Monthly Archives: May 2020
Marvel’s Iron Man VR Has Gone Gold
Payton noted that, given the timeline of the game's development, as the team acclimated to working from home, it actually lined up with the team's core focus — rather than needing to ideate on VR gameplay ideas, the Camouflaj team could be heads down, hard at work on fine tuning, bug fixing, and polishing the final game. "Strangely enough, in the final months of development, especially now that we've gone gold, it's mainly been focused on bug fixes and final polish and is interestingly compatible with remote work," he explained, while also noting the team has been able to use this time to actually respond and improve the game based on player feedback from the demo. "The one thing that we were looking forward to seeing is how really enthusiastic and hardcore PlayStation VR community was going to respond to the game," he explained. "So seeing the reaction to the game was really encouraging. They also had a lot of specific feedback to the degree that they wanted to tweak the comfort settings. We do have a pretty robust array of settings already in our game, but we're actually adding a number of additional options based on what that really passionate PlayStation VR community is asking for." [ignvideo url="https://www.ign.com/videos/2020/05/22/iron-man-vr-demo-the-first-19-minutes"]After years of hard work, we are proud to announce that MARVEL’S IRON MAN VR has officially gone gold! We can’t wait for everyone to #SuitUp when the game releases exclusively for PlayStation VR on July 3. pic.twitter.com/NZnsG12Pgy
— Camouflaj (@Camouflaj) May 28, 2020
Exploring Iron Man's World in VR
Payton also explained how the team has been able to refine, polish, and integrate a series of "superhero actions" throughout the game that help exemplify the dream of being Iron Man...in VR, at least. "When you're interacting with the jet [in the demo], you can do these things we call superhero actions, where you can extinguish the fire, you can repair the wing, you can release the landing gear. And that was a feature that came in relatively late into the development of the game," Payton explained. "We just started sprinkling the whole game with a lot of those unique, one-off experiences that really leverage the strengths of VR." The demo, which you can check out gameplay of above, allows players to jump into two early missions in Iron Man VR, which we demoed and enjoyed last year, as well as additional combat challenge missions. Combat challenges will appear in the main game, and as Payton explained, they've allowed the team to take advantage of the large — including larger than you've yet seen — environments in the campaign. [widget path="global/article/imagegallery" parameters="legacyId=20095320&captions=true"]Iron Man VR New Gameplay Details
"These are optional missions that we do sprinkle throughout the game. that give the game more breadth. They take advantage of these large environments that we've been building beyond what you've seen. Malibu and the private jet missions are probably the two smallest environments that we have in the game," Payton explained. These missions aren't just there to challenge players either — you'll be able to earn research points from them, which can then in turn be used to upgrade the Impulse Armor Tony Stark has in the game. Players can unlock and advance new abilities, hone in on specific parts of the suit, and more. This upgrading is all done in Tony's garage, an environment that Payton explained helps players live out both the Tony Stark and Iron Man experiences. "One of the first things on our list [for playing as Tony] was allowing players to spend a lot of time in Tony's garage and in between missions, not only see your suit first person, but also to get to inspect the Impulse Armor to see all the incredible work that the team has put into it," he said. "Through those research points, players are able to hone in on certain aspects of the suit, upgrade certain elements to go faster, to upgrade the HUD, and unlock all these auxiliary weapons, which is one of the features that I snuck into the demo." [ignvideo url="https://www.ign.com/videos/2019/07/19/marvels-iron-man-vr-behind-the-scenes-learning-to-fly-video"] Payton described how one of the upgrades players can acquire, missiles launched from the suit's arms, in another attempt to make the best use out of this being a VR game. "Initially we had a button change for when you're shooting with your pulsars, and then you would change to missiles, and a number of people on the team said, 'That's stupid Ryan, why would you do that? Why use a button when you're in VR and you're Iron Man,'" he joked. "Iron Man would just move his arms down. So that's how the players access these auxiliary weapons...by just moving the Move controllers down horizontally," he explained. [ignvideo url="https://www.ign.com/videos/2019/04/02/iron-man-vr-hands-on-impressions"] As for that balance between a Tony and Iron Man story, having a villain that can speak to both aspects of the character was key for this original tale, and Payton explained why Ghost was such a good fit for his and the team's story goals. "When we sat down with Marvel and started thinking about the game's story, they really encouraged us to create an original story that really paired nicely with the game that we wanted to create and for VR in particular. One of the story challenges we knew we needed to overcome is that we knew we wanted to tell a where a classic Iron Man story... That's why we got to this idea of finding these deadly machines that Tony had created back when he was an arms dealer," he said. "So you then start asking yourselves these questions, 'Who would get access to these old machines that he used to create before he was a superhero, who would hack those devices? And who would then want to attack Tony using them?' And the moment I posed that question to Marvel, it almost sounds like I'm making this up, [Marvel Games'] Bill Rosemann and a bunch of other people at Marvel looked at each other and at the same time they said, 'Ghost.'" While we'll have to wait longer to see more of how Ghost and Tony face off in Marvel's Iron Man VR you can check out the PSVR bundle announced for the game ahead of its July 3 launch. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond! and PlayStation lead. Talk to him on Twitter @jmdornbush.Marvel’s Iron Man VR Has Gone Gold
