While a look at the SteamVR Game titles coming in 2016 seems quite promising, the coolest things I’ve seen demonstrated over the last year weren’t traditional games at all – but rather “experiences”. That’s not to say there aren’t some really great games coming to VR, because there are, but while game developers tackle bringing current gen game themes to VR space, others are turning heads with original content so immersive and mind-blowing it challenges how we define a VR title.
Let’s start at the top – of the world, that is. Take Sólfar and RVX’s “Everest VR” teaser as a perfect example of a non-game VR experience, despite being built with one of the most powerful gaming engines.
Another room-scale VR experience that captured a lot of attention at recent road shows was Wevr’s “theBlu: Encounter” , which simulates a deep ocean shipwreck and a profound meeting with wildlife there. Here is a link to one of their blogs from behind the scenes on that project.
A glance at the Wevr company page shows the wild diversity of VR content in development, everything from the Sundance Film Festival, music concerts, Sports Illustrated to the mind-bending space-themed “Irrational Exuberance Prologue“. Wevr also provides a platform for VR producers, which looks promising.
Another announcement coming out of the Sundance Film Festival was a partnership between traditionally game-focused Ubisoft Montreal and a VR venture co-founded by Elijah Wood called SpectreVision that will focus on interactive VR Horror titles. The short teaser that accompanied this announcement was a chilling 360 stereoscopic ride through a scary scene in Assassin’s Creed “Jack the Ripper” add-on, although their production project is likely not related to that specific Ubisoft franchise at all. In any case, any VR “interactive horror” to get air time at Sundance has my full attention.
Google’s Tilt Brush is a cross-platform VR painting tool that has also been an enormous success at VR road shows. It supports room scale VR, and watching an artist paint a three-dimensional object while walking around it in real life is a poster of a new generation of immersive, non-gaming content. Nvidia sponsored a VR art contest last year, here are some video highlights from that event.
I am excited to see Virtual Reality break through into the mainstream in 2016 – as much for rich sensory experiences as the ridiculously awesome looking games, the latter which I may cover in another blog entry. What I see in terms of new ways to produce and deliver art is as large a leap forward as the television was for the radio – that is, a once in a century leap in communications-enabling technology, although 2016 is probably just a quiet beginning. I believe developers are only at the tip of a world-changing technology, specially for the field of education, perhaps even medicine, one where fantastic games are just a by-product. Just imagine the recent Star Wars movie – but in VR. Or a tour of the Louvre from your living room. Or a show like MythBusters – (I’ll miss this show!) – but one where it feels like you’re actually there, but completely safe. Confront fears and travel to other places you may never have the opportunity or desire to see in person – like inside a volcano, aboard the IIS, or like the teaser above, atop the world’s tallest and most dangerous mountains.