Me Vs. A Decade

Today’s VR vs. story isn’t really about virtual reality. It’s more a story about the writer, as today marks a very important day for me. Let’s begin 24 hours ago though.

It was Monday. My phone was ringing.
It was ringing and it was over on the other side of the flat.

Bugger.

Groaning I drop the speaker I’m trying to repair with one hand and break away from the Twitter post I’m writing with the other, to sprint across the flat. Dodging the overly long and overly patched up internet cable, hurdling the two steps up to the, weirdly, slightly higher level which that side of the flat is at. Before pouncing on the phone lying on my bed before it rings off. I knew who it was of course, if they are still there on the other end. Or, more precisely I know what type of call it would be. Someone from Manchester, or Liverpool, or Dublin or Abergavenny – that was a recent one – who wanted to talk to me about either:

a) The amount of money I could claim from the car accident I had. Which I’m reasonably confident is £0.00 since I don’t drive.

b) Have I thought about pensions and life insurance? Answer: Yes, but do they think about me?

or c) Whether or not I had heard about Payment Protection Insurance (PPI) from mortgages or home-buying or something. How it had been mis-sold or misused and how I was due funds worth hundreds of pounds. Have I checked? To which the answer is I have never done anything financially that involved PPI. The last caller on that demanded to know how I would magically know this.They were told forcefully that I think I would remember such a transfer.  Also since I rent the likelihood of any of this is rather on the low side.

I was surprised as it was not actually any of these but a number I recognise from an employment agency. I picked up, and a somewhat more masculine voice than I expected wheezed “Hello it’s Derek from Kitten Whisperers!” The names have been changed to protect the guilty. “I was wondering if we could have a chat.”  Turned out Derek was after a catch-up on things since the CV they had from me was a bit out of date, and since you never know and its always good to have such companies thinking of you, I agreed.

I ‘hmm’-ed and we went through some run of the mill questions. “Are you doing okay?” “Are you still living here?” “Are you still working for VRFocus?” Yes. “What do they do?” Well…  Then Derek asked, “So, do you have much experience in Community Management?” And for a brief moment I was stumped. I mean, presumably he had my “kinda out of date” CV in front of him. What was he expecting? That I’d suddenly go ‘well actually I made it all up’ and fill him in with a completely different work history? ‘No, in truth from 2008-2009 I was a matchstick-seller and part-time snowboarding clown and from 2011-13 I lectured at Harvard in Esperanto.’

I pursed my lips together. “Actually it’s ten years on Tuesday.”

“Oh.” He said, a bit bored. I slumped because I was actually telling the truth .On the 28th of March 2007 I was bundled though into an office at SEGA Europe and quickly made to sign an NDA. It was all a bit hectic in the office and I wondered what was going on. I was then told that in about five minutes they were going to announce the fact that Mario and Sonic were going to be in a game together for the first time. and I was hurled into a chair and signed up to the official forum with full on mod powers.

“Track what they say.” Said my new line-boss as the press release for what was Mario & Sonic At The Olympic Games rolled out to the press. “If they start getting worked up.” He paused and pursed his lips together. “Well we’ll come to that.” He shrugged and patted my shoulder.

Ten years ago…

After the call ended I thought for a while about that ten years. I’d accomplished quite a lot in that time, not that you’d know it. But the truth of it is most people don’t know what I do, what any of us do. But that’s my career. A ten year stretch during which I had several years at SEGA setting up and managing their social media and working hard to rebuild community trust from the ground up. Which is mighty impressive considering I’ve never had a day’s worth of proper training in any of it before then – or indeed, astoundingly, since. I co-created an world record owning international convention with that community. Wrote blogs every day. Was the first one in and the last one out, and did my damnedest to fix an impossible to fix situation (and took a lot of flack for caring enough to do so) before I left several years later with my head held high despite being left exhausted in every sense of the word by the whole thing.  Still, I’d left my mark.

Of course they then erased everything I ever wrote after I left because they were too lazy to keep the European branch’s blogs when they merged them. Which was nice of them.

Whilst I wasn’t well known by name, (I didn’t exactly promote myself as a ‘figure’ during that time) for those in the know I had gained a reputation for hard work (to the point of exhaustion), dedication and became known for my ability to conjure up miracles from essentially nothing. A social media MacGuyver able to put together content plans with nothing but half a screenshot and a second-hand paperclip. I was hired in the short term at Square Enix to essentially rescue a project after the previous Community Manager (CM) disappeared straight after it was announced. I ended up writing a bunch of game lore and cobbling together the foundation of something that could be built on. From there, after some disappointment, I ended up in Belgium where I led a tight-nit multinational team of newcomers to the role, as we dealt with all manner of projects. Instructing them as mentor/teacher.

I worked on multiple projects; I turned my hand to advertising campaigns having never previously been given a dime except for the convention and essentially doubled the revenue being made and halved the cost. In time one  project was announced to be wound up and, again with nothing, I took over the reigns to somehow get a social game people had spent money on to conclusion and salvage the situation for the creators.  I became de facto Producer and with nothing in my resources and a product announced to be closing I grew the English community by 50,000 in one and a half months. Sent session numbers through the roof and actually brought the game to a resolution which didn’t involve people screaming for blood. They had their money’s worth and they were happy. I still get messages asking if I can somehow bring it back.

After the Belgian firm turned heel on its own employees, I left and my team joined me as soon as they were able. Unemployment was better than staying at a time when there was a global recession going on. That says more than anything else I could. But that team was good, very good. Two have gone on to work with big companies within the games industry and I’m beyond proud of them.

Life took me back to the UK and I ended up working here at VRFocus. Did you know I’ve been here over two years now? It doesn’t feel it. But I have. I’m still a CM, albeit “Community Manager & Writer” now, I do what I can and that reputation I have is still very much in effect. Although the person behind it is rather more tired and worn looking than his 2007 equivalent.

True story: After Square I applied for a job at a major UK studio and during the interview was surprised to be asked if I wasn’t too old to be a Community Manager. I was then told, dumbfounded, in a phone call that I wouldn’t be progressing further and one of the reasons given was “we think you’re too old for the role”. I also didn’t have “the look we are going for”, apparently. Which made no real sense. Apart from the fact discriminating on the grounds of age (as well as apparently, my face) is illegal, I was 28. They made me sound like Methuselah. They’d probably have a coronary to discover I’m still one at 34! (Before anyone asks I was so shocked at what I was hearing it took some considerable time before I’d really realised what had been said, and by then it was too late to suddenly go “hey, hang on a minute!”.)

It all evolves. Much like VR – which we will come back to, I promise.