Payton noted that, given the timeline of the game's development, as the team acclimated to working from home, it actually lined up with the team's core focus — rather than needing to ideate on VR gameplay ideas, the Camouflaj team could be heads down, hard at work on fine tuning, bug fixing, and polishing the final game. "Strangely enough, in the final months of development, especially now that we've gone gold, it's mainly been focused on bug fixes and final polish and is interestingly compatible with remote work," he explained, while also noting the team has been able to use this time to actually respond and improve the game based on player feedback from the demo. "The one thing that we were looking forward to seeing is how really enthusiastic and hardcore PlayStation VR community was going to respond to the game," he explained. "So seeing the reaction to the game was really encouraging. They also had a lot of specific feedback to the degree that they wanted to tweak the comfort settings. We do have a pretty robust array of settings already in our game, but we're actually adding a number of additional options based on what that really passionate PlayStation VR community is asking for." [ignvideo url="https://www.ign.com/videos/2020/05/22/iron-man-vr-demo-the-first-19-minutes"]After years of hard work, we are proud to announce that MARVEL’S IRON MAN VR has officially gone gold! We can’t wait for everyone to #SuitUp when the game releases exclusively for PlayStation VR on July 3. pic.twitter.com/NZnsG12Pgy
— Camouflaj (@Camouflaj) May 28, 2020
Exploring Iron Man's World in VR
Payton also explained how the team has been able to refine, polish, and integrate a series of "superhero actions" throughout the game that help exemplify the dream of being Iron Man...in VR, at least. "When you're interacting with the jet [in the demo], you can do these things we call superhero actions, where you can extinguish the fire, you can repair the wing, you can release the landing gear. And that was a feature that came in relatively late into the development of the game," Payton explained. "We just started sprinkling the whole game with a lot of those unique, one-off experiences that really leverage the strengths of VR." The demo, which you can check out gameplay of above, allows players to jump into two early missions in Iron Man VR, which we demoed and enjoyed last year, as well as additional combat challenge missions. Combat challenges will appear in the main game, and as Payton explained, they've allowed the team to take advantage of the large — including larger than you've yet seen — environments in the campaign. [widget path="global/article/imagegallery" parameters="legacyId=20095320&captions=true"]Iron Man VR New Gameplay Details
"These are optional missions that we do sprinkle throughout the game. that give the game more breadth. They take advantage of these large environments that we've been building beyond what you've seen. Malibu and the private jet missions are probably the two smallest environments that we have in the game," Payton explained. These missions aren't just there to challenge players either — you'll be able to earn research points from them, which can then in turn be used to upgrade the Impulse Armor Tony Stark has in the game. Players can unlock and advance new abilities, hone in on specific parts of the suit, and more. This upgrading is all done in Tony's garage, an environment that Payton explained helps players live out both the Tony Stark and Iron Man experiences. "One of the first things on our list [for playing as Tony] was allowing players to spend a lot of time in Tony's garage and in between missions, not only see your suit first person, but also to get to inspect the Impulse Armor to see all the incredible work that the team has put into it," he said. "Through those research points, players are able to hone in on certain aspects of the suit, upgrade certain elements to go faster, to upgrade the HUD, and unlock all these auxiliary weapons, which is one of the features that I snuck into the demo." [ignvideo url="https://www.ign.com/videos/2019/07/19/marvels-iron-man-vr-behind-the-scenes-learning-to-fly-video"] Payton described how one of the upgrades players can acquire, missiles launched from the suit's arms, in another attempt to make the best use out of this being a VR game. "Initially we had a button change for when you're shooting with your pulsars, and then you would change to missiles, and a number of people on the team said, 'That's stupid Ryan, why would you do that? Why use a button when you're in VR and you're Iron Man,'" he joked. "Iron Man would just move his arms down. So that's how the players access these auxiliary weapons...by just moving the Move controllers down horizontally," he explained. [ignvideo url="https://www.ign.com/videos/2019/04/02/iron-man-vr-hands-on-impressions"] As for that balance between a Tony and Iron Man story, having a villain that can speak to both aspects of the character was key for this original tale, and Payton explained why Ghost was such a good fit for his and the team's story goals. "When we sat down with Marvel and started thinking about the game's story, they really encouraged us to create an original story that really paired nicely with the game that we wanted to create and for VR in particular. One of the story challenges we knew we needed to overcome is that we knew we wanted to tell a where a classic Iron Man story... That's why we got to this idea of finding these deadly machines that Tony had created back when he was an arms dealer," he said. "So you then start asking yourselves these questions, 'Who would get access to these old machines that he used to create before he was a superhero, who would hack those devices? And who would then want to attack Tony using them?' And the moment I posed that question to Marvel, it almost sounds like I'm making this up, [Marvel Games'] Bill Rosemann and a bunch of other people at Marvel looked at each other and at the same time they said, 'Ghost.'" While we'll have to wait longer to see more of how Ghost and Tony face off in Marvel's Iron Man VR you can check out the PSVR bundle announced for the game ahead of its July 3 launch. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond! and PlayStation lead. Talk to him on Twitter @jmdornbush.Christopher Nolan Explains Why He Broke His Long Tradition for Tenet
