned, Hunchback-guy says he’ll be waiting with your sister until you get back. It’s all so deliciously  ’80s as it harks back to The Dark Crystal (1982) and Labyrinth (1986), two of the game’s main inspirations.

Sending me on my quest, a giant round door suddenly retracts behind me, casting an eerie red light as it opens to reveal a floating walkway covered in rubble. Clearing out the giant stones with my trusty gauntlet, I find a cube that fits right into the cube-shaped recess in the next door. This door retracts like a defocalized eyeball, leading me to a lift with a curious holographic control mechanism activated by your gauntlet.

image courtesy Cloudhead Games

Exiting the lift, I meet my first door puzzle. Nearing the door, a holographic tube appears, and much like the lift, I have to guide my now spinning runestone through to the other end. It’s a simple little thing, but the further I go, the more complicated the little holographic puzzles get. Later in the preview, I have to crouch down to get a good vantage point as I weave my runestone through rotating red barriers, that when touched set you back at the beginning. None of them are what I’d call particularly difficult, but it certainly puts an immersive twist on what could ultimately be a boring task of turning a lever. We’ll just have to see when we play the full game soon.

image courtesy Cloudhead Games

Stepping into what appears to be an ancient gladiatorial ring covered in desiccated corpses, a ghostly hologram of Elsie appears. She’s just as wowed as I am by the massive statues and the hot alien sun that seems to have made the planet no longer habitable.

image courtesy Cloudhead Games

Making my way to the only operating door in the gladiatorial pit, I enter into a small, windowed room that looks out over an eternal sandstorm obscuring my vision. Another hologram of Elsie appears to give me a hint. “It’s just like Operation!” she exclaims. Two more holo-puzzles down, and that’s when the roof is ripped off the room to reveal an honest-to-goodness giant lumbering forward. He seems curious, and not at all the sort that would squish me like the ant I am. A holographic map of the world appears, and I dutifully select the Tower of Cogs. The giant bends down to pick me up. Fade to black.

From my 10-minute play session, Heart of the Emberstone both looks and feels more polished than its predecessor. Although there weren’t any locomotion options in the preview, the stock blink teleportation definitely seemed more solid than Call of the Starseed. Textures also seem more ‘alive’ as well, although it could just be a fresh appraisal of the alien world combined with its intricate clockwork doors and holographic puzzles that wowed me.

Cloudhead has a really firm grasp on lighting, using it to draw your attention to smaller clues and casting it expertly to create dramatic effect, which in turn makes the experience truly feel cinematic.

There’s no launch date yet, but the Steam page maintains it’s set to release sometime in September. The game will also support both Oculus Rift and HTC Vive including motion controls. If you’re still twiddling your thumbs in anticipation though, feast your eyes on the teaser trailer—of course created to look like an ’80s made-for-TV movie.

The post Preview: ‘The Gallery: Heart of the Emberstone’ appeared first on Road to VR.

Review: ‘The Gallery: Call of the Starseed’

The Gallery: Call of the Starseed (2016) is a first-person adventure from Cloudhead Games that’s unashamedly a ‘first’ in many categories. As a Vive launch title, it was one of the most cutting-edge adventure games of its time, and although it’s showing its age at this late review date, it remains an intriguing, well-realized cinematic experience that will leave you more than ready for the next episode. Since we didn’t have a chance to review it the first go around last year, we took a moment to go through in preparation for the sequel due this month, The Gallery: Heart of the Emberstone.


The Gallery: Call of the Starseed Details:

Official Site

Developer: Cloudhead Games
Available On: Steam (HTC Vive, Oculus Rift), Oculus Store (Rift), Viveport (Vive, Rift)
Reviewed On: Oculus Rift
Release Date: April 5, 2016


Gameplay

Created with the love of ’80s fantasy films like The Dark Crystal (1982) and Labyrinth (1986), Call of the Starseed begins in the most patently ’80s way possible—you’re left a cassette tape from your twin sister, Elsie, beckoning you to meet her down by a deserted, windswept cove as she’s taken the liberty of running off on a wild adventure of her own; to what end, you’re not sure. Drawing you further with yet more tapes found along the way, you meet a sewer-dwelling, addle-brained professor who knows where Elsie’s gone, and sends you after her in what proves to be a mind-bending ride into the unknown. And what’s a Starseed? You’ll have to play to find out.