In fact this reminiscing is partly due to reading an excellent article on what the job entails by my opposite number (I… guess? Although she has a much better title than me – and she has a electronic fancy follower clock/counter that I desperately want to steal.) from Upload VR, Elizabeth Scott. Who got me thinking about what it is I do here and have done previously. But if you’re unsure what it is I do, I write this and Life in 360 and a number of other posts/features as required. Sort out most of the graphics, the moderation, and am the person you talk to on Twitter, or Facebook or Reddit if you see VRFocus being chatty there. I sort the social media in general when I’m in. I work with various partners and the guests writers we have to produce content, I work on the website itself – now with the new site’s designer. I’m HR, I run the time sheets. I edit videos when required. I run events when we run them but you’ll probably never see me at a main one. I search for stories and allocate them to the writers, with whom I work on their stories as I need. I’m, as my author description says, the unofficial Deputy Editor.

I fix.

I’m basically a cross between an online janitor and a hatstand.

But the core of the job is you help, and whilst I’m presently more on social than anything else. It’s kind of ironic that a guy who is heavy on the social anxiety made this his career. But hey, I never said I was smart. Ten years, four companies and a lot of projects have passed. The job has changed and evolved throughout those years and some point in the future it will change again – and it might be VR that changes it.

Community Management is part of that family of Customer Relations-type roles in business. It sort-of-kinda sits between everything. It’s marketing, it’s public relations, it’s creative and design, it’s finance and even legal (sometimes) and several of those are already being touched on and altered by other types of technology. The most obvious one being Artificial Intelligence (A.I.). In the same way will there come a time where a CM’s role will also be to respond to discussions on an article using such a system? Will a young wide-eyed fan be thrust into a virtual forum room to monitor reactions to Mario & Sonic At The Lunar 2028 Olympic Games? Appearing as a cartoony Avatar holding up the announcement trailer for you to then step into. All care of Oculus and Facebook’s Rooms system. Perhaps they’ll appear in your office or classroom as a virtual projection, displayed by Microsoft HoloLens to discuss a news story.

Will my career be supplanted by something else, all travel and interaction made virtual? I’m not sure I’d like that, if I’m honest.  But that’s a question to be answered by the future – and the future is coming fast. For now I’ll continue to evolve as best as I can. Will I be doing the same role in 10 years? Who is to say.

Here’s to a decade.

 

VR vs. It’s Evolving!

Sometimes when I come to write a VR vs article I have a very definitive idea of what I’m going to write about. There’s a big story in the news, everyone’s reacted to it , do I agree? Yes/no. Explain why. Other occasions I’ve got no idea at all and it just flows naturally that we end up on a discussion topic. An ‘Oh, has anyone done that? They probably should, shouldn’t they?’. Other times, pretty rare times, I talk about us and it just so happens that today as you may have noticed – if you’re actually reading this – that VRFocus looks a bit… shinier than it did yesterday.

Yes, we’ve launched a much needed (IMO) brand new version of the website. It’s bigger, faster, more dynamic and – praise be to the high heavens – it looks good on mobile. As in you can actually go on it now and not wonder where things are. It looks organised. It even looks like VRFocus. And a lot of that is down to feedback from you; so you should be able to read things easier, the site looks better, functions better, it will gives you more information and you can also share stories easier as well. Which we of course hope you do.

It’s also got a few party pieces under the hood which we’ll roll out when the time is right.

Some time ago, regular VR vs. readers might recall I wrote a column where I mulled over how, with the make-up of the virtual reality (VR) community changing, VR sites might need to change and adapt and evolve themselves. I even questioned whether or not specialist sites had a role as VR forces its way, via gratuitous use of elbows, towards the magic word the ‘mainstream’. It was an interesting take, not a ‘hot take’ but more a  ‘warm mull over’ of things. Actually, it generated a lot of feedback which surprised me.

Well, this new website is the beginning of a new chapter. Things within VRFocus are indeed changing and evolving – there are plans. I’ll let other people go into that more at a later date – in fact about an hour – as such reveals are above my pay grade and the only reason this is appearing first is because VR vs has the 1PM time slot. Some changes should be a little bit obvious, others are not so and will be discussed later, but I’m delighted to say that at the very least we’re going to be able to bring you more VR and AR news and features in the future. The new website is a massive milestone for the staff, particularly myself, Kevin J and Peter and a symbol of a lot of hard work and effort behind the scenes. (Seriously, we’re exhausted.) That effort doesn’t stop either, but continues.

In many ways for VRFocus 2017 begins for us now – and it’s going to be pretty big!

What things do you like/not like about the new site? Let me know and I’ll feed back to the design team.  Next week VR vs. gets a little bit personal as it’s a very important working anniversary for me. Find out more then.

VR vs. An Immobile Stance On Mobile

The week of the end of February through to the beginning of March seemed unreasonably long with both Mobile World Congress (MWC) and the Game Developers Conference (GDC) to deal with.

For those of you who aren’t in, ahem, ‘The Business’, international events aren’t actually that much fun, especially for those left behind. For us, not only do you not don’t get to work the event, take in all that that entails and see all the games and tech up close and personal, but you also get the joy, out of necessity, of not only working UK hours but the hours of the show as well. It’s also very difficult, even working from home, to just get away from your desk even for ten minutes as you’re always having to react to something or the other. Meaning that you’re in for a very long day indeed. As the perennially left behind (sigh) I can certainly attest that said week where we had two big events going on at the same time was decidedly unamusing.

Something that is fun, of course, is seeing everything that comes out of the events, and now we’ve the addition of two new members of staff Rebecca and Nina – through whom we’re producing a lot more video content on the site – we now get to see and show you a lot more. In fact the most interesting item of that week was probably the surprise announcement of a newly redesigned Gear VR and the introduction of a Gear VR controller, a combination that already has over seventy games in development for it.

It was an announcement we were able to quickly capture on camera:

It’s not a perfect video by any means, the announcement kind of came all of a sudden and we did well to get the camera on it at all I’d say. But as a video it certainly got attention. In fact, it did very well for views, disproportionately better than the rest of our YouTube channel – a channel you should definitely subscribe to by the way, and click the bell whilst you’re at it.

Then however I noticed something. Both the likes and dislikes were going up, and fast. They were also pretty much even. For a few minutes I mulled it over trying to understand why that was. The statistics weren’t any help since those generally take a few days to appear in the back end of YouTube and strangely no one was commenting on the video itself. Then it dawned on me. This wasn’t so much a reaction to the video, it was a reaction to the news there was a new Gear VR in the first place. I even commented on this on our Twitter account – something else you should certainly follow.

In the days that followed, along with a number of comments I was seeing flick past on social media it appeared that I was indeed right. The negative reaction was more for the fact that there was a new and better Gear VR coming.

Are we… Are we still actually doing this?

For a while there’s been this nonsense going on where 360 degrees is decried as not being ‘proper’ or ‘true’ virtual reality (VR) and it began to spread a while back into covering by extension all of mobile VR.  It isn’t right, some mutter, and it’s not nearly as good as VR on PC. A fact which, you know, is news to absolutely no one. But to some not only should people not mention mobile in the same breath as VR the more extreme end has it be that it shouldn’t be treated as VR at all.

