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Topic: Marvel's Iron Man VR Interview - The Stark Differences
Posts: 6987
Location: Melbourne, Victoria

With the demo available now via the PlayStation Store, Marvel's Iron Man VR is a premium experience that will offer up eight to ten hours of cinematic Tony Stark action. With the release due in July our own PVSR enthusiast (he's basically played everything on the platform) Adam Mathew sat down with the game's director, Ryan Payton to discuss all things virtual.

First off, thanks for the demo. It was such a generous chunk of gameplay. I'm sure readers have downloaded PSVR superhero-themed things that have full runtimes less than this slice. Can I ask what the percentage of it is from the full experience?

Ryan Payton: So I've struggled to do the math, but I can tell you that with the average playthrough for the game we're looking at around eight to ten hours. The intent with the demo was to give the player something challenging, to give them something to really start to hone their flying and shooting skills, so they know what to expect in the final product.

Obviously with that solid amount of the flying and shooting, we're offering the thrill of being Iron Man in his iconic armour, but in addition we have moments in between where you are Tony Stark. You know, in a more intimate setting, interacting with characters like Pepper Potts in interactive cinematics. The major third component that that didn't make it into the demo is being Tony in his garage, tinkering on the suit as he's researching drones and, you know, using that as your home space throughout the campaign. These three core experiences make up the campaign.

Speaking of runtime, what comes into play as you're deciding game length. I imagine things that factor in might be user tolerance to motion sickness, battery life of Move controllers, and the all-important value for money balance?

RP: Making any game is challenging but with VR being fresh and kind of new there's room for pushing the medium forward. This is one of the reasons I became interested in working in VR. One of the biggest problems in VR, general speaking, is how the player moves around. Just solving that locomotion problem is the first big thing you need to tackle. We knew that we if we couldn't get flying right, it was never going to be the game that we wanted it to be. And honestly, we just started with the source, and that ended up being great because Iron Man translates perfectly into VR. Tony putting on the helmet, your VR visor with the HUD booting up. Grabbing the Move controllers, having those thrusters in hand. We just started there and then continued pushing forward.

Click Here to Read Our Full In-Depth Marvel's Iron Man VR Interview
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