When Edge of Nowhere was announced this past June, I’ll admit I was a bit puzzled. The value proposition just does not make sense to me at the time. Why an early adopter, investing in the promise of immersive Oculus Rift, not even bother with an adventure game in the third person?
But after 30 minutes with the demo shown at the Game Developers Conference 2016, I am a totally different spirit. Edge of Nowhere promises to be a must-have title Oculus. It represents a jump carefully calculated by Insomniac Games and confident in VR, and I can not wait to see the final product.
Why Insomniac team elected to go with a perspective in third person is simple. At present, most potential players just are not acclimated to being in VR. Trivia nausea and discomfort in games in the first person are common even among experienced players.
Insomniac creative director Brian Allgeier said his team wanted to ensure that their players were as comfortable as possible, and a perspective in third person was a simple way to achieve this.
With stomachs players at ease, Insomniac has had the leeway to mess with their minds at a much deeper level.
“We just love the idea of VR and horror,” he said. “This fear of not knowing what is around every corner and be able to look around. ”
Edge of Nowhere is based on H. P. Lovecraft novel of the Mountains of Madness. It puts players in the shoes of Victor Howard, a man in search of his friends in the snowy wastes of Antarctica. But as the game progresses, Howard starts going slowly mad.
“He can not really trust his sense of where he is at all times,” Allgeier said, “and we like the concept of being in virtual reality, while at the same time do not know what is real versus what is not real in the game. this is a racing theme that goes throughout “.
At the end of my demo, Howard fought the horrible monsters that defied description must be transported from the heart of an ice cave all the way around the world at the Miskatonic University. In the final moments, he began hallucinating conversations with people that are not really there and imagine himself in places he has not visited in years.
“There is much we can do with becoming crazy,” Allgeier said, “Victor transporting to different parts of his memories. That’s something that will constantly surprise people when they get to play. ”
The most impressive part of the demo was how the VR experience has improved the traditional third-person gameplay.
Much of my time was spent through ice sheer walls, picking my way with ice axes and crampons for the period. As I leapt from wall to wall, the extended scene above me and below me. Looking down I could give myself a palpable sense of vertigo. But when it became too intense, I just refocused on gameplay presented right in front of me.
Allgeier explained how some interactions Insomniac designed to encourage players to watch. Pieces of ice would rain down on me as I climbed, but looking up I could dodge them. horrible creatures hid in the shadows of the ceiling, waiting for their time to get and eat me. But looking up, and plan ahead, I could throw a rock their way to dislodge them, leading to an easy kill melee.
An interesting feature of the game is the way it has treated cutscenes. When I interacted with an object of perspective in the third person disappeared and the camera came tight – almost between Howard and I. It was like I was standing next to him in the same conversation circle.
He does not think I know that almost a cutscene before. It was almost intimate, and certainly something completely new for me in VR.
Right now, Allgeier said, his team is not quite sure how long the game will be. He put it in the strangely large range of 2-10 hours. It is also not sure how much it will cost. All he could tell me is that it would be ready shortly after the launch of the Oculus this spring.