Now if you’re not a fan of smartphone-based head mounted displays (HMDs) in VR, then that’s fine. Absolutely. However, if you’re taking the strange stance of ‘If it’s not the very best there is then it is bad, doesn’t matter at all and stop caring about it.’ I have but one question.

Why?

Actually let me take that back a second – it’s more…

What the heck is wrong with you?

Firstly that logic makes no sense. If I go out for lunch and let’s say I grab a burger from a local vendor the food isn’t magically bad just because gourmet burgers or Five Guys exists. By this ‘rule of expulsion’ that would mean if you don’t drive a supercar you should be banned from driving. “Koenigsegg? Through you go. Vauxhall Corsa? Ooh, I’m sorry sir. I’ll have to ask you to step out of the vehicle…”

I’ve mentioned previously about my belief people would be less fussy about what ‘virtual reality’ should mean if it was more actively treated as an umbrella term with the various forms or types of VR then included under it. All types forming a sort of VR spectrum of quality and immersion but all being accepted as part of the same family.

Mobile VR is the most readily accessible platform the industry has. Mobile VR has introduced more people to this world, this new generation of VR than any console or PC HMD. The Samsung Gear VR is at the heart of that and shows the possibilities of that technology. Likewise Google Cardboard and cardboard-based VR headsets might not be flashy and the experience may be at the bottom end of the VR quality spectrum but Cardboard HMDs made it so practically anyone can get a VR headset for practically nothing so long as you have a smartphone.

GoogleDaydream-Snow_Slate_Crimson

With Google Daydream and the continued development and evolution of the Gear VR you now have the addition of motion controllers to mobile VR. That’s great! You’ll be able to buy online or see in your local tech store. Whilst those at the higher end of the VR spectrum, especially Oculus for PC, works to push the costs and hardware needs downwards to make things more accessible the most accessible platforms are pushing hard upwards to make it what you want to be and be closer to a PC or console level experience. Both sides are trying to meet in the middle so you then have a full range of high quality, accessible, affordable VR options across the board.

I mean, isn’t that the entire point? We’re always talking about VR needing to become a mass market technology; that is making VR accessible to everyone.

End of the day, if you don’t like mobile VR – fine. The good news is, it’s working to get better. But don’t look down on those that use it and certainly don’t decry it for existing at all. Mobile isn’t the VR peasantry. It’s part of the family – part working just as hard to make everyone’s dreams of a VR future come true.

Final score at time of writing:-
Likes: 153
Dislikes: 138

VR vs. A Time To Switch Off

It was late in the evening as I causally paced around my living room trying to burn off some nervous energy. I always pace when I’m on the phone; I think the only time I haven’t was when the thing was when the phone was physically attached to the wall – and I don’t mean by the landline. I hummed lightly and frowned, adjusting the phone in my grip slightly.  I hadn’t spoken to the person on the other end, my mother, in well over a week. We’re pretty close, so this was unusual. I was busy running her through how I was, and what had happened during the usual period of invisibility that working on the website from home during a major event (or in the case of last week, two) brings.

I had just explained about (almost) everyone’s joy over the launch of Nintendo Switch. The latest, hottest videogame console on the market.

“Oh, I saw an advert for that. It looks a bit rubbish doesn’t it?”

Nintendo Switch

She explained to me she’d seen what I identified to be 1-2-Switch in action and thought it looked ridiculous. Whilst the console itself she thought looked a bit cheap in construction. Tho not owning a Switch myself (my current setup consists of an Xbox One and a Wii which is pretty much just used as a rectangular Game Cube at this point) I defended it a little; explaining how Breath of the Wild had been deemed to have overtaken Ocarina of Time as the best Legend Of Zelda game ever. That got her attention. She knew all about Zelda and whilst not a gamer by any stretch of the imagination, much preferring casual titles from PopCap, she’s gotten hands on with consoles down the years. A particular favourite game of hers was actually the original Super Monkey Ball. But Ocarina of Time she also knew about, and if something had beaten that… she gave a small but impressed sounding ‘ooh’ of surprise/acknowledgement.

“Yeah.” I said, “They’ve also done this weird thing with the cartridges. They’ve made them taste bad.”

“Taste bad?”

“Yeah.” I said again, “They’re small – like a little memory card. So to prevent small children from maybe picking them up and swallowing them they’ve added something to the plastic that makes it taste really foul.”

“That’s some clever thinking ahead from them.”

– and that was when I started to think. It was some pretty clever thinking ahead – which makes you wonder why a company able to have that much foresight of a potential issue that no one even considered in the run-up to launch, continues to make such a hash of everything else. Oh, I could talk about things such as the way the shop works or the silliness of a system that gets interference from wifi and other signals needing a smartphone app to have in-game chat – but check the name of the website again and you might figure out what I’m going to get at here.

Nintendo’s virtual reality (VR) history has, as if we need reminding, not been the best; and despite their protestations about experiences needing to be for the family or needing to be playable for hours at length it’s clear the failure of the Virtua Boy and it’s decent into a joke over the years is still very painful to them.  (As is the short lifespan of the Wii U.) But unfortunately for Nintendo, VR is back and is a factor now in how people play games. A factor that isn’t going to go away. A factor… that will get stronger over time. So in much the same a child drags its feet and yells “I DON’T WANNA”, Nintendo are going to look at adding VR to the Switch… maybe…kinda. Sort of? Definitely! No? Never. Of course! (Possibly.) Yes. Not sure. Ask again next week. At this point I just imagine it’s whatever the Magic 8-ball on Reggie’s desk says.

So if it does happen,  it’s going to be a later add-on for the system.

Which is a slight problem, because when was the last add-on or peripheral to a console that properly worked and became an indispensable piece of kit? Kinect? Not really. EyeToy? Nope. SEGA CD? Perhaps, but you could certainly live without it. The Atari Jaguar CD? You’re kidding right? Wonderbook? You’re just being silly now. What about Nintendo’s own repertoire of add-ons down the years. Was the world blown away by the Family Computer Disk System, or the Famicom 3D System? Did the Super Scope or R.O.B change everything? Did the Nintendo 64DD become a red hot topic?

No, no and no.

Add-ons tend at best disappoint and at worst suck, and it is rare indeed to find one that truly enhances a console. One that doesn’t suck is the PlayStation VR, and why is that? Well for a start the PlayStation VR was developed over many years. It began life as Project Morpheus as you no doubt recall, built on some existing technology and developed into the final product now available at stores – unless they’ve run out of them. It was designed and developed in sympathy with the PlayStation 4 as opposed to support just being shoe-horned in later. It’s why PSVR is an add-on that works.

