Schlagwort: narrative

  • Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

    Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

    Reading Time: 7 minutes

    Summary

    • Afterlove EP is a new slice-of-life adventure from the creator of Coffee Talk and What Comes After.
    • Pikselnesia shares how the team navigated its own grief alongside the game’s emotional beats after its founder unexpectedly passed away.
      Afterlove EP is out today on Xbox Series X|S.

    When we, Pikselnesia, first heard the pitch for Afterlove EP from one of Indonesia’s greatest narrative minds, Fahmi Hasni, we knew it would be something special. But we never expected everything to unfold the way it did.

    I first met Fahmi, funnily enough, through a dating app. After a very brief entangling, it quickly became clear that we were meant to create something far greater than just a fleeting companionship. Even before What Comes After took shape, he was already dreaming about what at that time was called Project Heartbreak. Back then, he didn’t even have a story – just a feeling he wanted to capture. The ache of trying to move on while the voice of lost love still lingers in your head.

    Then, just as we were stepping into full production, Fahmi passed away. I remember spending a lot of horrible months in my grief wondering what went wrong – if anything could have gone differently. Fahmi’s passing was sudden, tragic, and utterly shocking.

    When our team and publisher eventually chose me to be the Narrative Lead, I knew exactly what to do. Our protagonist would feel what I felt.

    I was going to put him through hell.

    As the team hurled itself into continuing production in the dark, I knew each of us struggled to fill the giant hole Fahmi had left. Our producer, Ivor, had known Fahmi since before his days as a gaming journalist. Now, he had to shoulder the impossible – leading a studio without its heart. He managed Pikselnesia, coordinated with our publisher Fellow Traveler, and kept Fahmi’s family updated. I knew he was skilled – his years in the AAA mobile game industry proved that – but guiding a grieving team while mourning a friend must have been gut-wrenching.

    Our other co-lead, Damas, was a pillar of the Indonesian gaming industry. His Bandung-based studio – Rolling Glory Jam – had been our backbone when we released What Comes After years before. Then there was Giri, who I had worked with on What Comes After. Seeing him again as Lead Programmer for Afterlove EP felt like reuniting with an old ally. Our other programmer, Dany, took on even more – stepping into the role of Creative Director while still managing the back-end of our PC and Nintendo Switch builds. I had seen all these men stand beside Fahmi before. Though I perhaps would never fully grasp the depth of their grief, I could feel their determination to complete Fahmi’s final masterpiece, the swan song of his dying breath.

    Even when Afterlove EP was just a conversation I had with Fahmi over coffee, Fahmi already knew he wanted Soyatu to lead the art direction. I remember being in awe – Soyatu’s unmistakable style, in an artful game about death? It would surely be a head-turner. I was relieved when Fahmi also found Pinga to create background arts that perfectly complement Soyatu’s lively characters. Together, their work felt seamless. And when Maxi joined the team, everything clicked into place. Watching Soyatu’s characters come to life – actually walking, actually talking – was surreal. It made sense, though. Maxi had worked with Giri before at Thinker Studio, and I never doubted his talent for a second.

    This all-star team was exactly what Fahmi’s vision needed – anything less simply wouldn’t have sufficed. His love for Jakarta ran deep. The chaotic sprawl of the streets, the hidden gems tucked away in hole-in-the-wall eateries, the city’s thriving music and art culture – all of it shaped him, and his hopeless romantic tendencies. That was why he brought L’Alphalpha into the project so early. The shoegaze band has a unique, distinctive sound that is somewhat cinematic, exceptional lyrics written in Bahasa Indonesia that are melancholic without being maudlin, the type of songs that recognized pain but never let it consume you. It was everything Fahmi wanted Afterlove EP to express.

    In Afterlove EP, you step into the life of Rama, a deadpan young musician grieving the loss of his girlfriend, Cinta, who died from a fatal heart disease. Coping with the weight of her absence is already overwhelming – sorrow, trauma, and guilt twist together in a relentless storm. But what makes it even harder is that Cinta’s voice never truly leaves him. She lingers in his mind, speaking to him, questioning him, making moving on feel impossible.

    As Rama stumbles toward a new chapter in his life, he faces choices that shape his future – including three potential love interests: Mira, Regina, and Satria. Yet, Cinta remains. She watches. She comments on his decisions. She even occasionally disagrees with how he tries to move forward, a presence that refuses to fade into memory. Meanwhile, his band, Sigmund Feud, is barely holding together. His absence during his deepest grief took its toll, and when he finally returns, he somehow manages to make things worse. Anyone who has tried to start a band with friends in a garage will understand – sometimes it’s tangled in personal drama, other times it’s clashing ambitions. But in every indie band, there’s always that moment when everything feels like it could fall apart.

    As you navigate Rama’s life in the most eventful month of his new life, you’ll be immersed in Soyatu’s signature art style – not just in character sprites you’re controlling and interacting with, but also in beautifully crafted comics woven throughout the game.

    You’ll also be able to control how well Rama plays with the band in both practice sessions and live performances, as you jam out to L’Alphalpha’s incredible shoegaze post-rock soundtrack.

    Jakarta itself plays a crucial role in Afterlove EP, with real-life locations that meant the world to Fahmi and our team. Who knows? Maybe one day, you’ll find yourself wandering these same streets, seeing the city through his eyes, and understanding why he fell in love with it.

    There’s so much more to discover, but I don’t want to spoil the wonder of experiencing Afterlove EP for yourself. So, I’ll end here – with my deepest gratitude to everyone who has supported us on this journey. We’re finally at the finish line, and it’s because of you that we were able to bring Fahmi’s final masterpiece to life. Until later when we meet again, friends.

    Afterlove EP

    Fellow Traveller

    Taking place in the vibrant city of Jakarta, capital of Indonesia, Afterlove EP is a blend of visual novel, narrative adventure and rhythm game from the creator of Coffee Talk and What Comes After. Step into the shoes of Rama, a young musician struggling to move on with life after the death of their girlfriend, Cinta. Whilst his close friends and bandmates are all determined to help him move on, Rama has been stuck for more than a year. He’s neglecting his music, his mental health and his relationships. Making things harder, he’s hearing Cinta’s voice inside his head, unsure if she is a spirit or part of his imagination. Now he has just one month to get it together! Rama’s band has a critical gig in one month’s time. Either he gets serious about his music and delivers the new songs he has been promising or the band will move on without him. KEY FEATURES
    • An emotional new story from the creator of Coffee Talk and What Comes After.
    • Set in a vibrant and authentic recreation of modern day Jakarta, Indonesia • A blend of narrative adventure, visual novel and rhythm game elements – explore, talk, jam out!
    • Multiple endings and story paths – over 28 days and nights, it will be your choices that determine the path Rama takes.
    • Featuring the distinctive art of renowned Indonesian indie-manga artist, Soyatu.
    • Featuring an original soundtrack from popular Indonesian band, L’alphalpha.