Like many adventure games, puzzles aren’t high on difficulty in Call of the Starseed, acting more as an interactive way of pushing the story forward. That said, the first puzzle you encounter doesn’t really make sense outside of the explanation of “Duh, it’s a game. Games aren’t supposed to be realistic,” which doesn’t really feel like a great start for something that should strive to create presence. If you can ignore it though, you’ll find the rest of the hour-long game much more thematically consistent.

Note the reader: This gripe has been marked for easy gripe-skipping. If you don’t wish to read this gripe, please jump down right before the ‘Immersion’ section for a less gripe-filled reading experience.

Gripe begins: Wandering along the beach, I pass by a seemingly important basket. Before I can inspect it though, the basket is automatically winched out of reach, almost as if the developers themselves are saying “nice try.” In fact, that’s exactly what’s written on the bottom.

Continuing forward, I walk into the professor’s cave hideout where I decipher a message written in Morse code that tells me to ‘shoot the bells’. Finding myself with the task of using a flare gun to shoot a number of bells to distract an inexplicably sentient lighthouse, I dutifully aim and take fire without the slightest idea why. Once you’ve shot the right bells and sufficiently distracted the lighthouse, the epic music swells, telling you you’ve done something magical and important. Did I? I wasn’t so sure. And I still feel like I’m missing something.

Clattering down to the beach, you return to the basket which you find lowered to reveal a door handle to the sewer where the old professor can be heard crowing away about the CIA or some such. Why was the basket lowered? Why did the old man keep an extra handle there? Why did he write “nice try” on it when any able-bodied person could hit the damn thing down with a bat? Maybe I should lighten up. After all, it’s just a game, right?

Gripe deescalates: While These things can’t go without saying, the first episode of The Gallery has to be viewed within context. As the first class of motion controller, room-scale games that allowed full object interaction, its job was much bigger than to just tell a logically consistent story with equally consistent puzzles. It had to teach us how to move through the world and pick things up; it created a unique inventory system, pioneered blink teleportation, and it did it all without tutorializing the player to death.

Despite my overblown gripe, Call of the Starseed could have suffered a much worse fate as one of the first built-for-VR adventure games for motion controllers, and while it’s hard for me to judge it with the same temerity that I would a modern game that’s necessarily had the benefit of learning from Call of the Starseed’s misgivings—i.e. short gameplay length and some less than perfect locomotion—the game is decisively a joy to play, offering something truly out of the ordinary, even with a year and half of games between its debut and now.

Immersion

Again, as one of the first games of its kind, there’s plenty of slack to be cut for Call of the Starseed when it comes to some of the more negative visual aspects. Both Oculus and Valve have done much to optimize VR’s graphical load on GPUs, not to mention NVIDIA and AMD have brought out new, more powerful GPUs in the meantime. That said, even on high settings, textures seem a little too basic for such a well-realized atmosphere, detracting from the game’s ingenious lighting and frankly awe-inspiring cinematics.

Object interaction isn’t nearly as fine as you’d see in later titles either, the exemplar being Lone Echo (2017) for its dynamic hand poses that allow you to grab items at any angle and grip them realistically. Holding items never quite feels ‘right’ in Call of the Starseed because you’re given only a few specific handholds for each item, giving a knock to immersion somewhat.

Story-wise though, Starseed nails the plucky ’80s fantasy vibe it was going after. Its cast of characters, although cartoonish, are undeniably real people. You can attribute this to a well cared for script, and top-notch voice acting that really make the world’s characters come alive.

Comfort

Cloudhead Games was one of the early developers of teleportation and snap-turn comfort mode, both of which are industry standards of locomotion. There’s a few different styles of teleportation, so you’ll have to experiment to find what’s right for you. Despite this, the locomotion scheme shows its age somewhat, as I often had trouble getting a lock on an appropriate place to teleport.

Smooth-turn junkies will find the settings menu critically lack their world-twisting yaw motion. Better luck next time, guys.

You can also force-grab items from a close enough distance, removing the labor of constantly bending down to pick things up. This was also a bit inconsistent though, the best example being fiddly puzzle that required you to grab battery cells floating in zero G. This puzzle took its toll on my patience as I practiced force-grabbing batteries rather than physically plucking them out of the air like I would naturally, simply because as soon as you tried to grasp a battery, it would invariably fly away in the opposite direction.