PlayStation VR Group shot

And that’s why Nintendo, now they’ve let loose the Switch into the world, at this stage should probably just knock the idea of a VR system on the head for now. Because whatever they do (if they decide to do anything) with the Switch hardware it won’t be anywhere near as efficient as if they developed something standalone or something in partnership with something else it is to go with. If you completed two thirds of a jigsaw of, let’s say, a picture of a battleship at sea. You couldn’t then fill in the rest with bits from a jigsaw of John Constable’s The Hay Wain, and pretend it showed you a full or true picture. Yes, you can probably make the pieces fit, but you’ll still have the first jigsaw at the heart of it. It won’t be what’s required.

Also, you’ll have some mighty surprised sailors and country folk on your hands when the HMS Revenge comes steaming in to a small river and knocks a 19th century hay cart flying.

It would be nice to be surprised, yes. But a half-baked VR solution for Switch doesn’t do the Switch any favours, it doesn’t do Nintendo any favours and it doesn’t do VR as a whole any favours. It may irk the shareholders for now but at this stage the smartest move might be to sit this particular dance out. Learn what needs to be learnt, acquire and develop the technology needed and start developing a long term plan that includes VR for the next Nintendo.

 

VR vs. This. Damn. Week.

“This is stupid.”

That was my summary of the situation to my girlfriend this morning at 1am after I’d dragged myself off of the floor following a truly hectic Monday. I’m giving you the summary, since the longer version is indeed much longer and involves gratuitous amounts of yelling and swearing at my PC.

I’ve just finished a well deserved holiday, which explains why there’s not been a VR vs for a few weeks, it’s time I’ve been owed for a very long period that I had finally been able to cash in. Partly. Frankly I needed a break. I needed a longer break than I was able to shoehorn in the schedule. But then again we all do. It’s been a very stressful few months for Team VRFocus as we’ve gamely battled on despite being somewhat undermanned. A situation that has since been rectified with the addition of Rebecca, who I’m assuming you’ve read something from yesterday or today already and Nina whose recent videos have set Youtube all of a tiswas between pro-mobile virtual reality (VR) and anti-mobile VR folks. (A topic we’ll go into next week if possible as I’ve simply no time to do so on this one.) But yes, I was back and within the space of a few hours I was on my back. Knocked for a loop by a sucker punch combo of the Mobile World Congress (MWC) and the Game Developers Conference (GDC). Any semblance of rest painstakingly achieved obliterated because some utter nits somewhere had the clever idea to host the damn things at the same time.

Angry At Laptop

We’ve had this discussion before about the tech event calendar of course, and specifically about events relating to VR. Since the last time I mentioned the ludicrousness of the tech events calendar and how people seem to be unable to target actual gaps in in it we now have a day listed down on our little internal spreadsheet where there are FOUR, count them, FOUR events taking place at the same time. Again, we’ll be talking about this topic til the proverbial headset-wearing cows come home (would that be in ‘moo-scale VR’?); but both of these events are so big in the grand scheme of things, you have to wonder that when the second saw that the first had confirmed their dates that they hadn’t maybe considered doing something to avoid it. Because holding two events of this magnitude at the same time helps absolutely no one.

  • It doesn’t help companies and studios
  • It doesn’t help the events
  • It doesn’t help the press
  • It doesn’t help the industry
  • And it sure as hell fire doesn’t help you, the consumer

No, they aren’t exactly the same audiences but there’s the little problem of having quite a lot of the same content. Companies and studios end up either have to run two events at the same time, potentially increasing their costs and spreading themselves super thin or having to miss out. The events end up cannibalizing their own interest from enthusiasts, who may well have to pick one or the other to attend. The press are spread thinner than they otherwise would be, which actually means a net loss of coverage for the events, the creators and the products which then knocks on to you Mr/Mrs/Miss/Ms/Dr./Prof./Rt Hon. Reader-Person who then is less informed. All of us are obviously trying our best in such a situation but the result is still, at the end of the day, less.

I just don’t understand the logic. Say we were holding a big annual event and, let’s say so was, I dunno, VR Scout. Annual events that take place in the same month. We aren’t, but let us say we are. If that was the case at the beginning of the year/end of the preceding year I’d like to think one of us would have the sense to hit up the other for a chat beforehand to make sure we weren’t climbing all over each other and if we were see if we could do something about it. It’d be in our best interests. Yes, one is in America and one is in Europe but it is a global audience, following a global travelling circus. So next time could the resident ring masters at MWC and GDC maybe think ahead a little? Crikey, if CES has, praise be to all that is holy, seen enough sense to finally shift themselves so that next year’s event isn’t immediately after New Year I’m sure someone at both events has the sense to make sure this doesn’t happen again.

They won’t of course; but I can but hope.

 

VR vs. 10 Franchises SEGA Would Be Crazy Not To Bring To VR – Part 3

Hello everybody and welcome back to VR vs. The VRFocus column where the one who doesn’t write that much (that’s me) witters on for about 800-1000 words on his thoughts on the state of play in the virtual reality (VR) and augmented reality (AR) tech spaces. For the past fortnight I’ve been turning the clock back, in a number of ways, to cover ten franchises that SEGA (they of the speedy blue hedgehog fame) would be foolish – FOOLISH I SAY – to not consider combining with VR down the line in some manner.

We’ve already had a number of familiar franchises like OutRun and some that you may not have initially considered such as Condemned.  But with only four slots left which will make the cut? Which big names will be left out? I’ll give you a clue, Mr. T. Hedgehog is one of them.

SEGA Logo

Space Channel 5: Part 3

I, for one, think that it’s about time outer space’s best news reporter was back out in the field covering another news story of galactic proportions.  Now you might be wondering why I’m including Space Channel 5 in the list when we already have Samba de Janeiro, and especially when I’ve already discounted some franchises for being the same type of game; namely a driving title and shooting title? Well, whilst Space Channel 5 and Samba de Janeiro are similar in that they both have rhythm related game mechanics, they are operating with different intentions for those mechanics.

Whilst Samba is more a pure rhythm title, Space Channel 5 is more a memory game than anything else. Simon Says without the colours. Bop It in a short vinyl skirt.

Here though is where the addition of the 360 degree game play can again bring a fresh twist to an established idea. Not only do you become Ulala in this instance, but instead of moving the directional controller you are copying your opponent’s actions yourself, just as Ulala does. So you have that, but you also have the option to expand the command list a little and really mix things up. As opposed to getting instructions to go “left, right, right, left” what if you got “left turn, right, right turn, left”?  Suddenly you’re not only dealing with 2D actions.

It’s an idea. And we’ve not seen a new Space Channel 5 in a lonnnng time. As Ulala herself would say, “Stay tuned!”

Virtua Tennis

What happened to you Virtua Tennis? You used to be cool.

No really, Virtua Tennis 3 on console was all kinds of awesome, with longevity some devilish mini games and challenges and some pretty bang on game play mechanics. Then Virtua Tennis 2009 and 4 seemingly got a bit spooked by EA getting all… well, EA with the licences for likenesses and whatever it was that did happen during that time, it was all a bit of a mess after that. Some part of the magic was just… lost, as we’ve seen hide nor hair of one since 2011.