    Website: LINK

  • New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase

    New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase

    Reading Time: 5 minutes

    Hi, Xbox Wire readers! Today, we held our annual Whitethorn Winter Showcase, where we shared some fantastic new trailers and new details about our upcoming games coming to Xbox this year! Also, the team from the ID@Xbox Developer Acceleration Program joined us to share some information about how the program helps empower underrepresented creators to bring their games to Xbox, and revealed a new title to join our line-up of inclusive, accessible, easy-going games.

    In case you missed the premiere, you can catch the replay by visiting the Whitethorn Games YouTube channel.

    Now, let’s take a look at some of the announcements:

    Slime Heroes

    ID@Xbox Helps Whitethorn Games Reveal Pancake Games Partnership

    ID@Xbox Developer Acceleration Program Lead, James Lewis, sat down with CEO and Founder of Pancake Games, Tomas Gomez, to talk about how the program has worked with the studio to bring their upcoming 3D action-adventure game Slime Heroes to Xbox and announce Whitethorn Games partnership to help bring the title to launch. But wait — there’s more! Whitethorn revealed a new trailer, showing off a terrifying (and yet somehow adorable) new boss and new area players will get to explore at launch!

    Slime Heroes takes you on a journey through a whimsical world entrusted to an unlikely hero — a slime — who must save it from a mysterious corruption. You’ll journey through the expansive 3D world — alone or with a friend — encountering ferocious enemies, challenging but approachable puzzles, and uncovering forgotten treasures. Help your slime become the hero they were meant to be by consuming magical gems and dynamically combining them to create unique and powerful magical skills to help you take down even the most corrupted minions and bosses. Discover a touching story of overcoming expectations, friendship, and forgiveness as you progress because even slimes can be heroes!

    Botany Manor

    Botany Manor Gets a Release Date

    The wait is almost over for Balloon Studios’ stunning first-person plant-puzzle game. Botany Manor is coming to Xbox — available day one with Xbox Game Pass — April 9, 2024! During the showcase, the studio released a new trailer revealing some new forgotten flora for players to bring to bloom.

    In Botany Manor, you’ll travel back in time to the 19th century and take on the role of retired botanist Arabella Greene, researching long-forgotten plants that require some very unusual conditions to make them blossom. You’ll get to explore a majestic English manor house and its beautifully cultivated gardens to uncover Arabella’s decades of research and solve puzzles to figure out the exact conditions each plant requires. As you explore the tranquil homestead, you’ll also learn more about Arabella’s life and struggles as a woman in the botanical sciences during that era.  

    Mythwrecked

    Mythwrecked: Ambrosia Island is Coming to Xbox at Launch

    Your Island getaway is close at hand — Mythwrecked: Ambrosia Island is coming to Xbox this summer! In a new video, Polygon Treehouse’s Alex Kanaris-Sotiriou shared an in-depth look at more of the gameplay, including a comprehensive look at the central friendship mechanic, treasure hunting, and much more!

    Summer can’t come soon enough because we’re so eager for you to walk the beautiful sandy beaches of Mythwrecked: Ambrosia Island. Playing as backpacker Alex, who finds herself shipwrecked on a stunning Mediterranean Island, you explore a gorgeous vacation-worthy setting and meet the many residents of the Island — who just so happen to be the gods of Greek myths and legends! Something is amiss, however, as you discover the gods have forgotten who they are. It’s up to you to befriend them, search for clues and treasures to gain their trust, and help them recover their memories so they can help you in your search to find your way back home!

    Magical Delicacy

    New Magical Delicacy Gameplay Revealed

    We’re gearing up to cook up a storm this year with the cozy Metroidvania-lite cooking game Magical Delicacy — coming to Xbox, available day one with Xbox Game Pass this year! To get you ready to venture off on your own culinary adventure, solo developer sKaule dropped by the showcase with a special message and a new gameplay trailer showing off more of the town, its community of adventurers, ingredients, and of course, delicious recipes!

    Journey as the young witch Flora to the charming harbor town of Grat, and whip up and deliver some tasty treats for the town’s eclectic residents. As you traverse the 2D platformer inspired by Metroidvanias, you’ll visit shops, meet the interesting townsfolk, and take on quests to collect recipes and gather exotic ingredients. A good chef is resourceful, so you’ll be able to take your customizable recipes to the next level by foraging throughout the town and growing yummy veggies in your garden. With secrets, mysteries, and drama to unravel in the bewitching linear story, Flora’s adventures in Grat are sure to whet your appetite and leave you saying, “Bon Appetit!”

    Accessibility in Games Matters

    Making sure that gaming is an inclusive experience is an important part of the games we publish, so as part of our showcase, our Chief Accessibility Officer, Britt Dye, outlined some of the accessibility features that will be available in our upcoming games. From high contrast and color-blind visual accommodations to dyslexia-friendly fonts, multiple control configurations for two- or one-handed play, adjustable camera settings, non-narrative descriptive text and more, we are dedicated to making sure that as many players as possible can enjoy their gaming experience. In addition to the showcase, you can also find more detailed information about the accessibility features for each of our games on our website.

    We hope you enjoy the showcase and announcements. We’re looking forward to sharing even more news about each of our 2024 titles coming to Xbox, so stay tuned!

    Website: LINK

  • Creating the Bahnsen Knights Universe – A Love Letter to Old-School Games and Pulps

    Creating the Bahnsen Knights Universe – A Love Letter to Old-School Games and Pulps

    Reading Time: 5 minutes
    • LCB Game Studio’s third Pixel Pulp, is out now on Xbox.
    • Unique interactive fiction experience merging 20th-century ‘Pulps’ with 80s game aesthetics.
    • A captivating fusion of undercover cop drama, supernatural beliefs, and tornado-chasing road trips.

    Bahnsen Knights is the third Pixel Pulp released by LCB Game Studio. A Pixel Pulp is our own way of understanding interactive fiction, trying to bring together two distant elements such as the genre narratives of the early twentieth century— the so-called ‘Pulps’—and the computer games of the 80s, with their limited palettes and with a whole history of possibilities ahead as a medium.

    But what we term “Pixel Pulps” is not mere nostalgia; it’s a glimpse into a past that might have been.

    History of Bahnsen Knights

    In Bahnsen Knights, players assume the role of Boulder, investigating the disappearance of a fellow Agency member by infiltrating the Bahnsen Knights—a cult led by Toni, a former used car salesman. Toni believes that hell is above us, and tornadoes are the devil’s doing. With his Bahnsen Knights, Toni drives his Sierra to conduct ‘road exorcisms’, as a way to fight F5 tornadoes.

    As with all Pixel Pulps, Bahnsen Knights aims to craft a gripping narrative experience reminiscent of stories published in pulp magazines from the first half of the 20th Century—stories that refuse to release their grip on readers.

    BK screenshot

    Art of Bahnsen Knights

    The starting point was the color palette of the ZX Spectrum console, limited to six colors plus black and white with two levels of brightness. Although the palette can be strident when used in its entirety, this is part of its charm and nostalgia.