Frustrations aside, all of this makes Call of the Starseed an exceedingly comfortable experience for anyone, seated or standing. We’re hoping to see some seriously smooth second generation-level improvements in all of these departments when the sequel launches.


The Gallery: Heart of the Emberstone is almost here, so check back on launch day (TBA) for our full review.

The post Review: ‘The Gallery: Call of the Starseed’ appeared first on Road to VR.

Viveport Adds The Gallery To The Store

Viveport, HTC’s app store for virtual reality (VR) games and other content is always adding new items be they brand new experiences or well known content that has been around the VR space for some time. It’s latest addition is set to take players on a dark fantasy adventure as Cloudhead Games’ The Gallery – Episode 1: Call of the Starseed has joined the store.

Viveport logoThe first part of an episodic story that utilises the HTC Vive’s Room Scale user-tracking and sees you embark on various tasks and puzzles as you take on the task of searching for the player character’s missing sister. As VRFocus’ Peter Graham described in his review of the game back in March:

“Once the basics have been established The Gallery: Episode 1 – Call of the Starseed throws you into it’s world. A dark and gloomy beach offers the fascination that VR aficionados lived through over two years ago, yet newcomers will undoubtedly marvel at. The ability to pick up and visually analyse objects is an asset on which ‘  has not skimped. Tins, bottles, fireworks, chairs, popcorn, shells and more litter the environment with no real purpose, and yet they’re all present for the player to idly waste their time in wonder of the new medium. It’s a design afforded to newcomers but the visual fidelity of The Gallery will also encourage experienced VR users to interact, if with much greater brevity.”

The Gallery – Episode 1: Call of the Starseed is available now on Viveport for £14.99 (GBP). Episode 2 of the series, subtitled Heart of the Emberstone is presently in development and is said by the developers Cloudhead Games to be a “much larger experience than Episode 1 – in both playtime and scope” and even larger than they had initially expected.  It is du

VRFocus will bring you more news on developments with both Viveport and The Gallery as we get it.

The Gallery Episode 2 Confirmed For Release in September

This will come as a massive relief to HTC Vive and Oculus Rift owners and virtual reality (VR) fans in general – the follow up to 2016’s beloved The Gallery – Episode 1: Call of the Starseed finally has a release date. It’s only three months away, in September, making this Summer an excruciating wait for some VR fans.

The Gallery Episode 2 is subtitled Heart of the Emberstone, and the developers says it’s a “much larger experience than Episode 1 – in both playtime and scope – even larger than [Cloudhead Games] expected.”

The Gallery - Call of the star seed

The game is built for room-scale VR, and plays out as a story-driven non-linear adventure. We reviewed The Gallery – Episode 1: Call of the Starseed, remarking; “The Gallery: Episode 1 – Call of the Starseed is a short and sweet introduction to The Gallery, offering the player a taste of the interaction that the subsequent episodes will hopefully deliver. It’s unlikely that many will find themselves engaging with this first episode for more than a couple of hours, but the hints at the evolving storyline and mechanics will certainly leave them wanting more.”

Gamers that missed out on Episode 1 will be happy to know that Cloudhead Games are teasing a sale, stating; “If you don’t have Call of the Starseed (or you’re just a very generous friend), we can neither confirm nor deny that Starseed will be at a significant sale price during a sale that may or may not be related to summer,” good news for anyone that skipped it the first time around.

We’re looking forward to seeing more from The Gallery, and if Episode 2 is expanded as they say, it’ll make for a great VR experience.

For all of the latest VR games and experiences, make sure to keep reading VRFocus.

[Watch] Latest Behind The Scenes Video For The Gallery Is All About Sound Design

[Watch] Latest Behind The Scenes Video For The Gallery Is All About Sound Design

“A big part of the job of sound design is to imply that there is more there,” explains Joel Green, Audio Director and Producer at Cloudhead Games on The Gallery series. “Even though you can’t see any of that, it just goes a long way towards making people think it’s a real thing.”

Most of the rest of the above video follows Joel as he explores a beach near the Cloudhead Games studio. You might recall that one of the major locations in the first episode, The Call of the Starseed, is an actual beach as well. Green explains how he captured a lot of the sound used in the game, such as objects dropping into water, himself walking on sand, and the noise wood makes when you crack and break it.