So why Virtua Tennis? Well this one is more cut and dry. We’ve seen many a tennis game, or tennis themed game already on VR be it for PlayStation VR, Oculus Rift, HTC Vive or even the mobile platforms. But frankly none of them hold a candle to what Virtua Tennis was as a video game. Imagine the addictive game play brought to bear once more, but with the same level of attention to detail shown within a VR environment.   The team from Sumo Digital (yes, I’m inviting you to throw money at them again) was very canny about what they could do on the mini games front. Something they replicated in SEGA Superstars Tennis, which, unsurprisingly was based on the Virtua Tennis engine. So the prospect of the Sheffield-based studio’s imagination being let loose in VR would whet the appetite of many a SEGA and tennis game fan.

Are there any cons here? Any VR related issues that may need to be addressed? Well, no. Not really. Tennis games are a proven commodity. Bonus points if the game lets you punch Duke and King in the face for being cheaty sods. If that kicks off a Virtua Fighter mini game then just give SUMO all the Game of the Year awards right there and then and be done with it.

Yakuza

How in the name of Goro Majima’s epic dance moves has this not happened yet? I mean I can kind of understand a reason in-story as to why the latest instalment of the Ryū ga Gotoku franchise – better known to you and me as Yakuza – didn’t invoke the PlayStation VR. Mainly because the title, Yakuza 0/Ryū ga Gotoku Zero: Chikai no Basho, was a prequel and set in 1988.

That being said however, I would have thought Sony would be falling all over themselves to get SEGA in on the act with their most famous (Project Diva not withstanding, and besides we’ve already discussed that) Sony exclusive series. Yakuza’s main game action doesn’t lend itself to PSVR – at least in my opinion. Why is it on this list then if it is isn’t suitable? Well Yakuza, as players know, is in no way just about the story.

Yakuza‘s side missions and elements off the beaten track people know are a strange combination of Japanese culture and utter lunacy. Veering from taking Hostesses on trips to karaoke clubs to winning a chicken at a bowling club which you can then appoint a member of your staff.

No, REALLY.

The thing is it is those mini games, like bowling and karaoke and baseball and all the other things – well, maybe not ALL the other things – that Kazuma Kiryu and co. get up to that could really make the leap into VR. Frankly i’d like to see what would happen if Toshihiro Nagoshi got his hands on the tech. He’ll probably think of something no one has.  With the series creeping up to the current times will we see a 50+ year Kazuma try and figure out the newfangled PlayStation VR in a Yakuza 7 or will something be created for PSVR after Yakuza 6 heads West? Time will tell if the Dragon of Dojima will get his virtual day.

Derby Owners Club

“You what?”
Yup.
“You’re joking right?”
No. I’m not joking.
“What, no Super Monkey Ball?”
Nope.
“No Space Harrier?”
Nope.
“No Jack Lumber?”
No, but thanks for reading, Owlchemy Labs.
“Not even Seaman?”
NURSE! Another patient’s out of bed again!

I’m willing to bet you didn’t see this one coming. For those that don’t know of the title, and I wouldn’t be at all surprised, Derby Owners Club (DOC) is an arcade title predominantly found in the Asian markets, although it certainly received a strong . Originally released in 2009 you take on the role of both jockey and trainer as you work with your horse, race them and eventually retire them in order to take their attributes (and those of another horse, obviously) to breed the thoroughbred of your dreams. Horses were saved on cards, a bit like on some arcade racers like Initial-D you had a licence card you could insert.

This may sound a little nuts, but make no mistake – DOC was a huge hit in Japanese arcades and very popular in American arcades as well. People stayed there on the machines so long (up to 8 hours) and people waited so long to play that an actual reservation system and waiting lounges had to be introduced. We’ve all waited in multiplayer lounges to get a party – but actually waiting in a physical lounge for the chance to play an arcade machine? Unsurprisingly SEGA rather coined it in.  Not just in drinks sales for those in the lounges either.  In a game where half the time you are a jockey I’m positive there is some way to develop a VR related experience and make things more hands-on.  This has the added bonus of a) revitalising the brand with a must-try experience,  b) brings a much needed new money spinner to arcades and c) helps sell VR.

DOC is a game that rewards loyalty, and a new version could find customers rewarding VR with its loyalty too.

Well, that’s all ten and the end of a three-part (good grief) VR vs. There won’t be one next week as I will be on a medically required holiday from overdosing on SEGA these last few weeks. There may not even be one the week after that, again due to some much delayed time off, so in the meantime I’d like you to suggest the SEGA franchises you would like to see developed for VR in the months and years ahead. Also, which company should I turn my attention to next for a similar list? Suggestions in the comments please, and I will see you next time.

VR vs. 10 Franchises SEGA Would Be Crazy Not To Bring To VR – Part 2

Hello everyone I’m back to talk virtual reality (VR) and the House of Hedgehog for another week. As you may recall last week on VR vs. I started a list of ten franchises (and one honourable mention) that would – in my opinion anyway – be great for the leap to VR.  SEGA is of course no stranger to VR down the years, there was the SEGA VR for instance. A headset which was initially designed with the idea that it could provide support for not just the SEGA Mega Drive/Genesis and the SEGA Saturn but the arcades as well. A project that would have seen a 1994 release date after being revealed at 1993’s Consumer Electronics Show (CES) event. This in itself is not to be confused with the SEGA Master System’s 3D Glasses that allowed you to play a number of titles in quote-unquote “3D”. Yes, such things existed.

But enough of the hardware of the past let’s get back into those games franchises, eh? What else, via way of a lick of virtual paint, could hypothetically make its way to modern VR? Well when it comes to SEGA sometimes you’ve got to make some tough choices (as any long time SEGA fan can probably tell you) and when it comes to this list there’s one or two games that could easily occupy the same space.  Such a dilemma can be found with our next title, it was a tough decision in the end but let me explain my reasoning.

Sonic___SEGA_All-Stars_Racing-PCArtwork4539Sonic_Racing_Group-600x362

 

Virtua Cop: OVERKILL

Admittedly having a game with “cop” and “kill” in it isn’t going to win much in the way of good publicity, but this combination name should tell you everything you need to know about where I’m going with this. For you see when it comes to VR genres we have the ever popular (and increasingly railed against) wave shooter, and it just so happens that for SEGA two franchises – Virtua Cop and THE HOUSE OF THE DEAD*. I could give you very good reasons for both being on this list but I’ve gone with Virtua Cop. Why? Because put simply we’ve not had a Virtua Cop game for nearly fourteen years.

FOURTEEN FREAKING YEARS.

Virtua Cop

Yet people still think of the series fondly. HOTD on the other hand has had quite a few iterations, is a staple of SEGA’s All-Stars franchise and has proven itself to be an arcade mainstay. In other words, if you’re going to use VR to help elevate some old properties why not help the one that needs it more.  Increase your viable library of characters. Increase the interest and hence their and your value. At the very least you’d raise some interest in getting some ports of the older titles going.

