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Someone needs to have a nice sitdown with the gaming industry about VR and what it can and can't do. The ability to transport the viewer inside a scene is incredible, and if that scene happens to be in the cockpit of some kind of ship, then it opens up a whole range of movement options that would otherwise be a bad idea. Putting the player behind the eyes of a protagonist who walks around freely in the standard FPS viewpoint, on the other hand, is something that has only sounded awesome. It's hasn't been. Really, seriously, it's kind of sucked, and while wanting it to be different won't change that, clever viewing systems just might. So now Minecraft has official VR support, and it's taken an interesting approach to the presentation that's a little awkward but usable.

Giving life to a game that is notorious for not having any real plot or development within the story, Telltale did an incredible job capturing the world of Minecraft . They gave insight into the inhabitants of whatever world Minecraft Walkthrough takes place in and what they do when they aren't building or crafting. Inhabitants don't go around killing every zombie and spider in sight and in fact aren't actually set on mining for the greatest minerals to build the biggest buildings and the greatest weapons, which makes sense. With the decision-based mechanics of the episode, you give Jesse the opportunity to make his,(or her) own decisions that will essentially shape his personality as well as the way that others perceive him. Though a good majority of the decisions only result in "She/He will remember that," some are detrimental decisions that can make or break your situation. Regardless of how you play the episode, it offers a lot more than just being a TV show that you play and allows players the chance to create the story that they couldn't play before. For being only the first episode in this five episode series, the series gets off to an incredible start.

This has been gone over in many other articles, but the short version is that what the player sees in VR is strong enough to trigger an instinctual expectation of motion that, when the body doesn't feel it, causes a nausea reaction. You're seeing something that the brain knows is wrong based on physical feedback; the most likely cause based on data from the last several million years of evolution is some kind of ingested toxin, so systems get purged to remove the poisons from the body as fast as possible. Personally I just get a nasty headach and woozy feeling, but other people need an emergency bucket available. The cost/benefit ratio to FPS VR is completely off, no matter how cool it seems before the reaction kicks in. At this point I've learned the best thing to do with a VR FPS is to poke in for no more than two to three minutes to get a sense of the environment, and then switch back to the monitor and never use the headset for it again.

Of those contributions, none were greater than Rock Band. In fact, you could argue that a big part of the reason the entire genre seemed to disappear so quickly is because there was no way you were going to top Rock Band as far as advancing the genre is concerned. It didn't matter who you were or your thoughts towards video gaming, the feeling of getting four friends together and rocking across the globe with the help of a massive list of classic hits had an appeal that could seize infinite nights and weekends away. Many games work endlessly to pursue that level of zen that accompanies the perfect multiplayer gaming experience, but Rock Band manages to mass produce that euphoria to the point where you almost become burned out on it like a raging weekend drug bender.


The game is single-player only, but it offers a brilliant storyline, colorful graphics, and engaging gameplay Supergiant has established itself as one of the best indie developers on the market, and Bastion is still arguably the company's crowning achievem

Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.

Remember in the beginning of the 32-bit days when controllers simply weren't designed for 3D cameras? You'd have games that mapped up and down viewing to the triggers, and the only way to rotate the camera was to turn your character in the right direction and manually recenter things with a button press. There were a lot of experiments, some better than others, but none held a candle to the introduction of twin-stick controllers. VR FPS is in the same state right now, and while there's a lot of interest in getting to the twin-stick equivalent of whatever the solution ends up being, it's not there yet. Minecraft deals with the motion sickness problem by breaking the immersion during rotation, but as long-term solutions go it feels like sticking the up/down view on the shoulder buttons. It may be graceless and awkward, but at least it gets the job done. Creating a workable free-roaming FPS viewpoint in VR is still an ongoing task, though, so until a better solution is found this will do

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