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Reality Bytes

Edge

|

December 2017

CCP Newcastle’s Andrew Willans on the challenges of 18 months as a VR pioneer

- EVE Valkyrie

Reality Bytes

You’ll struggle to find a more passionate advocate for VR than Andrew Willans. Eve Valkyrie’s lead designer left Ubisoft Reflections after seven years, having worked on the likes of The Crew, The Division and Watch Dogs, as well as leading a small team on the delightful Grow Home. He moved to CCP Newcastle after being dazzled by an early Valkyrie demo, and is still working on the game, some 18 months on from its initial launch. Ahead of his keynote at this year’s Develop: VR conference at Olympia London on November 9, Willans spoke to us about his experiences working on one of VR’s biggest games.

What’s the biggest draw to working in VR? 

I think I speak for everyone at the studio that when VR came about it really blew our socks off. We’re making games in VR because we genuinely believe that this is a large part of the future of games. For us there’s still that sense of wonder and excitement. So that’s in the DNA of the studio: we’re all wowed by the technology, and we just want to make great games for it. Yeah, we’d be a lot happier if it picked up sooner than it did, but we’re here for the long haul. As the technology improves, as the prices come down and it becomes more widely available to more players, then that’s only going to be happy days for us.

FLERE HISTORIER FRA Edge

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

time to read

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GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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STRONG MUDDY VIOLENCE

What happens when you mix the tech of SnowRunner and Space Marine 2 in a co-op shooter with '80s flavour to spare? Toxic Commando has the answer

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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