For VR the idea is simple. We have wave shooters, and the idea of having such a game where hiding behind some oh so handy barrel or outcrop of rocks isn’t 100% infallible makes it a far more frantic experience.

But what about the suffix? Well people familiar with HOTD will like as not recall the Wii game THE HOUSE OF THE DEAD: OVERKILL. UK studio Headstrong’s entry into the series took the franchise, supposedly back to the very beginning before all the nonsense at Curien Mansion and into the shoes of rookie cop and series protagonist Agent G. Except things weren’t quite as people were used to with the game. OVERKILL took the franchise to 18/R-Rated territory by spoofing the grindhouse genre. Partnering the straight-laced G with foul-mouthed Detective Isaac Washington a man incapable of finishing a sentence without a s***, f*** or m***********. (Except, ironically, at times when it would technically be accurate. Long story.) In fact there were so many swears it actually held the world record for number of swears in a single game for some time. Eventually only taken out by Grand Theft Auto 4 I believe.

The video below features some… examples of this. You have been warned.

OVERKILL might not have set the world alight with sales but it, along with another SEGA title, Platinum Games’ MADWORLD, certainly held up the ‘adult’ end of the Wii gaming spectrum. It was later ported to PS3 and given extra levels, ported to mobile and eventually PC where it was converted yet AGAIN this time adding old SEGA favourite THE TYPING OF THE DEAD into the mix. Four games from one game. Not bad going, huh?

The point is OVERKILL was very tongue in cheek about the franchise’s own foibles, and that’s in a series that was already very self-aware. It was so fresh and different why not do a similar trick with Virtua Cop? Turn it into a self-aware parody of all those 80’s cop shows. Or even the 90’s, you meta humour all over the place then about old VR tech. Make it these two ridiculously out of touch cops dealing with endless suited gunmen in shades, ninjas and all the other light gun game staples who for some reason think this is perfectly normal. Make it Miami Vice on acid with a smart mouth and a stick up it’s ass. Make Virtua Cop but HOTD: OVERKILL.

In VR.

Then let me know so I can buy it.

Thanks muchly.

NiGHTS

NiGHTS is a pretty deep franchise, if you did but know it, and one I have all the time in the world for. Not only do they have the most friendly fan base I’ve ever met, (no really, they’re all lovely) the game is fun, scary and promotes an array of ideas that would be very interesting to explore in VR. For a start there’s the obvious connotations of dreams and nightmares, and Sonic Team had no problem going dark. This shouldn’t be a massive surprise since in one of their games they once showed the moment a little girl gets shot for goodness sake**.

But NiGHTS isn’t just about dreams it is about the psyche itself.  The original idea is based on the works of noted psychoanalysts Carl Jung and Sigmund Freud.  The ideya you collect are aspects of the Id – your personality traits. Hope, growth, intelligence, purity and lastly courage. Even their colours weren’t chosen randomly. The game deals with the topics of freedom, confidence, growing up, parental issues, loneliness, friendship, the idea of two people sharing the same experience and trust. NiGHTS is after all actually a Nightmaren – the bad guys. Trusting the person based on their actions and not on the preconception of where they were born is also something NiGHTS (particularly Journey of Dreams which has more of an outright story) touches on.

It is also about freedom and flight. So I want you to now imagine a first person NiGHTS game, one where you actually get to feel the simulation of flying, where you travel through a colourful level doing tricks and collecting… balls. And things. Now take that landscape with its SEGA blue skies and popping colours and what if we added a touch of Nevermind to it? What if the game reacted to your character’s welfare and became more dark and twisted the closer you came to running out of time or whenever you take a hit?  It’s not that far fetched. The various levels in NiGHTS, the world of Nightopia is shaped by the Visitor (your character).  The levels are given subtitles such as “The IDEAL”, “The POSSIBILITY”, “The CONFUSION” and are all based on relationships and aspects of their lives.

The feeling of flight and a bit of psychology. Sounds interesting?

OutRun

We all know that driving games can be translated over to VR, some of which can be done very well indeed. But what about SEGA? It has a number of driving franchises that you could port. But All-Stars Racing was never going to be on this list. SEGA Rally was a distinct possibility but no, I turned down that too. Initial-D was a strong contender considering its arcade longevity and popularity specifically in Japan.  But ultimately the choice to fill this spot can only be OutRun.

So why OutRun over SEGA Rally let’s say? Because SEGA Rally is a game and OutRun is both a game and wish fulfillment.

OutRun has, for decades, been not just about the game but about going as fast as possible in a sweet looking ride to impress the girl. About owning a Ferrari and being the personification of cool. It sells you a fantasy, one that gives tremendous satisfaction. A ‘long-medium right’ done well is one thing, but it doesn’t match slamming the steering wheel to full lock as you drift around a car and through a narrow gap between two buses in your Testarossa (or a British racing green Ferrari F40 if you’re me). It just doesn’t.

Taking a first person viewpoint and actually living the ride would be quite something. But there’s another reason VR would be an interesting mechanic for OutRun. Do you not remember you have a passenger in your car? A passenger who is very… needy in her desire for you to GO FAST! KEEP PASSING CARS! DRIFT MORE! ETC! As she either falls in love with you or, you know, violently attacks you because you clipped a barrier. If you’re actually in the car with her it gives the game an extra dimension as you’ve got to check how your would be lady (or gentleman – I think some choice on who your passenger and driver is should definitely be included at this point) friend is reacting to the ride. They also in doing such act as a distraction, and OutRun is always a balancing act – particularly in Heart Attack Mode – of balancing speed and safety.

For me it’d be a very interesting mechanic to explore.

 

That’s all for this week. Next week we round off the list some more games including one I suspect none of you will have guessed is on my list. Until then!

 

* Old SEGA employee note: For some reason THE HOUSE OF THE DEAD is always supposed to be shown in capital letters in SEGA materials. It’s part of the branding guidelines. If you see any SEGA official messaging with the game not in upper case it has actually been done wrong. #TheMoreYouKnow

** In Shadow The Hedgehog the moment young Maria Robotnik is fatally shot by government soldiers sent to wipe out the ARK facility is actually shown in the light of Shadow’s eyes at the end of a flashback. That’s messed up, Sonic Team. 