    To create distinct identities for each game, we reduced the palette to a couple of colors for each Pixel Pulp. Drawing parallels with magazine printing techniques—mixing small dots of two colors to create the illusion of a third color—we aimed to achieve this effect.

    In Bahnsen Knights, centered around an undercover cop, saturating everything in red felt appropriate, creating a continuous sense of alertness. Combining it with magenta gives the visuals a vibrant neon 80s quality that complements the story perfectly.

    BK screenshot

    Input in Bahnsen Knights

    Our Pixel Pulps use a choice-based input system, extending beyond choose-your-own-adventure decisions to control mini-games. In Bahnsen Knights, this is no different. This system not only aligns with certain game genres we love but also allows us to experiment with game design elements such as time, muscle memory, and reflexes. And like our other Pixel Pulps, Bahnsen Knights includes a variant of a solitaire we designed… Cross Solitaire!

    Time in Bahnsen Knights

    Time is a crucial element that enhances the gripping nature of the story. As an infiltrated agent, Boulder is always on the verge of discovery, leaving no room for rest.

    Experimenting with quick-time events, counters, and other game design resources, we aim to break the passivity of reading an interactive fiction, where time is usually on the player’s side—one of the achievements of the game has to do with this, specifically with the reading time… can you unlock it?

    BK screenshot

    What Could Have Been and What Might be

    Our Pixel Pulps – rooted in pulp-like narratives, pixel aesthetics reminiscent of a 1980s that might have been, and a control system that allows itself to experiment as if the video game industry hadn’t already calcified some design practices – are not products of a past we yearn for, but of a past yet to come. We hope you enjoy discovering this little universe of ours!


    Xbox Live

    Bahnsen Knights

    Chorus Worldwide Games

    $9.99

    In a world of religious fanaticism, F5 tornadoes and Ford Sierras you are Boulder, an undercover agent. Your assignment sees you infiltrate the Bahnsen Knights, a deadly, supercharged cult with an enigmatic leader. In this murky and dangerous world you must keep your wits about you and stay alive to unravel the mystery behind an old friend’s disappearance. Who are the Bahnsen Knights?
    The Bahnsen Knights are the fastest cult in the land. Powered by religious fanaticism and supercharged Sierras they follow their charismatic leader Toni as they unleash hell upon earth. What are their aims? Why are they performing ‘route exorcisms’ and babbling about ‚miracles on the road‘? And adding to the enigma: Why are they holding paranormal investigator Lou Hill captive in a trunk? An enigmatic leader
    The Bahnsen Knights’ highest authority, Toni, is an ex-car salesman preaching that Hell is not below but above us all. He was being investigated by agent Cupra, one of your oldest friends in the Agency. But now Cupra’s gone. Does Toni have something to do with his disappearance? An undercover agent
    You thought you had seen everything in all your years working for the Agency, but this assignment is something else, something personal, something darker… and it scares you. Will you be able to keep it together for long enough to uncover what happened to Cupra and take down Toni and the Bahnsen Knights once and for all? Danger lies around every corner and every conversation. You just need to stay alive! Features
    – Immerse yourself in the story with its rich, branching narratives and evocative illustrations
    – Decide the fate of characters in ‘Choose Your Own Adventure’ style gameplay
    – Earn the trust of the Bahnsen Knights to survive the investigation
    – Piece together more of the interconnected world of Pixel Pulps
    – Accessible, brain-tickling puzzles throughout the story… including the return of solitaire! A Pixel Pulps adventure
    Bahnsen Knights is a standalone experience and the third in the Pixel Pulps series of interactive adventures. Created by novelist Nico Saraintaris and artist Fernando Martinez Ruppel, Pixel Pulps fuse exceptional writing and stunning illustration, inspired by mid-20th century pulp fiction and 80s home computer graphics. The first volume comprises three games: Mothmen 1966, Varney Lake, and Bahnsen Knights. Bahnsen Knights, like all the Pixel Pulps, is made to be played by anyone who enjoys fine storytelling.

    Website: LINK

  • Tourist Trap: a Surrealist Dark Comedy Adventure

    Tourist Trap: a Surrealist Dark Comedy Adventure

    Reading Time: 3 minutes

    Greetings from sunny South America…

    Tourist Trap is a 2D hand drawn point & click adventure game with a strong focus on narrative and light puzzle solving. It´s a surrealist comedy with a dark secret at the core of the story. In a fictional South American tourist town called Santa Ballena, we play as a young tour guide, Lucas, who uncovers a conspiracy involving local abductions and an menacing corporation controlling the town.

    Developed by TragicoMedia, a two-man studio composed of myself and Manuel González Larrauri, the game tells a very personal story and has many layers but mainly revolves around the two sides of its plot.

    On one hand, the main text of the story about a tourist colony ruled by a foreign corporation and the lives of the many exploited locals that try to survive within it, is very much inspired by Manuel’s experience growing up in a working-class family in Punta del Este, Uruguay. As a coastal tourist town it suffers from most of the game’s fictional ills, such as no real economy beyond service to wealthy foreigners, no interest from the government to care for its population or infrastructure beyond the summer months and an ever rising sense of despair and wish to escape.

    TT screenshot

    On the other hand, the game also addresses the issue of touristification, which is not unlike the situation of cultural industries in the global south. Drawing parallels between working as an artist, developer or creative of any kind and living in the Global South. Meaning that one must choose to either entertain the tourists (i.e., Global North audiences) by serving to their tastes, culture and language (i.e., developing game in English based around a gaming culture developed by and for the Global North), or cannibalizing their own culture for profit (i.e., making games in English but featuring highly marketable elements of one’s culture).

    TT screenshot

    It’s naive to believe that the games industry should be safe from colonization or the Global North cultural influence, but as artists we are tackling the issue with the tools we have.

    Tourist Trap has something of value to add to that objective.

    We hope you enjoy Tourist Trap on Xbox!

    Xbox Live

    Tourist Trap

    TragicoMedia

    1

    $9.99 $8.99

    Welcome to Santa Ballena…
    A sunny paradise where you can free y̵o̶u̶r̸ ̶m̷i̴n̵d̴,̸ ̴r̸e̷l̵a̷x̶ ̶a̶n̶d̸ ̸e̴n̵j̷o̴y̷ l̴͖̈ḭ̴̈́f̶̣̚ë̵͎ ̶͙̇a̴͍̓s̴̳͑ ̴̺̈ȁ̸̢ ̸̡̆t̷̗͑ṛ̵͌ư̷̤e̸̩̚ ̵̡̓l̶̠͒ǫ̸̍c̵̞̎a̸̹͑l̶̺̂.̴͌ͅ Tourist Trap is a surrealist dark comedy point & click adventure set in Santa Ballena, a South American town affected by tourism gentrification.
    Introducing Lucas, a young tourist guide, who finds himself in the middle of a conspiracy involving local abductions, political rebels and Pharos, the shady foreign corporation controlling the town.

