Crytek goes in with engaging VR
Is free solo climbing cool? I’m sure there’s been some virality in its danger in the YouTube era, but we’ve had, what, Cliffhanger, which was more about guns and biceps than cliff hanging, and then the arbitrary opening Mission Impossible II?
Recreating a niche extreme sports doesn’t quite feel like the surefire Wii Sports gambit that sold Nintendo’s first weird-controller piece of hardware — success it has failed to find again with the Wii U — but Crytek’s first full VR game, The Climb, is correct: climbing rock in virtual reality is fun.
The Climb is simple. Once you strap into an Oculus virtual reality headset, two disembodied hands appear in front of you. Pulling the left or right triggers on the Xbox controller clenches the respective fist. “Aiming” the hand at a divot in the cliff, by way of moving your head towards where you’re trying to grab, prompts the hand to appear as if it’s reaching a bit more urgently, signalling to you it’s ready to grab. And that’s it, hand over hand, you’re climbing rock.
I played a course in south east Asia on easy difficulty, which only necessitates two types of grips. The most technical thing I had to do was let go with one hand and quickly grasp the same hold with the other. That and you’ll want to occasionally hold the bumpers to chalk your hands so they don’t start bleeding down your players’ hip fitness wristband. I might be stereotyping, but I’m pretty sure it read, “YOLO” at some point.
But that was it. There was some hand over hand lateral movement across a plank and a jump or two to otherwise out of reach handholds, but it’s mostly about the physical intimacy of climbing up a giant rock and occasionally physically turning your head around to soak in the beautiful vista. Miles of CryEngine rendered landscape juxtaposed against surrogate fingertips. “The engine gives us that ability to do the distance, the scale, the largeness and intimacy,” Crytek’s Director of Production David Bowman said.
Crytek came out hot in 2013 with three big releases: Crysis 3, Warface (hah!), and Ryse: Son of Rome. The first and third were sales letdowns. The second has a name that gave me immense pleasure for a year or so and might have made money in Asian and European markets where is launched sexy female soldiers. Its 2014 announcements — a Johnny Come Lately MOBA Arena of Fate and Darksiders follow up from former Vigil employees Hunt — have been radio silent in 2015. Its other known project is a VR game with dinosaurs.
Bowman noted that Crytek is, “going to continue to make traditional great, fantastic games,” but said that, “VR gives us a new toolset, a new platform, a new media that plays to our strengths. It plays right into what we do better than anybody. This is our chance to really shine.” Virtual reality is an important part of Crytek’s future.
Where Ryse was basically an Xbox One tech demo, a piece of impressive “next gen” looks, The Climb is something like that for VR, albeit with a lot more substance than the QTE-heavy movie knockoff. Bowman calls it, “one of the premier Oculus content experiences,” and says it will be released “early” in the Oculus’ life cycle. “They love it,” Bowman said.
Oculus made a smart decision pairing its still-not-dated, still-not-priced Rift VR headset with a strong piece of software in EVE: Valkyrie. The Climb may not have that pack-in position, but Bowman says the simplicity is what will sell VR to a wider audience.
“The approachability of this, we have really high hopes for it as far as bringing in people who might not consider themselves gamers. And if you are a gamer, there’s a lot of sport here. It’s free climb solo. That level of danger in real life means you’re not going to go out and do it probably yourself, but here you have this extreme sport that’s now accessible to you.
“What every hardware platform needs is that application that you can say, ‘Hey, I bought this, I have fun with it, and now I’m sharing it with my friends and family, and I feel good about it because they’re able to appreciate it.’ And now all of a sudden they’re going, ‘I had fun doing that, so I’m going to buy one,’ and it tends to snowball. That’s how hardware adoption happens.”
And while Bowman maintains Crytek will continue to make “traditional” games, the company has, “probably the largest VR team, the largest that I’m aware of anyway.” “We’re trying to position Cryengine to be the best toolchain to work in VR,” Technical Director Rok Erjavec added. More people using the engine for good VR experiences increases the likelihood of VR somehow catching on where something like 3D has failed.
“2016: Early adopters. 2017: Friends and family of those early adopters going, ‘I want one too,’” Bowman said. “By 2019, I’m saying this is going to be one of those ways you access all sorts of experiences, not just games, but data in general. We want to be riding that curve, that wave.”
It starts with The Climb. “When we started doing climbing originally during our tech demos…we realized, ‘Hey, this is fun. This a fun thing to do, just inherently.” It took some time to get there, of course. The Climb started with a full pair of disembodied arms, but testers of different size felt out of sorts with the one-size-fits-all proportions, so the team lopped the arms off and reduce the interface to floating hands.
“We thought it’d be really fun to fall and hit the rocks and bounce and stuff. Man that makes you so sick. Don’t do that.”
The sweet spot for falling — to put that knot in players’ stomachs without leaving them retching — turned out to be 2.3 seconds of freefall and then a fade to black.
“A lot of our developers and our QA team, god bless them, they have had to endure some really fun experimentation,” Bowman said. He was cagey on how many staffers puked, but noted that during early prototyping, the team had to account for the fact that a developer might have to get out of the thing after about an hour of work due to nausea. Now, level designers work in the visor all day.
“We had people run to the bathroom, though.” Well, if anyone did puke during those early phases of prototyping, it’s between them and their porcelain god.
Bowman was cagey on just how much stuff would appear in The Climb, too. “We have a set amount of content and we’re well under control as far as delivering that…and we’re going to be expanding that content hopefully in the future as well,” is all I got when I asked about different regions, or weather conditions. As for changes to the time of day, “absolutely.” Beyond the physical interaction and varying locales, the team seems excited for the latent speed run and otherwise competitive angle to satiate the hardcore or give greener climbers something to keep them coming back.
To that end, VR does offer technically bombastic experiences pared down in a way that “non-gamers” might find appealing without being patronizing — like I said, The Climb was simple, but plenty of fun. “When I put a strange controller in your hand and say, ‘Okay, I need you to press this combination of buttons,’ you’ve instantly alienated a lot of people,” Bowman said. The Climb also supports touch controllers and features a, “solution set that works for a variety of different input devices,” so hopefully we’ll be bringing you Donkey Konga free climb speed run videos next year.
As for other simple experiences that turned out to be “inherently fun” in VR that Crytek might want to explore?
“Can’t talk about them yet because we’re going to use them.”