10 Franchises SEGA Would Be Crazy Not To Bring To VR – Part 1

Welcome to another edition of VR vs. The weekly VRFocus column where the ‘other one’ from the site talks about most anything and everything to do with virtual reality (VR), augmented reality (AR), mixed reality (MR) or some crazed combination of the three. Today we’re continuing a thread begun last week in the final part of my three-week feature into what may lie ahead in 2017.  There I mooted the idea that of all the studios currently involved within VR, certainly from a gaming perspective there is one that is conspicuous by its absence. SEGA. Yes, yes, I know there are Hatsune Miku games but as I pointed out at the time Hatsune Miku and the vocaloid bunch ultimately aren’t SEGA property and aren’t a traditional franchise. They aren’t one recognised within their All-Stars series for instance – and whilst that isn’t a qualifying marker for this list considering how big the Project Diva series is and how iconic a figure Miku is in Japanese culture certainly, you’d have thought SEGA would make more of a deal out of things than they have were she theirs. So on that basis, scrub those out PSVR games off your mental tally.

Updated total? Zero.

This is unusual for SEGA. Historically SEGA (at least in the third-party era) have rushed in to support whatever new technology comes along. Do you by any chance remember the EyeToy, Sony’s camera accessory for the PlayStation 2? Yes? No? There weren’t exactly a whole heap of games for it. But SEGA were there with the original SEGA Superstars to fly the flag. They supported the Kinect they fell into bed with Wii U pretty quickly, etc, etc. For SEGA to not have had one of its more noted franchises in the West ready to rock and roll when VR came to retail, certainly the PSVR, was pretty unusual. (Again, discounting the leek-swinging singer lady.)

Sonic___SEGA_All-Stars_Racing-PCArtwork4539Sonic_Racing_Group-600x362

But that’s not to say there aren’t plenty of opportunities for SEGA to embrace VR and thrown a bone to its more beloved franchises. It’s one of the sad truths about SEGA that their most iconic of series, with the exception of the fast spiky one, have never exactly been humongous successes financially. Still, why not use some of them and maybe give them a new lease of life outside of a new racing game? (No, really SEGA. It’s time for Transformed 2. Throw some money at SUMO Digital, will ya?) It’s also not like we don’t know SEGA aren’t messing around with VR either. Both SEGA Europe (SOE) and SEGA America (SOA) revealed their ownership of VR headsets (HTC Vive and PlayStation VR for SOE and Hololens for SOA) thanks to community videos. Never reveal you’ve got any kit you’ve not announced you’re working with as you’re either giving something away or starting unnecessary rumour. So yeah, way to keep that under wraps chaps. A+ work.

So let’s get things underway. As before I must point out that I used to work for SEGA for several years and worked on a number of the franchises listed that I’ll be bringing up. It was some time ago now, but I’m reliably informed that if I don’t do that the world will apparently end. We begin first with an honourable mention which will upset you by not being on the list proper.

Honourable Mention: Alien Isolation

It’s just not going to happen folks. Many have said the masterfully creepy atmosphere of “SEGA’s Good Alien Game” – tho everyone forgets they also did an Alien game on the DS in that discussion – was a perfect match for a full and proper adaption into a VR experience. The scare factor would be immense, obviously. As it’s bad enough being stalked by a Xenomorph without actually looking down at your chest as its tail pushes through it to kill you.  As much as we’d all like it to, the economic factors involved just mean Alien Isolation is a non-starter for Creative Assembly to even get involved in really. Boo-urns.

However, speaking of Creative Assembly…

Total War

It’s one of gaming’s little quirks that one of console gaming’s most well known names is the publisher that is in actuality one of PC Gaming’s powerhouses. Between Sports Interactive’s Football Manager series and Creative Assembly’s Total War franchise SEGA have an commanding grip of the PC chart, one would go far to say dominance at some points in the year.  If you have lived in a hole for the past couple of decades, Total War is a series of real-time strategy games that takes keen players take on the role of General in various eras of time. Replaying notable battles and playing tactical hardball with history. Whether it’s the Medieval period, the time of Rome, the rise of Napoleon or the era of the samurai there’s plenty to do. Heck, you can even throw history right out the window now and enjoy some Warhammer in your Total War.

Total War has always been about getting stuck in to battles. The planning, the preparation, the implementation and the execution.  The buck stops with you, and as the series has developed the control system has allowed you to get ever deeper into the action.  You can even follow individual soldiers. It’s such a well developed system that there’s even been a BBC game show (essentially) based on playing the series. One that’s recently had something of a comeback.

So with this in mind how would VR make Total War better?  Control.

Now, considering what I’ve just written you might be wondering what I’ve been talking about since I’ve just been praising the system. But you can always improve and everyone and anyone who has played Total War has always had periods where the game just won’t place units right or you can’t get the camera in jussssst the right position. Now imagine you are in the map as opposed to looking at a 2D surface. Imagine you were, with your motion controllers able to to manipulate your units and your surroundings just so. How much easier and dynamic and engaging an experience that would bee if you brought a touch of Minority Report to proceedings.

Heck, can you imagine a Hololens version of Total War? With you waging battles from your sofa over your coffee table, and manoeuvring your archers onto the high ground of the TV unit? That’d be amazing.

Samba de Amigo

Break out the Bellini boys and girls!

When I first saw the HTC Vive controllers my first thought, partly because of how they were being held and moved at the time, was that they kind of looked like maracas. And there’s only one game that invites you, without a hint of suggestiveness, to get your maracas out. Samba de Amigo first burst onto the scene on SEGA’s much loved Dreamcast and was actually developed by Sonic Team if you didn’t realise it. It also came out as an arcade experience before next surfacing on the Nintendo Wii. The game plays with you in amongst a vibrantly coloured carnival, armed with your maracas you control Amigo, one of SEGA’s two monkey mascots (the other being Super Monkey Ball‘s AiAi, strangely the two have never been seen as rivals in the Superstars/All-Stars titles. Which has always puzzled me.) You move and dance along to a selection of upbeat tracks, shaking your controllers in time to the beat and occasionally having to strike a pose. It’s a simple enough title, and well and truly puts the party into party game.

VR needs more games like that I think. More games that are just full on fun and colours. It’s why Balloon Chair Death Match got people excited, it was a simple premise and it looked fun. Job Simulator is the same. Bright colours and positively oozes fun. Yes, we can all enjoy a nice serious game with high stakes, but in dammit we all just want to be silly sometimes. Samba allows you to do exactly that. Now, what I’m essentially asking you is to imagine this in VR. Please watch the video below as in this instance it is important to what I’m writing about.

A warning before you do however; if you are wearing headphones please turn them down. There’s some loud audio distortion on the video from the outset.

Just look at this man. Look how bloody happy he is. He doesn’t care he’s in the middle of an arcade, he doesn’t care he has a crowd. He’s just going for it: a master at work. Nevermind your beloved Salt Bae (a reference I realise will date this article terribly), in your heart of hearts you wish that were you. You wish you were as cool as the Samba Bae.