    Website: LINK

  • Find Humanity in War with Long Gone Days

    Find Humanity in War with Long Gone Days

    Reading Time: 4 minutes

    A Quick Intro to Long Gone Days

    Long Gone Days is a JRPG set in a near-future, war-torn version of our world. Through a mixture of traditional exploration, expressive storytelling, and innovative turn-based combat, this game explores human connection during war with a focus on civilians, language barriers, and borders.

    You play as Rourke, a young man who has trained all his life to be a sniper for The Core—a secretive and militaristic nation with a charismatic leader. Rourke believes strongly in the ideals of his nation, but on his first mission he stumbles into a vast conspiracy that strains his conscience and drives him to desert.

    As an idealistic fugitive, Rourke will go on an odyssey to escape The Core’s clutches and avert the catastrophe they’ve set in motion. This journey will take Rourke across Europe, and in each new country he encounters a language barrier (including German, Polish, and more) that must be deciphered to progress.

    LGD screenshot

    Expand Your Skills by Forging Bonds with a Party of Comrades

    Luckily, Rourke has help. Along his way, Rourke will forge bonds with a diverse party of colorful and well-rounded characters. Each party member contributes potential story arcs, valuable skills in and out of combat, and, crucially, fluency in new languages that allow Rourke to communicate with locals and achieve his goals. These characters form the heart and soul of Long Gone Days, and they serve as bridges between the player and the distinct communities found in each of the game’s three major cities.

    These party members include Adair, a cool and collected fellow soldier who has trained as a medic, and in so doing seems to have made peace with the cost of war. By contrast, players will also meet Lynn and Ivan – civilians who find themselves under attack by the Core. Lynn is quiet but won’t hesitate to fight tooth and nail for those she loves. Meanwhile, Ivan is a pacifist who will not hold a gun but contributes everything he can to support the party—including foreign language skills and some fantastic cooking. Atiye and Pascal are two fan-favorite characters from later chapters in the game, and while we don’t want to spoil too much of their stories, suffice to say each brings a unique set of skills, perspectives, and language capabilities to the table.

    LGD characters

    Overcoming Language Barriers is Key to Progression

    As characters join your party and contribute their linguistic skills, a world of possibility opens. When you first arrive in a new city and can’t understand the language, you’ll find yourself feeling a bit alienated and without much freedom—much like in real life. But once you unlock the ability to understand the locals, you can make your way through each town, access shops, and progress storylines. Beyond the main plot, being able to communicate lets you engage with the numerous side-quests in each chapter.

    Through both the main and side quests, the ability to speak the local language lets Adair and the party quickly become enmeshed in the lives of others. The game’s quests focus on the small stories of specific characters, but each also feeds into the larger plot. For example, you might evade curfew to bring medicine to a home-bound grandmother, help a local animal shelter search for stray animals before a city is evacuated, or help defang propaganda by covering it in hand-made art. With language as the key, these quests all unlock heartfelt emotional moments rooted in the people and the culture on display in each chapter.

    LGD screenshot

    Languages, Borders, and Human Empathy

    Language and communication are powerful concepts, and they are at the heart of what Long Gone Days is trying to say. On the one hand, language can feel like an insurmountable, alienating barrier. Yet, the moment one understands another, they can freely access a new world of humanity—they can once again find common ground. In this way, through its unique language mechanics, Long Gone Days consistently highlights the beauty and importance of people, no matter their circumstances or nationality.

     Long Gone Days is out today, October 10th, on Xbox! We hope you’ll join Rourke on his journey to fight for a future he can believe in. For more updates on the game, follow @SerenityForge on Twitter!

    Xbox Live

    Long Gone Days

    Serenity Forge

    $24.99 $19.99

    Long Gone Days is an RPG set in the real world about human connection during war, focusing on civilians, language barriers, and borders. Follow Rourke, young man trained from birth to be a sniper for The Core— a subterranean paramilitary state. On his first mission, he is sent to the surface under orders of great significance. Motivated to finally be able to show the fruits of his training, he carries out his first orders to perfection only to find out that The Core was far from being the noble organization he thought he knew.

    Website: LINK

  • Dinobreak Stampedes onto Xbox Series X|S and Xbox One Today

    Dinobreak Stampedes onto Xbox Series X|S and Xbox One Today

    Reading Time: 4 minutes

    Hello Survivors!  My name is Evan Wolbach, co-founder of Dead Drop Studios. Today I’m thrilled to share all sorts of juicy morsels about our latest survival horror title, Dinobreak. It’s our most action-packed game yet, and it absolutely sings (or roars!) on Xbox Series X|S and Xbox One.Prepare for a truly primal terror!

    DB screenshot 3

    More Fun Than a Barrel of…Dinos?

    Up until now, we’ve created classic survival horror games featuring the undead in the Outbreak series.  Dinobreak changes that with a more action focused approach, and of course, plenty of scaly beasts to take down and flee from. Building upon our years of know-how and on feedback based on Outbreak: Contagious Memories, Dinobreak is a fresh romp featuring an original story, new and accessible difficulty options, our best visuals yet, unlockable modifiers and cheats, and a bonus mode that’s sure to be a blast to replay again and again.

    DB screenshot1

    Use Multiple Cameras for a Different Experience

    Similar to Outbreak: Contagious Memories, you can freely choose your camera type in Dinobreak.  Whether you prefer a traditional, over-the-shoulder camera, a more modern first-person view, or you have a hunger for that classic fixed-camera style, Dinobreak has you covered.  The game is fully playable in all views, and you can even swap between them on the fly, so explore the way you want to.

    Dinobreak - screenshot

    Avoid Eggs to Conserve your Resources!

    In this adventure, you once again step into Lydia’s shoes to escape Cypress Ridge, but this time it’s being ravaged by dinosaurs. You’ll be taking down hordes of raptors while carefully managing your inventory and solving puzzles. You can choose to sneak around eggs to avoid encounters, or you can go in guns blazing and take down every last primordial pest in sight. Don’t take too much time deciding, though; spend enough time in an area and those pesky eggs will start hatching.

    Dinobreak - eggs in a lab

    Fun for Both First-Time and Veteran Players

    For the first time, we’re offering extra, easier difficulty options so that fresh meat to the world of survival horror can play and enjoy Dinobreak.  In assisted and easy modes, you’ll find plenty of ammo and pick-ups so you can get acclimated to the basics of survival.  If you crave a more savage challenge, hard and primal difficulties will put your back to the wall as an army of dangerous beasts threaten to tear you limb from limb. Gulp!

    Dinobreak - closeup

    More Than Just Story Mode

    As with most of our titles, Dinobreak features a bonus mode. This time, you can enter Operation: Feral Raptor, score huge points, and escape while also saving other survivors.  Both this and story mode are playable in local co-op, so abscond with a friend to experience a different type of fear. Dinobreak rampages to Xbox Series X|S and Xbox One today via Smart Delivery. Can you escape before nature’s most fearsome creatures turn you into their lunch?

