One thing to add, this is made by one developer, this seems like a pattern recently with 1 dev making something innovative and impressive. I wonder how much boils down to "too many cooks spoils the broth".
The "human inertia" argument reminds me of an engineering anecdote that I've heard about Elevators being slow. There was no way to increase the speed of the elevator safely so the engineer asked their SO for ideas and they replied with "add a mirror". People were now just busy enough preening in the mirror to not notice how much time was passing in the elevator and stopped complaining. Sometimes the answer is not as straightforward as "fix/add/remove what they ask for".
i thought of a cool idea: just normal gameplay no special bobbing and other effects but once the game is over, you can turn the replay into something that looks like this
"This script has bloomed far beyond my original intent" And here I was thinking this was just going to be a look at what unrecord looks like, and how it would be in VR. I wasn't expecting such a deep dive into VR controls and mechanics with that level of conductive criticism. Bravo 🎉 I can't disagree at all. This comment was originally going to be about how it wouldn't be the same in VR. But you ended up giving all my points, and in may ways, turned them around as well.
When I was shown this, my first thought was that it was pre-recorded footage of some kind, like a FMV game. When the cartoonish amount of smoke billowing from the pistol clued me it was actual gameplay, my next thought was that it looked a lot like a session in a fast-paced VR shooter. Then my brain went pretty much where yours did.
I wish this was VR. :/ All VR games have underpowered weak gun animations, this looks like it has some kick. I'm so sad. Even without all the jiggles in the arms and when you reload, guns in other games kinda feel like you're shooting a BB gun.
I agree on everything here, especially the points about grabbing, I prefer a teleport grab as very few games do picking up things well, and also due to the tether, there are times if I crouch all the way down to pickup something on the floor, I've stepped my heel on the tether a few times when getting back up which snaps my neck back and no doubt damages the cable.
This makes me think of the reasons why I like B&S swordfighting, and wish every VR game just had that. I hate when a sword merely passes through someone and damage is ticked off a healthbar. I want to see the blade hack into the persons skin, I want to see bruising, I want combat to feel like im fighting for my life, and them for theirs. I understand that yes, in the case of B&S, it is still pretty much a power fantasy, and once you figure out the trick of how to win every fight it becomes difficult not to just do that. But I always go back to it because it makes me move, it makes me shift my weight into my attacks, and it feels so much better to dodge a sword physically instead of just holding up my shield and letting the I-frames take the hit for me like a lot of other sword-and-board games. You know a game that did something similar to Unrecord? Kingdom Come Deliverance. They went for a highly realistic combat system, which was a lot of wobbling and moving around, it wasn't as static. A lot of people hated the combat system because it felt clunky and unresponsive. This game is going to be similar I suspect. I wish it had been built with VR in mind from the get-go, because then it would be cool as hell, but when I saw the trailer, I wasn't even a little hyped. This is going to be a game that looks great but has a "Clunky, unresponsive combat system that gets in your way." instead of the bottled lightning it could be.
Very interesting perspective, heavily agree that VR devs should tend towards satisfying the details that cause immersion to flourish. There are arguments to be made about accessibility in terms of certain vr feature tropes but those should not be used as a crutch or excuse holding back the industry and the perception of the gameplay to the public. I think those features should be available for those that need them, but that the core functionality should embody the goal rather than the limits. Another great video! Just wondering, have you done voice training before?
One thing to add, this is made by one developer, this seems like a pattern recently with 1 dev making something innovative and impressive. I wonder how much boils down to "too many cooks spoils the broth".
The "human inertia" argument reminds me of an engineering anecdote that I've heard about Elevators being slow.
There was no way to increase the speed of the elevator safely so the engineer asked their SO for ideas and they replied with "add a mirror". People were now just busy enough preening in the mirror to not notice how much time was passing in the elevator and stopped complaining.
Sometimes the answer is not as straightforward as "fix/add/remove what they ask for".
i thought of a cool idea:
just normal gameplay no special bobbing and other effects
but once the game is over, you can turn the replay into something that looks like this
"This script has bloomed far beyond my original intent"
And here I was thinking this was just going to be a look at what unrecord looks like, and how it would be in VR.
I wasn't expecting such a deep dive into VR controls and mechanics with that level of conductive criticism.
Bravo 🎉
I can't disagree at all.
This comment was originally going to be about how it wouldn't be the same in VR. But you ended up giving all my points, and in may ways, turned them around as well.
When I was shown this, my first thought was that it was pre-recorded footage of some kind, like a FMV game. When the cartoonish amount of smoke billowing from the pistol clued me it was actual gameplay, my next thought was that it looked a lot like a session in a fast-paced VR shooter. Then my brain went pretty much where yours did.
I wish this was VR. :/ All VR games have underpowered weak gun animations, this looks like it has some kick. I'm so sad. Even without all the jiggles in the arms and when you reload, guns in other games kinda feel like you're shooting a BB gun.
I agree on everything here, especially the points about grabbing, I prefer a teleport grab as very few games do picking up things well, and also due to the tether, there are times if I crouch all the way down to pickup something on the floor, I've stepped my heel on the tether a few times when getting back up which snaps my neck back and no doubt damages the cable.
This makes me think of the reasons why I like B&S swordfighting, and wish every VR game just had that.
I hate when a sword merely passes through someone and damage is ticked off a healthbar. I want to see the blade hack into the persons skin, I want to see bruising, I want combat to feel like im fighting for my life, and them for theirs.
I understand that yes, in the case of B&S, it is still pretty much a power fantasy, and once you figure out the trick of how to win every fight it becomes difficult not to just do that. But I always go back to it because it makes me move, it makes me shift my weight into my attacks, and it feels so much better to dodge a sword physically instead of just holding up my shield and letting the I-frames take the hit for me like a lot of other sword-and-board games.
You know a game that did something similar to Unrecord? Kingdom Come Deliverance.
They went for a highly realistic combat system, which was a lot of wobbling and moving around, it wasn't as static. A lot of people hated the combat system because it felt clunky and unresponsive. This game is going to be similar I suspect. I wish it had been built with VR in mind from the get-go, because then it would be cool as hell, but when I saw the trailer, I wasn't even a little hyped. This is going to be a game that looks great but has a "Clunky, unresponsive combat system that gets in your way." instead of the bottled lightning it could be.
Very interesting perspective, heavily agree that VR devs should tend towards satisfying the details that cause immersion to flourish.
There are arguments to be made about accessibility in terms of certain vr feature tropes but those should not be used as a crutch or excuse holding back the industry and the perception of the gameplay to the public. I think those features should be available for those that need them, but that the core functionality should embody the goal rather than the limits.
Another great video! Just wondering, have you done voice training before?
YO I WAS IN BREACHERS WITH YOU I WAS PAN
Ye iv look at this many many times it bloody good but also very new to being somthing else to the table I will look into it more
I completely agree
Nice video :)