Now I’m waving any potential wire-based issues here. Forget ’em. Let’s lay it out. You put on the headset and you step into a party; a “Carnaval de VR”. Everyone around you is interacting with you. The movement is infectious. You are the centre of a mass celebration with bouncing creatures and an equally bouncing musical beat. You have motion tracking controls. You wave them about in time to the music. It’s escapement, elation, exercise and fun. Now we bring things up to date with the new technology and throw in a dash of evolution to the game as well. Unlike before you can use the sensors or PlayStation camera to fully track your movements. All of a sudden Samba can have a touch of Dance Central in it, evolving it into a bit more of a full body game with one stroke. You have greater accuracy than ever before on the controllers, the game can actually see you for the first time and you get one of the most smile inducing experiences on VR. As an added bonus it gets to be a game franchise fully realised on VR, something people are clamoring for.

Yo SEGA. You’ve got my number. Call my people (me) and let’s make this happen. I’m totally open to being Producer on this thing. SAMBA! Du du de-du du-du du de-du…

Condemned 

There’s a very good chance you don’t remember Condemned: Criminal Origins. There’s an even better chance you’ve never played it or Condemned 2: Bloodshot. Which is a pity really. Condemned is a first-person experience which puts you in the shoes of Ethan Thomas, a police officer investigating a murder which slowly takes him down a path to discovering secret societies, mysterious entities, encountering nightmarish visions and the city falling into the grip of madness. Both games are a twisted mix of dark menacing settings, genuine scares that mess with play on psychology and improvised combat usually involving whatever Ethan can get his hands on. It’s frantic, up in-your-face stuff and perfect for VR with the combat emphasis on melee.

It’s not just that though. The first Condemned game especially has you dealing, within your role as a police investigator, a number of different crime scenes. These are technical, and involve you hunting for clues, such as finger prints and making deductions. What Condemned is, is what I suggested it could be back at E3 2016. It could be the Batman VR game you’ve always wanted but combined with all the best twisted bits of Resident Evil VII.

We’ll just ignore the bit about shouting people to death from number 2. (Check out my good friend John’s Let’s Play of Condemned 2 to see what I mean.)

That’s all for this week. On next week’s selection of titles we’re embracing freedom in a couple of ways and I use the term “wave shooter”. Which will probably annoy people. Until then…

VR vs. Nostradamus – Part 3

Okay boys and girls, this is the last week of this, I promise. But it does set us up nicely for what comes afterwards and there are some relatively big topics still to address. Before we get to that there is some other business to attend to, since I was asked whether or not this weekend just gone’s live streamed HTC Vive tournament counted for my ‘VR Only eSports Tournament’ prediction. In short, the answer is no. Had I been aware of it at the time of writing I would’ve been slightly clearer of course; but this tournament would need to be slightly bigger in scale than a live stream by one of the platform holders.  That said, it was very nice to see and another indication that perhaps what I inferred isn’t that far away.

Casting the runes out onto the carpet the fates say…
Bethesda Pulls The Trigger

It may be hard to recall right now in 2017, but do you remember the excitement at E3 when Bethesda surprised the world with not just a DOOM VR experience but a Fallout 4 experience as well? We’ve heard precious little about either experience since August and you’ve got to wonder what with the team have learnt whether or not we might see something more whole at this year’s E3. So that’s my prediction, Bethesda, a year later come back with a full and proper experience and not just a demo. VRFocus described DOOM VR as “a great showcase” and Fallout 4 as “woefully short”, but in all honesty I’d like to see both get their due on the HTC Vive.

If one of the more mainstream studios is going to be brave and be the one to go for it Bethesda is not a bad bet.

Staring at the dripping wax from the candle I see…
China Rises

We’ve talked about it on a number of occasions but whether it is industry or football, China’s rise to a true powerhouse (economic in this case) has been on the cards for some time. Ignoring the politics the country is very good at getting its ducks all in a row and China look set to be by the end of 2017 a VR power in waiting. Certainly it will become a talking point at the end of the year as to who will be the industry leader in the Asian block.

VR in China

Using a whirlybird fortune teller I can tell you will marry David from your Geography class, and also that…
Apple Waits

Will they? Won’t they? They will, but not just yet. Apple will of course enter the VR/AR fray at some point it’s as nailed on as you can get. As I’ve mentioned before the company is not keen to let rivals get a head start on them, but in this instance Apple might just be playing the smart long game. Letting everyone else do the developing and the building before storming in with something to kick off a Gen 3 perhaps?

For me though it’s more that Apple simply have other things to concern themselves with at this time. People aren’t happy with the company, they’ve still – somehow – got lawsuits and court cases about patents and tax to deal with and more importantly they’ve a product line that their customer base is growing in burn out and disinterest.  Do they really want to leap into battle against Facebook, Google, Samsung, Microsoft, etc?  A year to steady the ship with some solid crowd-pleasing updates and a 2018 when they can then go on the offensive.

Holding the swinging pendulum it indicates…
VR Does What Nintendon’t

So the Nintendo Switch (*insert click noise here*) announcement occurred and naturally everyone lost their minds, before a very high percentage proceeded to lose the contents of their wallets as well. 2017 I feel will bring much more of the same from ol’ Ninty when it comes to VR.

Person X isn’t keen, it doesn’t work. Person Y is keen, it does work. Person Z suggests it is something the company has to look into and in fact they are. Round and round and round it goes. Where it stops nobody knows. Least of all X, Y and Z.

No headset will be announced for the Switch – which is just as well in some ways based on the pricing of some of the peripherals. Nintendo will continue to um and arr and be grumpy that you, me, and everyone else keep asking them about it. Much like the SEGA advert of old, whatever anyone says when it comes to VR Nintendon’t and Nintenwon’t.

Reaching out into the void for consultation with the spirits of the dead I pause for a moment-
And Speaking Of SEGA…

Where the heck is SEGA? No really. If you look at SEGA historically they’ve been frightfully keen since they went third-party to get in on the ground floor with new technology and have something ready from the get go. Flinging an old franchise or an evergreen franchise at the tech in the hope that if it sticks it’ll see them in prime position. This has not worked particularly well in the past, (trust me, I’ve worked on some of them) yet they have persisted. Be it SEGA Superstars on EyeToy, Sonic Free Riders and Rise Of Nightmares (whose artwork seems to get plagiarised a lot on horror image asset packs) on the first Kinect. That Sonic deal with Nintendo on the Wii U? Remember that?

For VR though? They’ve had a couple of Hatsune Miku games of course. They did have those for launch of the PlayStation VR. (Not that they yelled particularly loudly about it.) But that’s tempered by the fact that,well… Their name might feature in one of the titles but Miku and the Vocaloid brigade aren’t exactly SEGA’s intellectual property.

hatsune-miku-vr-future-live_1

Has anyone even mentioned SEGA’s franchise library in the VR discussion yet? I’m not talking about Creative Assembly wafting a 360 video at us that one time. An actual SEGA game.

I predict 2017 will rectify that and we will have a familiar traditional SEGA franchise on the books for VR. Maybe even a resurrected one. There’s plenty to choose from. So many that it gives me an idea. Come back next week as I go through the ten franchises SEGA would be crazy not to bring to VR.