    Xbox Live

    Dinobreak

    Dead Drop Studios LLC

    8

    $19.99 $15.99

    The crises of the past return in DINOBREAK as dinosaurs overwhelm a metropolitan city on a fateful night in 1999. Band together with survivors across the city to uncover the origins of the onslaught, and find a path to safety. DINOBREAK looks, sounds and plays like a ’90s-era survival horror game. Cheesy acting, extreme gore, exhilarating action, and resource management await as you fight through hordes of dinosaurs to escape alive. Take one last trip to the world of survival horror in this one-of-a-kind adventure.

    Website: LINK

  • Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Reading Time: 6 minutes

    VR has the awesome power to make players feel super-heroic like never before. With Doctor Who: The Edge of Time, arriving to Viveport and Viveport Infinity tomorrow, developer Maze Theory had the herculean task of bringing one of the most iconic heroes in sci-fi history to life in VR, placing a Sonic Screwdriver in their hands and tasking them with protecting the universe. We had a chat with them to find out what went into making this thrilling VR adventure.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=OwjiiXyBaKA?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the crew at Maze Theory

    Marcus Moresby: I’m the Creative Director here at Maze Theory. We’re a digital entertainment studio focusing on ‘Evolutionary storytelling’ – which is our way of describing narrative adventure experiences, told through new technologies and techniques. Our experience and passions come from the areas of games, immersive theatre, film, TV and narrative drama. We bring interactive elements in to create a new form of participatory entertainment.

    How did the concept of Doctor Who: The Edge Of Time come about?

    The BBC came in to experience one of our other projects The Vanishing Act and they really liked our attention to detail, production quality and approach to immersive storytelling in VR. From there we started talking about Doctor Who and how well the show translated into the medium of VR.

    At it’s best, VR is like a teleportation device allowing players to travel to distant worlds, far-away places and go on incredible adventures in space and time. It was obvious to us straight away in that meeting that Doctor Who would translate into a perfect VR title.

    By chance, The Doctor Who Experience, a live attraction in Cardiff that documented the show’s 55 year history and exhibited many of its props, sets and characters was about to close. We got talking about photogrammetry and next thing you know we were down in Cardiff creating a digital record of the whole experience. It’s all on a hard-drive in our office.

    [youtube https://www.youtube.com/watch?v=Jtgumb-HreA?feature=oembed&wmode=opaque&w=730&h=411]

    With access to a wealth of incredible data we couldn’t help ourselves to make a weeping angels demo in VR and things just from snowballed from there.

    What have been your biggest inspirations on the design concepts in The Edge Of Time?

    We’ve focused on giving people the chance to inhabit and exist in the world of Doctor Who and the show. One of our main pillars in the production was to make you feel like you’re stepping into your own episode of the show. That’s why it was important to include the title sequence, which while breathtaking in VR, isn’t a traditional gameplay mechanic.

    We’ve also tried our best to give fans experiences they’d want to have in the world of Doctor Who. Allowing them to pilot the Tardis, come face to face with the Daleks, to solve puzzles and games with the Doctor’s trusty Sonic Screwdriver.

    At the same time, it was important not to alienate non Doctor Who fans. Both ourselves and the  BBC want to encourage new audiences to enjoy this universe. At it’s core, it’s a time-travel adventure in VR spread throughout the universe. There’s a combination of sci-fi, horror, adventure and action, all mixed up.

    What kind of research did you do to prepare for the task of bringing the world of the popular series to VR?

    With a show spanning as many series as Doctor Who we knew we’d have to be thorough with our research. Initially I spent a few weeks completely absorbing myself into it and focused on 70 episodes from the 37 series. Anything that I thought would work particularly well as an interaction, story line or environment was noted down. Then I scoured the various fan sites and forums to view their opinions on favourite episodes, monsters and what they would love to see or experience in a Doctor Who game.

    How challenging was it to figure out which Doctor Who creatures, worlds and iconic elements from the series to incorporate into the game?

    The BBC have been amazing to work with and initially we gave them a wish-list of all the monsters and places we wanted to include. This led to various discussions regarding the direction and roadmap of the new series and where this experience would fit into the universe. They’ve all been selected because of how powerful they’d be in VR. Standing next to a Dalek in VR with the legendary screaming voice really is intimidating. The Angels were a perfect fit too and VR is probably the only medium you could truly experience them.

    Tell us a bit about your collaboration with the BBC and the creative team on the Doctor Who series throughout the process of crafting your immersive VR experience

    What’s been wonderful is we got to co-write the game with Gavin Collinson, who’s worked on the show since the David Tennant days. It’s meant we’ve managed to get the story right from the perspective of a VR player and they’ve got it all working with the shows’s cannon. It’s really been a collaborative process with the team at the BBC and why we hope the end story works so well.

    Were there any story moments, puzzle concepts or other cool ideas that you had that you wanted to incorporate into the game but had to leave it on the cutting room floor?

    With a show so vast there’s a ton of material and related gameplay ideas we had to hold back. What a lot of people don’t realize about Maze Theory is we’re a very small team. Only 6 core people worked on the game, but we’ve all tried to hit a close to AAA aesthetic and game. It’s about a 3 hour experience, so not easy to make with such a small team.

    Consequently there were a tonne of ideas that haven’t made the cut. On the plus side, there’s lots of good starting points for a sequel.

    What was it like working with Jodie Whittaker?

    Jodie’s great and a complete natural with her take on the Doctor. We managed to squeeze in some time with her in between shoot days on set in Cardiff and because she’s fully in character we got through a tonne of lines and dialogue in half the time you’d normally expect.

    What do you feel are the key things about Doctor Who that make it such a global, decades spanning phenomenon?

    Time travel, adventures and science fiction, good drama, strong concepts and story writing – what’s not to like? What we love more is how this personality and character naturally translates to VR.

    How long have you and the team been working on The Edge Of Time?

    It’s been just under a year since we started main production on the game. It’s been a pretty mammoth task for everyone involved but as we get to the end of the project everyone is really proud of the title and what we’ve achieved.

    What’s on the horizon for Maze Theory?

    We’re thrilled to be working on Peaky Blinders and have just commenced production. It focuses heavily on human interaction and how you can make a character feel alive inside a virtual world. Everyone’s very excited about the idea of traveling back to the 1930’s and the narrative adventure you get with a gangster title like that.

    We’re also working on a couple of own concepts internally. It’s important for us that we aren’t just known for big IP projects and we imagine our third title will be something unexpected which learns from our previous R&D.

    That’s exciting to hear! Thanks so much for taking the time to chat with us.

    Doctor Who: The Edge of Time lands on planet Viveport tomorrow – as well as Viveport Infinity.

    Not a member? Start a 14 day trial and prepare to go all *wibbly wobbly timey wimey*, along with hundreds of awesome VR apps and games without limits.