In the image above you can also get a sneak peek at the “giant wooden rock monster” that’s casually mentioned in the video as well. I got to meet this beast ever so briefly at the end of my demo with Episode 2.

The Gallery: Episode 2 – Heart of the Emberstone is set to launch later this year for Rift and Vive. You can read our hands-on impressions of the game from GDC 2017 earlier this year. Are you looking forward to returning back to the world of The Gallery again?

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The Gallery Episode 2 will be ‘More Challenging, More Spatial’ States Cloudhead Games’ CEO

Danny Unger CEO Cloudhead Games talks to VRFocus about episodic virtual reality (VR) videogame The Gallery.

Episode 1 of The Gallery was called Call of the Starseed. The developer is now working on episode 2, which is titled Heart of the Emberstone. Episode 1, Call of the Starseed was bundled with the HTC Vive, so for many people it was their first experience of VR.

Unger talked about the inspirations behind The Gallery. He says that while episode 1 was heavily inspired by kids comedy/adventure film The Goonies, for episode 2 the developers turned to other classic 80s films such as The Dark Crystal and Labyrinth for inspiration.

The Gallery - Call of the star seed 1

Cloudhead was one of the first companies in the VR industry to break $1 million USD in revenue. Ungar says that episode 1 was a litmus test for the concept as well as being a way to introduce the VR mechanics and environments. As such, things were very controlled so as not to overwhelm the player. Episode 2 will offer more challenging content, freeing the player for the constrictions of the previous episode now that the player grasps the fundamentals.

Ungar expects that The Gallery Episode 2 Heart of the Emberstone will be available for HTC Vive and Oculus Rift in the Spring, and will have roughly 4-6 hours of content. A PlayStation VR version is also in development.

You can watch the full interview video below.

VRFocus will continue to bring you updates on The Gallery and other VR titles in development.

Cloudhead Games Reveal Story Details for The Gallery: Episode 2 – Heart of the Emberstone

Cloudhead Games Reveal Story Details for The Gallery: Episode 2 – Heart of the Emberstone

There are a few constants in the this world. For example: The Legend of Zelda is basically perfect always, peanut butter and jelly sandwiches never sound like a bad idea, the VR community will never not ask for more AAA games, and the folks at Cloudhead will never stop teasing us reveals.

We had the pleasure of going hands-on with the game at GDC 2017 and while it’s hard to get a good feel for a slow-paced interactive adventure title like The Gallery during a convention setting, we came away very impressed. The ambiance is still there, the mystery swirls in the air around you, and there is a nagging sense of discovery pushing you forward at every turn.

You can watch the below video for more reveals about the plot and story of The Gallery: Episode 2 – Hearth of the Emberstone below. The video includes new details about where the story is going next, new characters, and new motivations. However, note that there are spoilers in the video if you have not finished Episode 1 – Call of the Starseed.

Are you excited for The Gallery: Episode 2? Let us know what you think down in the comments below!

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Hands-on: ‘The Gallery Ep 2: Heart of the Emberstone’ is a Visually Stunning Homage to ’80s Sci-Fantasy

The Gallery – Episode 2: Heart of the Emberstone is coming this spring to Oculus Rift and HTC Vive, and for fans of the first episode, Call of the Starseed (2016), it can’t come a moment too soon. Stepping into the demo at Unity’s booth at this year’s GDC, I got a chance to experience something that not only features a heady mix of highly tuned visuals and clever puzzles, but a familiar feeling that Cloudhead Games says pays homage to ’80s sci-fi/fantasy movies like The Dark Crystal (1982) and Indian Jones (1981). From what I’ve seen, it would be silly for me not to be excited.