Christopher Nolan Explains Why He Broke His Long Tradition for Tenet
EA Renews Partnership With NFL to Continue Developing Football Sims
EA Renews Partnership With NFL to Continue Developing Football Sims
Those Who Remain Review – Getting Hopelessly Lost
Horror is often bulging with contradictions and illogical deaths. Take, for example, the hapless victim who runs into a dead end when hounded by a machete-wielding murderer, or deeper into the unsettling darkness of the woods where unknown terrors lie in wait. On the other hand there's Edward, the everyday man you're embodying in Those Who Remain, the type of horror protagonist who is decidedly more aware of the dire situation he finds himself in. Despite being unwittingly caught up in the spooky affairs within the sleepy town of Dormont, he seems to regard the scenes of terror and panic unfolding around him with the detachment and fatigue of a man who desperately wants everything to blow over. Scenes of sheer exasperation in the game are absurdly common; Edward routinely shouts variations of “Not you again!” as he scrambles from yet another blood-thirsty demon that's frantically clambering towards him.
It's not difficult to empathize with Edward's circumstances--and by that, I mean the exhaustion of going through, over and over again, the onerous cycle of looking for the right object to unlock the next objective with, and painstakingly searching for clues that will move the plot along, while eluding a freakish behemoth that's screeching for your blood. To put it plainly, Those Who Remain is essentially a three-dimensional version of a find-the-hidden-object game, where flinging furniture about and peering into every single desk drawer you spot are par for the course. Edward wanders about a lot just to look for things--into a luxurious mansion, the town's post office, the national library--and even traverses through into a parallel, alternate dimension to hunt down more keys, letters, and in one instance, weed killers.
Like many horror games, Those Who Remain is also draped in shadows, which piles on the growing tedium and frustration of searching for these items. Even in the midst of looking for these in murky corners, Edward also has to constantly seek refuge in illuminated spots against glowy-eyed specters, which can be seen silently observing him from the pitch darkness of the abandoned town. The notion of giving your enemies such a distinct form seems like a novelty in a genre that usually presents them as some wispy, unknowable force, but the ruse soon wears thin after you realize there's not much more to this idea. In the end, the impenetrable darkness simply functions as an invisible barrier that prevents you from wandering into places you shouldn't be in just yet, while hardly posing any real, active danger.
Continue Reading at GameSpotThose Who Remain Review – Getting Hopelessly Lost
Horror is often bulging with contradictions and illogical deaths. Take, for example, the hapless victim who runs into a dead end when hounded by a machete-wielding murderer, or deeper into the unsettling darkness of the woods where unknown terrors lie in wait. On the other hand there's Edward, the everyday man you're embodying in Those Who Remain, the type of horror protagonist who is decidedly more aware of the dire situation he finds himself in. Despite being unwittingly caught up in the spooky affairs within the sleepy town of Dormont, he seems to regard the scenes of terror and panic unfolding around him with the detachment and fatigue of a man who desperately wants everything to blow over. Scenes of sheer exasperation in the game are absurdly common; Edward routinely shouts variations of “Not you again!” as he scrambles from yet another blood-thirsty demon that's frantically clambering towards him.
It's not difficult to empathize with Edward's circumstances--and by that, I mean the exhaustion of going through, over and over again, the onerous cycle of looking for the right object to unlock the next objective with, and painstakingly searching for clues that will move the plot along, while eluding a freakish behemoth that's screeching for your blood. To put it plainly, Those Who Remain is essentially a three-dimensional version of a find-the-hidden-object game, where flinging furniture about and peering into every single desk drawer you spot are par for the course. Edward wanders about a lot just to look for things--into a luxurious mansion, the town's post office, the national library--and even traverses through into a parallel, alternate dimension to hunt down more keys, letters, and in one instance, weed killers.
Like many horror games, Those Who Remain is also draped in shadows, which piles on the growing tedium and frustration of searching for these items. Even in the midst of looking for these in murky corners, Edward also has to constantly seek refuge in illuminated spots against glowy-eyed specters, which can be seen silently observing him from the pitch darkness of the abandoned town. The notion of giving your enemies such a distinct form seems like a novelty in a genre that usually presents them as some wispy, unknowable force, but the ruse soon wears thin after you realize there's not much more to this idea. In the end, the impenetrable darkness simply functions as an invisible barrier that prevents you from wandering into places you shouldn't be in just yet, while hardly posing any real, active danger.
Continue Reading at GameSpot