    Website: LINK

  • Peering beyond the veil with Afterlife from Signal Space Lab

    Peering beyond the veil with Afterlife from Signal Space Lab

    Reading Time: 7 minutes

    In the recently released Viveport Infinity title Afterlife, viewers will embark on the emotional odyssey of a family stricken by grief at the loss of their young son. Merging VR filmic techniques and branching interactive narrative design, Afterlife crafts a multilayered story that reveals its many complex facets based on viewer decisions. We spoke to the creators of this powerful emotional experience to find out how they brought this immersive experience to life.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=JL_mtZHKwMc?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and the team at Signal Space Lab

    Jose Aguirre, Studio Director: We started (2015) as an audio service provider for major video game studios in North America and then evolved into XR (Mid 2016). We used our experience with so many games from so many great developers and merged it with a relatively new platform (VR) on an even newer type of content (Interactive Filmmaking).

    We are a team driven by curiosity, we challenge ourselves with every single project because we enjoy creating our own rules. I guess that’s what you get when you work on someone else’s project long enough, once you get the chance to work on your own vision, you want to make it unique and take the risk of exploring a new approach to interactive narratives.

    Our team is based in Montreal, Canada, and we are currently sixteen team members.

    What were your main sources of inspiration when creating Afterlife?

    Jose: On the technical side, we wanted to offer a new way of creating story based content in live-action. Some studios are working on very interesting and cutting edge projects, a lot of them rooted in tech. We are taking a step back, still staying in 3dof but pushing on the narrative angle and proposing a new way of user interaction; one where the user interacts -with very little interruptions or visual clues other than the story itself. I wouldn’t say our tech is super complex, but the process of merging video game, interactive and film elements into one product is what makes this project very challenging and this was very seductive to us on the technical side.

    Luisa Valencia, VR Director: During research, while reading a bunch of stories about families that were experiencing loss, I found this heartbreaking story about a family of five. The father was traveling and the mother had swimming class with their middle child (3 year old) while the other two kids (6 and 1) were with their nanny. When she came back from swimming lessons, she found her other two kids stabbed in their bathtub, killed by their nanny.

    A few years later, the mother that had experienced this terrible tragedy did an interview remembering one time she was with her only surviving child, and observing how her child was coping with the death of her siblings. She then realized how different the two of them were dealing with the tragedy; recognizing the ability of kids to be able to live in the present moment, living and seeing life as it is, she then realized: “We all should be able to do that.”

    During this time, I was also dealing with the deterioration of my father’s health, which eventually led to his passing. When I read the mother’s reflection about her daughter, I realized that that’s what I needed to hear during my own process of grief – that I needed to live and see the world as that child does.

    That story inspired what was to become Afterlife. It made me want to use the amazing tools of this technology to share and convey this message to others.

    Signal Space Lab’s previous works include other interactive cinematic narratives, along with family friendly AR experiences and VR experiences based on traditional game franchises. Can you speak a bit about your studio’s philosophy on storytelling and what inspires you to utilize new technology to craft engaging stories?

    Luisa:  We are inspired by the possibility of transmitting powerful emotions to people.

    Jose: In order to do so, you need to have a team that is willing to try new things both on the technical and the narrative side. We spent a lot of time figuring out what could be the perfect marriage of technical innovation and compelling story, once we are all happy with that, we get to work.

    Were the main themes/beats of the story something that was clear pretty early on in development or did they evolve over the course of production?

    Luisa: The beats and the branching structure were planned before production. At the very beginning of development, it was clear for us the scale we wanted to go for, and based on this, the stories feeding each brand were evolving as the production progressed.

    The performances in Afterlife are pretty intense. Did directing actors in an immersive VR narrative with lots of story permutations prove difficult in comparison to more traditional 2D linear filmmaking? What was the secret to getting such stellar performances out of the cast?

    Luisa: Yes definitely, directing a 360-3D film proved way more challenging than directing in a 2D traditional format. However, for this project, I had the fortune of working alongside Alison Darcy, a fantastic theater director. We definitely complemented each other strengths on Afterlife‘s set. Thanks to her work and the dynamic she had with an incredible cast; we got wonderful performances.

    The story/experience of Afterlife has a lot of branching paths, with audiences getting new bits of info as they explore the different facets to the story until a more complete picture forms. Tell us a bit about the design process that goes into crafting a satisfying and unique narrative that adapts organically to the audience’s behavior?

    Luisa: For the design process, I took the traditional three act narrative structure of storytelling. I wrote the first pass of beats of the story, knowing that I wanted to tell the story from three character’s point of view towards a shared experience or tragic event. I started to write the backbone of the story inspired by the mom, and then I started branching from there. I went back to the beginning of the structure and wrote the second main ramifications, making sure that I was respecting the timings of the backbone. Finally, I repeated the process for the third time and added the visible interactive elements. We took meticulous care about continuity considering Afterlife‘s unprecedented scale.

    While working on the structure of the narrative, the development and technical teams were working on researching and developing both the navigation and the decision making process to accomplish user’s interactivity as organic as possible.

    Were there any development challenges that you ran into that you didn’t expect?

    Jose: When you do something new, you always encounter the reality of learning from your own mistakes, this wasn’t an exception. From writing the outline of this complex narrative, to porting it for the different VR platforms, each step of the way we ran into roadblocks that we needed to overcome. But this is precisely why we love doing what we do.

    As an immersive storyteller, what do you want to see change/improve in the world of VR in order to further empower you in crafting more engaging interactive narratives?

    Luisa: More investors paying attention (and $) into this technology as a very powerful storytelling tool. And more content creators using VR to craft stories.

    As creators, we want to see more investors paying attention and allocating funds to explore the vast potential of interactive live-action narratives as a tool to create and as a tool to tell stories.

    How long did Afterlife take to develop and how many people had their hand in things throughout?

    Jose: It took almost 18 months to make, with a team of 15 people working on the project  (30 including cast and crew).

    What feeling/emotion do you feel encapsulates Afterlife the most?

    Luisa: When Afterlife was being conceived I wanted to explore different feelings through each character but love was always present throughout the story. The feelings that came along with loss, like: guilt, remorse, and pain, were encapsulated in the story in order to provoke change in each character, and hopefully, to provoke change in the user that experiences the piece.

    Any thoughts on a potential Afterlife 2? (Af2life?)

    Luisa: We are definitely focused on creating new and better seamless interactive branching narratives. Afterlife 2, for the moment is not in our plans. This is a new medium, and I would rather have a chance to create happier stories. As a studio, we want to keep exploring and challenging concepts.

    What’s next for Signal Space Lab?

    Luisa: We want to position ourselves as a creative powerhouse, so we are always looking to try new and exciting projects. We are currently in pre-production for two new projects (own IPs), and are looking for interesting partnerships to keep pushing the boundaries of what we can do with interactive storytelling, and obviously keep growing as a studio.

    Sounds like exciting things are on the way! Thanks so much for your time.

