Lone Echo Is One Of VR’s Newest High Points

Lone Echo for the Oculus Rift is the sort of virtual reality game that used to only exist in movies to show off how cool games will be in the future. It’s easy to get so wrapped up in what you’re doing inside the game that you fail to stop and realize how well it’s all working, and how hard it had to have been to pull off.
 
You’re Jack, an artificial intelligence working in and around a mining facility. Who you are exists in your code, not your body, as an early scene shows how you can jump to a new shell when your old self gets a little too beaten up. You can handle radiation for longer than a human, and of course you don’t need to breathe. It’s good to be a robot in space.
 
Things go badly, because games set in space would be boring if they didn’t. And you have to deal with it. And that’s the very basic setup for a very complicated virtual reality experience.
 
WE ALL FLOAT
 
The way you move in Lone Echo makes sense for space, and solves a lot of VR’s biggest problems with movement. Instead of teleporting around each area or walking like a “normal” game in a way that would make you ill in VR, you either use the rockets on your wrists or grab objects around the environment to push and pull yourself around in zero gravity.
 
Most of us have seen this done so often in pop culture that you’ll likely know how it works innately, even though few of us have moved in this manner for the obvious reasons.

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THIS DOESN’T MEAN ANYTHING IF THE GAME ISN’T GOOD
 
Your hands are covered in jets, diagnostic tools and a laser cutter. It takes a bit of practice to figure out how to turn these on and use them effectively, as well as navigate the conversation options of the story itself.
 
Your relationship with Liv, the other person on the space station, is intimate and comfortable. You only have a limited time to respond to her questions or comments, and silence is absolutely an option that can have its own consequences. The environment is filled with Easter eggs and details that help make the station feel lived in and real.
 
The technology behind the movement system and animation is interesting, but it disappears when you’re actually inside that world. These systems exist to serve the story and experience, and they work well enough that you can ignore them all and play the game. They just work. You can use your scanner because you know where it is on your wrist, not because you’re worried about the tracking on the motion controllers.
 
My one complaint is that it often felt as thought I had to let go from the support structure I was holding to manipulate the menus and hardware that exist on my virtual hands, and it could be slightly annoying to float a bit away in those situations. But those are what the jets are for, right?
 
These sentences are so much fun to type, by the way. It feels as if I have memories of being a robot in space, not of playing a video game.
 
Lone Echo takes you someplace else, turns you into something else and is able to trick your brain into believing that it’s all real. The game can be a bit hard on your gut at times — so be sure to take a break if you’re feeling squeamish — but you’re put in many intense situations that would wreck you in other games and are comfortable here. The stress comes from the world and its problems, not the technology, which is the sign of good VR design.
 
And that comfort took more work than you may realize the first time you play.
 
“We worked a lot with our art team to try and reduce motion sickness by being very careful with texture and noise,” Jan said. “We tried to avoid overly repetitious geometry that created excessive parallax or contrast. It can be fine while stationary but it’s something that contributes to motion sickness.”
 
This isn’t easy when you’re trying to create a certain mood.
 
“Our lighting artists had the difficult job of balancing moody, aesthetically pleasing, and informative lighting with the reality of how it relates to user comfort in VR,” Jan explained. “Harsh changes in exposure within the players [field of view], sharp specular detail on surfaces, and optical flaring of the headset lenses are just a few issues that had to be handled with a great care to reduce discomfort for the player.”
 
Lone Echo is out now for the Oculus Rift for $39.99.

 

Source: Polygon

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