Aloys wrote:Being able to fiddle with your KI, or reach your Relto book, with your own hands would be so great.
Oh yeah !
Aloys wrote:Uru wasn't designed for a Myst like node based movement system
While it's quite nauseating at first, eventually you get used to regular game locomotion.
Natural Locomotion (where you move forward by waving your arms), while a bit weird, helps a lot too.
Otherwise, maybe we'll get teleportation locomotion in the game eventually.
Aloys wrote:If there's one thing VR is great for it's giving a sense of scale.
VR is great at giving the sense of scale, however some games that weren't correctly scaled from the start don't translate well to VR. Skyrim being an example, where tomatoes are as big as cabbages, doors are 4 meters tall, and everyone is fighting with paddles.
Uru has a similar issue since everything is slightly too big (to accommodate to being viewed on a small screen). Fortunately, the design for the whole game is quite alien, and D'ni are supposed to be quite showy and to like stocky rock architecture. So the wrong scale actually works in favor of the game most of the time IMHO.
Aloys wrote:Can you imagine being outside on Garrison and seeing the huge training center rotating? Or Better yet in the Cavern? That would be seriously awesome.
Oh yeah ! Gahreesen (and Ahnonay!) would be really cool. Seeing the buildings/vortex in motion would definitely be impressive... and vertiginous
At some point I manually ported both Bevin and Ae'gura into Unity, so I have a pretty good idea what it looks like in VR. Like I said, the scale is slightly off, which is not a big issue. You can still feel lost in the big buildings all the same.
Now I would love to play the DiRT demo in VR... Can you imagine all the climbing and clinging to pipes you would have to do with motion controller ? Crazy.