    Afterlife is out now on Viveport and is available as part of your Viveport Infinity membership. Not a member? Start your free trial today and experience this and hundreds more immersive VR titles all for one monthly fee.

    Website: LINK

  • Experience Oscar worthy stories with these cinematic Viveport titles

    Experience Oscar worthy stories with these cinematic Viveport titles

    Reading Time: 4 minutes

    The 91st Academy Awards take place this Sunday, a time to celebrate the very best achievements in filmmaking. To help get you in the red carpet spirit, we suggest checking out some of the best in cinematic VR available on Viveport and Viveport Subscription that push the boundaries of storytelling. From surreal dreamscapes that delve into the human mind to colorful and cartoony adventures into the cosmos, there are tons of immersive filmic experiences to be had on Viveport!

    [youtube https://www.youtube.com/watch?v=iU-af0Xwlk8?feature=oembed&wmode=opaque&w=730&h=411]

    In this recently released cinematic adventure, you join protagonist Astra on an experimental journey into the psyche of her ailing mother. Memories and imagination swirl within her mindscape, as Astra explores in search of answers and closure. The developers of this imaginative and moving story sought to “create an experience that celebrates life, even in the face of sadness and loss”. We think they succeeded with flying colors (be sure to bring some tissues though).

    Experience Lucid today as a Viveport and Viveport Subscription exclusive. Not a member? Start your free trial today.

    [youtube https://www.youtube.com/watch?v=wqXWLXuyDzo?feature=oembed&wmode=opaque&w=730&h=411]

    [youtube https://www.youtube.com/watch?v=9C3y8foX8RA?feature=oembed&wmode=opaque&w=730&h=411]

    The critically-acclaimed interactive narrative series The Gallery has been a must-play since the first episode debuted on Viveport. Using all the immersive tools at their disposal, Cloudhead Games are crafting an engaging, nostalgia soaked episodic story with a rich universe to explore as players search for their missing sibling in a fantastical unknown realm. Find out more about why this is a don’t miss experience directly from the developers.

    The Gallery – Episode 1: Call of the Starseed and Episode 2: Heart of the Emberstone are both available now on Viveport and as part of Viveport Subscription

    [youtube https://www.youtube.com/watch?v=dt0_-iBlkAA?feature=oembed&wmode=opaque&w=730&h=411]

    Letting go of a loved one is one of the most challenging things a person will do. The development team at NSC Creative sought to create a raw, emotional VR experience that captured the torrent of feelings that goes along with the grieving process. With surreal visuals, powerful audio, and breathtaking moments, Vestige distills complex experiences and emotions in a way that highlights the human experience in this autobiographical documentary-like narrative.

    Vive and Oculus Rift users can experience this emotional journey on Viveport and Viveport Subscription today

    [youtube https://www.youtube.com/watch?v=gmxBpQTVVhk?feature=oembed&wmode=opaque&w=730&h=411]

    Life on the seas can be a lonely and surreal one. Doubly so when you’re a sentient fisherman puppet!  Stuck inside the tiny cabin of a lighthouse, you’ll need to navigate a humorous, twisty turny world of challenges in order to seek safety as a storm approaches. Featuring mind-bending puzzles and a compelling and metaphorical narrative, A Fisherman’s Tale feels like an independent animated short sprung to life in VR.

    Check out A Fisherman’s Tale on Viveport and discover for yourself what exists at the top of the lighthouse…

    [youtube https://www.youtube.com/watch?v=n-RTIjU2Uvc?feature=oembed&wmode=opaque&w=730&h=411]

    What are we made of? Where did it all come from? These are the huge questions that We Are Stars attempts to tackle with tons of charm and a colorful aesthetic in this Pixar-esque virtual science documentary that will expand your mind and make you smile. Featuring narration by Andy Serkis (Lord of the Rings, Rise of the Planet of the Apes), you’ll be whisked away on a 13.8 billion year adventure to unwrap some of the biggest mysteries of the universe.

    Discover that We Are Stars today on Viveport and Viveport Subscription today!

    [youtube https://www.youtube.com/watch?v=qfJtkXdlAmY?feature=oembed&wmode=opaque&w=730&h=411]

    MANIFEST 99 is an ominous and eerie story about finding redemption in the afterlife. Set on a mysterious train inhabited by a murder of crows, you assist four travel companions on a journey to their final destination. Controlled with just your headset, you gaze into the eyes of crows to move to their perch, viewing the world from their scale and perspective. Look into the eyes of your travel companions and uncover the reason why they – and you – are on this train traveling into the great beyond.

    Experience this stylish and moody mystery today on Viveport and Viveport Subscription

    [youtube https://www.youtube.com/watch?v=yf3hlqpB9RI?feature=oembed&wmode=opaque&w=730&h=411]

    Based on the Philip K. Dick’s short story of the same name, The Great C is a cinematic VR narrative featuring a thrilling storyline, stunning environments and a powerful soundtrack. The viewer is transported to a post-apocalyptic landscape in which the remnants of humanity are ruled by an all-powerful supercomputer known as the Great C. Each year, the nearby village is forced to send a young person on a pilgrimage to appease the mysterious machine – a journey from which no one ever returns. Leaving the safe confines of your village, you must decide whether to accept the rules of this harsh society or fight against the oppressive reality of the world.

    Take part in this award-winning experience from the creators of Transpose and Blasters of the Universe on Viveport and Viveport Subscription today!


    What are some of your favorite cinematic VR experiences? Swing by our community forums and share with us your favorite movie-like moments with Viveport.

    Website: LINK

  • Dive into dreams with the emotional VR narrative Lucid – out now on Viveport

    Dive into dreams with the emotional VR narrative Lucid – out now on Viveport

    Reading Time: 6 minutes

    In the critically acclaimed cinematic narrative experience Lucid – out today exclusively on Viveport and Viveport Subscription – you’ll explore the deepest corners of the mind of an ailing loved one in search for answers and closure. We spoke with the development team at Breaking Fourth to find out what inspired this beautiful, dreamlike journey of loss.

    By Nathan Allen Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=iU-af0Xwlk8?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Breaking Fourth

    Breaking Fourth is a leading virtual reality studio which has gained recognition from the world’s top film festivals and industry events. Our mission is to redefine storytelling. Our talented team of writers and directors are creating unparalleled experiences which take storytelling to a whole new level. Based in Kings Cross, London, we have been creating original productions since 2015.

    What were the biggest sources of inspiration for you and the team when creating such an emotionally powerful VR experience like Lucid?

    At Breaking Fourth, we are passionate about great storytelling. Virtual reality gives us the power to personally connect with every single audience member individually, and we want to respect that power by telling stories worthy of their undivided attention. Our first production, Ctrl, followed the story of a teenage gamer using video games to escape his own abusive reality at home. Whilst showing Ctrl, we realized that virtual reality has a incredibly powerful empathetic nature, putting viewers into experiences that they would never otherwise get to see. With Lucid, we wanted to explore this further and create a world in which viewers can experience something new. Theatre, particularly immersive theatre, remains a huge source of inspiration for us as there are significant similarities in the way that you tell stories in the two mediums. Stylistically, we take lots of inspiration from classic sci-fi and fantasy film, TV and animation.

