Hey Ben! You've done a fantastic job, and we wanted to extend our appreciation for showcasing Red Matter 2 in this series. 🙏 We'd like to bring attention to another noteworthy feature - the integration of lighting into the claws. A light emmits from the center of the claw outwards. This offers visual feedback to the user, with the lights changing to a yellow hue when an objects is in reach, and a blue hue to indicate a successful grab. Furthermore, these lights act as an additional depth cue, assisting users in determining the distance between their hand and the target object. On the PSVR2, we've also leveraged the haptic feedback in the trigger. The trigger stiffens immediately upon grabbing an object, seamlessly aligning with the visual cues to create a fully immersive experience.
I always love it when developers think of clever ways to overcome the limitations of a game, or ground the tropes and shortcomings of the medium/technology in the narrative to make them seem natural or even immersive. It's actually far more important to do this in VR than flat games, imo. VR can be so immersive, but there are limitations to it that can easily break that immersion. Vertical Robot deserves a ton of praise for a lot of the things they did right in Red Matter 1 and 2 (they're incredible on a technical level too), but the diegetic controls/interface are the most brilliant part of the games imo. Truly awesome from a design perspective.
This is right behind Alyx for me as best VR game so far. TBH Red Matter 1 was mind blowing too considering that was made for the first Quest. Holds up still.
Fantastic ! Well done guys! We need to talk more about clever VR designs to support a stable sense of presence. Hope you will talk one day about how Onward reshaped the locomotion system paradigm…
Thanks so much for this insightful deep dive into one key XR design aspect of what makes Red Matter and Red Matter 2 fabulous, immersive game experiences
This is really good review.👍 Yes, I recall that first I tried RM2 my first impression was like, wait why I need those controllers in VR lol. But yes, I quickly realized how nice it is to build a connection.
Amazing video! I love great VR design! Excited to see qhat you will cover next. Gorilla Tag locomotion, brass tactics RTS movement mechanics, so many awesome mechanics to pick apart!
95% is from the PC VR version, but there’s a shot in there showing the Quest controllers from the Quest version. This was specifically the Quest 3 version so yeah in that shot alone they’re impressively comparable.
tbh im a little disappointed. ive waited forever for this video and was sure you guys gonna talk about the elephant in the room: the tech behind this amazing graphics and maybe an interview with the 2 devs, who are absolutely genius. dont get me wrong, the input design is genius too, but i was super curious about the tech, cause no dev on the quest is getting close to the level, vertical robot has achieved.
Sorry to disappoint. It would have been great to talk graphics optimization, but I feel that's more universal to all games, not just VR. But yes they have done a stellar job with both the art and the rendering behind it.
Hey Ben! You've done a fantastic job, and we wanted to extend our appreciation for showcasing Red Matter 2 in this series. 🙏
We'd like to bring attention to another noteworthy feature - the integration of lighting into the claws. A light emmits from the center of the claw outwards. This offers visual feedback to the user, with the lights changing to a yellow hue when an objects is in reach, and a blue hue to indicate a successful grab. Furthermore, these lights act as an additional depth cue, assisting users in determining the distance between their hand and the target object.
On the PSVR2, we've also leveraged the haptic feedback in the trigger. The trigger stiffens immediately upon grabbing an object, seamlessly aligning with the visual cues to create a fully immersive experience.
Keep these coming ! As a VR dev, this is really valuable.
I always love it when developers think of clever ways to overcome the limitations of a game, or ground the tropes and shortcomings of the medium/technology in the narrative to make them seem natural or even immersive. It's actually far more important to do this in VR than flat games, imo. VR can be so immersive, but there are limitations to it that can easily break that immersion.
Vertical Robot deserves a ton of praise for a lot of the things they did right in Red Matter 1 and 2 (they're incredible on a technical level too), but the diegetic controls/interface are the most brilliant part of the games imo. Truly awesome from a design perspective.
I love it! - Looking forward to more of "Inside XR Design".
Great video. Please make more content like this. Will complete your survey now
This is right behind Alyx for me as best VR game so far. TBH Red Matter 1 was mind blowing too considering that was made for the first Quest. Holds up still.
Fantastic ! Well done guys! We need to talk more about clever VR designs to support a stable sense of presence.
Hope you will talk one day about how Onward reshaped the locomotion system paradigm…
Great video, some real food for thought here 😉👍
Thanks so much for this insightful deep dive into one key XR design aspect of what makes Red Matter and Red Matter 2 fabulous, immersive game experiences
It's very interesting, thank you for your work !
This is really good review.👍 Yes, I recall that first I tried RM2 my first impression was like, wait why I need those controllers in VR lol. But yes, I quickly realized how nice it is to build a connection.
Amazing video! I love great VR design! Excited to see qhat you will cover next. Gorilla Tag locomotion, brass tactics RTS movement mechanics, so many awesome mechanics to pick apart!
Amazing video!!! thanks for the inspiration!
great video!
Red Matter 1 & 2 are also on the Pico 4
Great case study. I haven't played this yet, is there a story based reason for grabbers versus hands?
Good stuff!
Is the footage standalone or PCVR version? Honestly hard to tell the difference with this game.
95% is from the PC VR version, but there’s a shot in there showing the Quest controllers from the Quest version. This was specifically the Quest 3 version so yeah in that shot alone they’re impressively comparable.
I need ideas VR games and names of those VR games Ill give it to Google and Apple and other VR companies please any idea will do just name it
yeah this could have been a 2min video
tbh im a little disappointed. ive waited forever for this video and was sure you guys gonna talk about the elephant in the room: the tech behind this amazing graphics and maybe an interview with the 2 devs, who are absolutely genius. dont get me wrong, the input design is genius too, but i was super curious about the tech, cause no dev on the quest is getting close to the level, vertical robot has achieved.
Sorry to disappoint. It would have been great to talk graphics optimization, but I feel that's more universal to all games, not just VR. But yes they have done a stellar job with both the art and the rendering behind it.
This is true we need an extended series of talk with the devs on achieving such eye candy yet optimized experience