I’m not here to ruin the first episode for you, so I’ll wisely activate a (spoiler alert) for people who want to first complete the game before learning about the second. In the first episode you’re granted a magical gauntlet that lets you control the mystical power ‘Creator Tech’. Episode Two, Emberstone, takes place on an alien world set directly after the first episode, and makes heavy use of the gauntlet in the world’s puzzles. (spoiler alert deactivated)

Stepping out of a hallway through a mystical glowing door, I come into what appears to be a wooden hut filled with strange artifacts. Normal everyday items like books and papers litter the right side of the hut. On the left are what appears to be four Buddhist prayer wheels covered in cuneiform script. The chicken scratch language glows somewhat and tosses reflections out on the wall as I spin them to ultimately no effect.

the gallery 2 ghost
image source: ‘The Gallery – Episode 2: Heart of the Emberstone’ Gameplay Teaser

It takes me a minute to focus on what’s important, two stone pillars positioned on each side of the room and traced with glowing blue chicken scratch. Walking to the middle of the room to get a better look, I step on a dial on the floor which to my surprise activates a hologram of a mountain range. Interesting. Then a woman’s voice emanating from a ghostly projection walks through me, to essentially demonstrate how to use the pillars.

I teleport over and a luminescent blue shard pops out of my gauntlet to reveal my new magical power. A hologram of a 3D puzzle appears on the stone pillar and I’m set with solving it. Once solved, out pops a cube.

the gallery 2
image source: ‘The Gallery – Episode 2: Heart of the Emberstone’ Gameplay Teaser

I’m being deliberately short spoken so I don’t give away the fun of solving the puzzle, but the next bit reveals another power of your gauntlet that will lead you to putting the cubes where they belong. And then the reveal. It’s not a hut at all, but some sort of pod suspended in an alien atmosphere with an imposing giant who just wants to say hello. And that concluded my demo.

Cloudhead told us the second episode will be double in length of the first installment, which took most people around 2-3 hours to complete. Some of this can be attributed to the enlarged scale of Episode Two itself, but also the fact that the game isn’t linear like episode one, but rather uses a central hub that can access several other areas. Instead, Cloudhead says, users will have to actively experience the story from elements found in each level.

“The story itself is kind of a puzzle. The environments are a puzzle, everything about gameflow is a puzzle. But if we’ve done our job correctly and feel like it’s a puzzle, you’ll feel like you’re a great adventurer making amazing discoveries,” said Cloudhead CEO and creative director Denny Unger in the company’s YouTube developer vlog.

The post Hands-on: ‘The Gallery Ep 2: Heart of the Emberstone’ is a Visually Stunning Homage to ’80s Sci-Fantasy appeared first on Road to VR.

Ghostline: This Analytics Tool Can Tell You What Works In VR Games

Ghostline: This Analytics Tool Can Tell You What Works In VR Games

2016 was the year of VR hardware and it’s looking like 2017 is the year of software and accessories, but there are still many skeptics about the potential of the industry. Because of those, supporters and detractors clamor for whatever data is made available from sales to time spent playing on VR platforms and more. As development charges forward, developers are interested in statistics deeper embedded within their games as well, especially those that could help them create better VR experiences. Aldin Dynamics, a studio founded in 2013 that works exclusively on VR content, has a powerful analytic tool called Ghostline and they’ve started fostering partnerships with other dev studios to use the tool with their games.

Aldin Dynamics is starting things off by sharing their Ghostline program with Cloudhead Games and the SUPERHOT team, who both have created top experiences in the VR ecosystem. SUPERHOT and The Gallery – Call of the Starseed both received 9s out of 10 from our team at Upload and both are maintaining “Very Positive” ratings on Steam at the time of this writing. Even though the high reviews allude to these developers having a solid grasp on what they’re doing, the VR ecosystem is incredibly young and developers will want to take special note of what they’re doing wrong as well as right for future projects. The immersive nature of VR presents a lot of data about players that wouldn’t be considered in traditional game development, so tools like Ghostline will be crucial going forward.

Content from Ghostline Data Insights PDF For Waltz of the Wizard

To offer up an idea of what Ghostline offers, Aldine Dynamics shared the information gathered from Waltz of the Wizard which is another one of the best performing VR titles on Steam. The document has the expected information like the amount of people playing with more in-depth info like the average duration of a play session and what days of the week people play. It goes beyond that into unique VR territory with tracking of player height and how regularly they utilized room-scale, both important things to note for future games. A notable takeaway is that players using room-scale would play for longer periods than those just standing in one spot. The full PDF shows the potential of Ghostline and will hopefully inspire devs to use the tool and apply what they learn going forward.

Developers that are interested in partnering with Aldine Dynamics for Ghostline can reach out to the team via info@aldindynamics.com or sign up for their newsletter to stay informed on early access for the tool.

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