    Lucid puts audiences in the shoes of a young woman who must venture into the mind of her ailing mother answers to her condition, and possibly closure. Talk a bit about how the concept came to be and how it evolved over the course of development.

    Virtual Reality allows us to imagine and create impossible worlds – for example here, the audience travels inside the mind of a children’s book author and illustrator. The concept really began here, with an interest in neuroscience and exploring the mind. Pete Short, the director of Lucid, had been wanting to tell a story about dementia due to his own personal experiences, and we thought that this was the perfect opportunity to create a story which is fantastical and beautiful, and also touches on such a powerfully, emotional topic.

    How did your experience developing cinematic, narrative oriented VR experiences on portable devices like Samsung Gear VR influence the creative direction of Lucid? What kind of challenges did you run into that were unique to developing for PC VR?

    We set out to create an experience which would work for both mobile and seated, passive experience and then also could be viewed at room-scale. With our proprietary rendering technique, we knew that we could guarantee top-quality audio and visuals for the mobile VR headsets, however, we knew we had to create something that would run live for PC VR as well. The storyline of entering the mind of an illustrator allowed us to be really creative with the art style and art director Matt Saunders designed beautiful-looking worlds which were simple enough to run flawlessly on PC.

    Were there any sequences, concepts or environments that you wanted to incorporate into Lucid but had to leave it on the cutting room floor?

    We had several more stunning storybook worlds in mind for this production, but we decided to keep them back in case we ever made a sequel. We have a story in mind which sees the characters revisit the world of Lucid and we would love to include the other environment ideas into that.

    Talk a bit about your thoughts on the state of VR in regards to it as a platform for telling stories, and where do you see it going in the future?

    We think that virtual reality is the future of storytelling. However, there is still a long way to go before VR headsets are adopted as mainstream, and we believe that location-based entertainment will be hugely important in making this happen. There is still a bit of work to be done to break people’s preconception that virtual reality is just for video games, and with more theatrical, narrative based hyper-reality experiences like The Void, we hope that the public perception of VR will start to shift.

    Lucid was an official selection at the 75th Venice International Film Festival, nominated for Best VR Award (Immersive Story) and Best VR Story (For Linear Content). Tell us a bit about your experience showing narrative VR to players in that space, and what kind of feedback did you get as opposed to other venues.

    We were highly honored to have been chosen for Venice and to attend. We had an overwhelmingly positive response to Lucid there. The Venice audience is largely industry professionals, but is much more narrative-focused than at other VR events, so they seemed very receptive to Lucid. We noticed, especially, that female viewers connected strongly to the two main characters and found the story very moving. We received a lot of positive feedback that Lucid was unlike most of the other VR productions people had seen, in that it focused on story, script and character first and foremost.

    “…the London-based production company Breaking Fourth demonstrates its mastery of filmic storytelling in immersive worlds. The treehouse, the gloomy forest, the ice desert, the rambling flight capsule – I experienced all of this up close in VR. The colorful world in Eleanor’s head is rich in variety and imaginative details, and perfectly tuned for VR’s visual experience. Here, Lucid combines the best from VR and film.

    The captivating adventure revolving around a mother-daughter duo asks the big questions of life – and demonstrates, almost in passing, the definition of virtuous storytelling in VR.” – VR Geshichten

    Are there any hidden Easter eggs to be found within Lucid?

    Just one! When you’re in the hospital room, you can lean in and see inside the comatose mother’s head.

    How many team members worked on Lucid and how long did it take to develop?

    Lucid was built by a team of 22 people working for 9 months. This includes the actors, writer and creative team alongside the animators and developers.

    What do you want players to take away from their time with Lucid?

    We want Lucid to be a celebration of life, enjoying the love and bond that is developed between family members, even in the face of sadness and loss. We hope that audience members will be moved and in awe of the beautifully animated worlds we have created, and also that they appreciate virtual reality as an art form in itself – a way to tell stories in which film, TV and theatre cannot.

    What’s next for Breaking Fourth?

    We are really looking to the next generation of headsets now and are excited by the possibilities that untethered and room-scale VR brings to storytelling. We have proven that we can tell stories and have gained significant recognition from film festivals worldwide, so now we want to make sure we remain at the forefront of cinematic virtual reality by harnessing the new technology as it’s released. Among other projects, we are currently working on adapting a Hugo award-winning sci-fi short story to room-scale VR.

    Exciting to hear! Thanks for chatting with us.

    Lucid is now available as a Viveport and Viveport Subscription exclusive. Not a member? Start your free trial today!

    Website: LINK

  • Embark on a seafaring odyssey of the mind in A Fisherman’s Tale

    Embark on a seafaring odyssey of the mind in A Fisherman’s Tale

    Reading Time: 2 minutes

    In the critically acclaimed A Fisherman’s Tale – out now on Viveport – you’ll turn your world upside down in order to discover the truth at the top of a mysterious lighthouse. 

    Post by Kimara Rouwit, Vertigo Games

    Hey all!

    At Innerspace VR and Vertigo Games we are proud to announce that A Fisherman’s Tale, the mind-bending VR adventure is available from today for HTC Vive headsets for $14.99 USD. A Fisherman’s Tale traps players inside a replica of an elusive virtual world. You will need to work with infinite, ever smaller and bigger replications of yourself to find your way out of a world where physics are utterly broken.

    Seeing is believing, so we’ve created a live-action launch trailer for you guys to check out!

    [youtube https://www.youtube.com/watch?v=gmxBpQTVVhk?feature=oembed&wmode=opaque&w=730&h=411]

    In a nutshell, A Fisherman’s Tale will have you:

    • Break more than a couple laws of physics in mind-bending VR puzzles!
    • Team up with yourself in revolutionary multi-dimensional single player co-op!
    • Meet some of the quirkiest sidekicks to have ever set foot in a VR game
    • Use your hands to pick up, throw, combine, and use all kinds of things in glorious fully immersive virtual reality!
    • Toy around with your tiny little model lighthouse, inside a lighthouse, inside a… is that another lighthouse?
    • Uncover the truth at the core of an unusually tall tale, exclusively in VR

    On top of that, A Fisherman’s Tale is a journey of both introspection and extrospection, asking players to reach both inside and outside of themselves for answers. What does it mean to reach the top of the lighthouse, and turn on the light?

    Without VR, there wouldn’t have been A Fisherman’s Tale. Our goal was to bring the adventure game genre to VR in a way that is meaningful to the genre. We hope you’ll think we succeeded!

    We’re extremely excited for you to discover the game, and can’t wait to hear your feedback online!

    A Fisherman’s Tale is now available on Viveport. Interested to hear more about this heady experience? Check out our Viveport Q&A with the developers here.


    Website: LINK