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GDC17: Indies Rule the House at Microsoft’s ID@Xbox Event


Posted on March 12, 2017 by Broken Joysticks

Article Written By: Tori Dominowski

The Game Developers’ Conference lets independent game makers to show off their projects in a professional setting, while giving platform holders and publishers the chance to show off their lineup to budding talent. Amongst the sea of VR and game service companies, indies got their chance to shine at a few events at the show – in particular, Microsoft’s ID@Xbox showcase.

Held at a private loft in downtown San Francisco, the event gave us a look at upcoming indie games to grace Windows 10 and the Xbox One. Among these, some of the standouts included Ooblets, the adorable life sim/role-playing game developed by Glumberland, Church of Darkness, a top-down stealth game by Paranoid Productions that tasks the player with infiltrating a cult compound, and Etherborn, a dreamlike gravity-bending puzzle platformer by studio Altered Matter.

The developers behind Ooblets stated in our interview that they wished to make a game which combines the most compelling elements of Harvest Moon and Pokémon into a single experience, marrying the meditative slow-life farming of the former with the collection and companionship of the latter. The game is designed to evoke the same soft, safe, endearing, and  feminine aesthetic that both series pride themselves in, touting a visual aesthetic very much in line with modern cartoon style trends. Ooblets is setting out to be the alternative to both series that emphasizes the strengths of both that often get ignored.

Church of Darkness, by contrast, takes a much darker and more tense turn into the stealth genre. The player must infiltrate a religious cult’s South American compound in the 1970s and rescue their sibling who has left home to join them. The game uses a top-down perspective to allow the player as much visual information as possible without using standard stealth conventions such as a radar. The setting alone does a great job of establishing unfamiliarity and unease in the player, something well-suited to a stealth game. Plus, the wealth of ways with which the player can interact with the environment allow for some rather creative puzzle solutions, leaving the player feeling unrestricted in ways other stealth games do not.

Finally, the last standout was Etherborn, a game that prides itself on its eerie, misty, dreamlike visual aesthetic, as well as using it to support its gravity-twisting movement mechanics. In the game, the player can move up walls when approaching them with a ramp. Manipulating the gravitational standards of whatever polarity to which they are currently oriented is the key to the game’s puzzles. Falling down holes in the ceiling and establishing a sense of continuity to abstract spaces are necessary in the demo’s later levels, and make Etherborn out to be a gorgeous-looking standout of the puzzle platformer genre.

Microsoft’s Xbox One still has a lot to prove if it wants to keep up with the current indie clout of Sony’s Vita and PlayStation 4, but it is putting up a very compelling show of confidence with this show. Giving developers cheaper access to development tools, cross-platform certification through the Windows Store, cheaper certification fees, and big industry-facing events such as this one are a good sign that Microsoft still believes in the importance of independent development for its platforms.


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GDC 17: Hands-On With VR Sports & Front Defence


Posted on March 1, 2017 by Rae Michelle Richards

Vive Studios will introduce three brand new entertainment experiences for the HTC Vive this spring for owners of the headset. During the first day of the Games Developer Conference I got the chance to sit down with Joel Breton to discuss the three new products – VR Sports, a collection of room scale enabled mini games. Make VR, a tool that helps bridge the gap between Virtual Reality and the real world by bringing support for 3D printers into the virtual space. Finally, Vive Studios also announced Front Defense, a World War II inspired shooter that uses Valve’s room scale technology.

The ten-minute demo of VR Sports and Front Defense that I tried at GDC was my first experience with room scale. Previously I had played Elite Dangerous in VR at E3 2016, set up my own sitting VR experience with motion controllers and played a few demos that used the Xbox 360 controller but this was my first time being able to move freely in the real world while strapped to a VR headset.

VR Sports is exactly what the title implies– table tennis using both room scale and the HTC Vive motion controllers. I was able to use one of the Vive wants to position the ball in front of me and smash it with the paddle in my other hand. It took me some time to adjust to the Vive wands and I found myself smashing the ball just a little hard, sending it flying out of bounds. After a few attempts and some coaching from the helpful HTC staff I was finally besting my computer controlled opponent. While the VR Sports demo at GDC17 was limited against an AI opponent the final game will also support online multiplayer against friends who also have HTC vive setups.

The second, and last, demo that the Vive team had on display was the tutorial level for Front Defence. In this World War II inspired first person shooter players have to fight off waves of enemy soldiers after learning the ropes against stationary cardboard targets. Front Defense gives provides players with a number of different tools of destruction to defeat their enemies – a standard machine gun is wielded in the right hand and reloading is performed by gripping the ammo clip with the left controller and then grabbing a replacement clip from your belt and inserting it into the gun. Rocket launchers also make use of a similar reloading mechanic where I had to reach down and grab a new projectile from an armored case on the ground and then insert it into the back of the rocket launcher. All of these movements added to the immersion and realism that you just don’t get when playing with a standard controller. It did take me some time to adjust to the idea of moving around a virtual space when using the HTC Vive but this is not a limitation of the platform and more getting used to not having to control my movements with an unnatural input device.

I’d like to thank Joel and the Vive Studios team for letting me go hands-on with their upcoming games. For my fist taste of room scale, the GDC demos showed me how impressive premium VR could be with technology as immersive as room scale. Make sure to watch my interview with Joel Breton in the embedded player below:


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