https://store.steampowered.com/app/753640/Outer_Wilds/
There is, however, an outright continuation of the subgenre, in Overload.
https://store.steampowered.com/app/753640/Outer_Wilds/
There is, however, an outright continuation of the subgenre, in Overload.
There were many 3D engines before Quake. You had a bunch of Micropose combat flight sims, a ton of 3d driving games, even Elite on the BBC micro.
Hell, I'd written some 3D graphics on the Atari ST before Quake.
Quake was the first 3D texture mapped, dynamically lit, first person shooter...maybe...depending on your definition. It was certainly one of the first to have that ran at frame rates around 30fps.
As others have said, Descent was also around the same time too.
If you don't have experience doing this yourself, watching such a player over the shoulder can be very nausea-inducing. I think to some extent this is innate, but I suspect for those who don't have a strongly pronounced response to begin with, playing such games (and doing those rapid turns yourself) desensitizes you over time. And I think that also transfers to VR to some extent; I've been playing first-person shooters with WASD+mouse for ~30 years now, and I had no nausea whatsoever the first time I tried VR.
Okay except that one time playing COMPOUND. By accident I moved the analog stick to the left while turning my head to the right, and the image moving the opposite of what I expected made me feel bad. I finished the level there, and then had to go rest for a couple of minutes and stop playing VR for the day.
tl;dr for some people it almost never happens, until it does.
No. It can actually get _worse_, as you get more sensitized to VR. The recommendation seems to be to _stop_ using VR if you get motion sick, rather than trying to power through it.
Could it be that you are both right? As in, you should stop right away when you start getting motion sick, but with time it will get better?
Something like: play 15 minutes everyday, stop as soon as you are sick, and after a while you will be able to play 30min, etc.
I have no idea, just asking for a friend :-).
You know, just to see that it has happened to someone :-)
Well here I am: I initially got queasy as soon as I moved, then I'd immediately stop and take a break, longer breaks in the beginning. Initially I got a strong sense of de-realization / depersonalization after getting out of the digital world (i.e. looking at your hands and your brain being confused if they're real) But that also went away very quickly. The nausea, and 'am I still in the matrix' feeling got better within days, and went away within weeks. Now I can stomach any crazy topsy-turvy locomotion in any game. But I still feel the sweat and excitement, when swinging off 1000 feet high cliffs in Jet Island, or diving hundreds of meters deep in Subnautica.
It's just amazing how immersive it can be. I think you can only get there by having it at home and really giving yourself the time to get into it.
It's also re-ignited my love for single player games, especially modded triple A titles like Dragon Quest XI, or Resident Evil 2 (Remake) for example.
And btw, I run all of this on (arch) linux, on a Valve Index kit, using both SteamVR and OpenXR through Envision (Monado). It's been a bit of tinkering but that's only made it more satisfying for me. Plus, there are great communities like the Linux VR Adventure group: https://lvra.gitlab.io/
There are still some sorts of games that will make me queasy (games that have a lot of uncontrollable-by-me jumping around (think "leaping ninja fighting games') for instance), but by and large, I've no trouble.
I also found Dramamine to be helpful during the intermediate period where I'd still otherwise get nauseous after a while. I find it continues to be helpful for things like those stupid "leaping ninja fighting games".
Nausea didn't get better and seemed to be present when my head was turning but the camera was moving either the opposite way or in the same direction but too fast.
I have some really good memories of spending hours inside of Obduction VR (highly recommended if you liked Myst / Riven / The Witness / etc), but the de-realization was so severe that I ended up abandoning that form of entertainment out of concern for my sanity.
I'm guessing it's easier to get used to the motion/display lag than the balance sence issues.
Maybe, but people who work on boats surely get used to it. So it seems like it is possible for some people to some extent :-).
The only experiences that made me nauseas were the ones that simulated movement of characters, where pressing a button would move the character and camera forwards. That was just too much of a disconnect. Movement by teleporting was not a problem.
It was worst the first few times, and I did not last long before I had to take a break, powering through was not possible. With experience it got better, the nausea/dizzyness was less intense and I could play longer sessions, but it never went away completely.
However, once I rented a plane to go over the Nazca lines, and it was in a tiny plane, that was capable of changing direction very easily.
That day I felt nausea. By this, I mean you can't ignore it, it is a strong sensation. So much, that the guides will advise to do the flight on an empty stomach. And it was overpowering, one girl in the plane did not watch anything because she was focused on a paper bag close to her mouth.
Not even fast turning karts or anything else has been able to reproduce that feeling.
In a small (3-4 seat) plane, I got a little nervous from the sudden changes in direction, but I didn't feel nauseated then either. I've been on one of those astronaut trainer 3-axis spinning chair contraptions a few times when I was younger and didn't feel any ill effects. I thought it was a fun experience.
I have gotten a weird variation on motion sickness a few times when I was on small boats. I'd be fine on the boat itself, but a day or two later, back on land, I'd feel like the surface of the Earth was bobbing up and down the way the boat had. It went away in a few hours or less, but it was hard to do anything productive while it lasted. I still didn't feel like I was going to vomit.
So much fun, though!
https://www.youtube.com/watch?v=FyMduxHsXko
https://steamcommunity.com/app/448850/discussions/0/38095358...
«I am the CEO of Orbital Design Studios, and am the designer behind the canceled "Descent IV" project in 2002. This game is a thing I thought I'd never see, aside from prototypes in my company's archives.
A very warm welcome back to Matt & Mike and all of the old crew of Parallax and Outrage Entertainment who have returned to create this long dreamed of and hoped for creation. Thank you for putting my regrets that D4 couldn't get made, to rest. Overload will stand for all time in its place.»
There was also another classic Descent contender, Forsaken, that got remastared in 2018 to run on Linux and macOS in addition to modern Windows platforms. The original game was actually used as a graphics benchmark for early 3d accelerators due to its lighting effects.
That said, looking forward to playing Descent 3 on a modern platform!
This. Everything or at least nearly everything is consistent and logical. The goal of the game is for you to piece out how all the element relates together.
Else, open the map, pick an unexplored planet and go there. There is no wrong way to go.
Figuring it out! Going from all loose ends to a decent picture of what's going on can be really satisfying.
It feels more like a roguelike or a survival game to me with it's anti-features like falling damage and time limited resources and inescapable holes to get trapped in. And then you die and have to start all over again from the beginning. The epitome of not respecting the player's time.
It's the only game I have ever refunded on Steam, and annoyingly I keep getting recommended it because it's "like" all the other games that I play even though it clearly is not. I feel like I am in bizarro world with the amount of people who rave about it.
That part is at least true - there are no other games like Outer Wilds.
It is absolutely an adventure game - aside from some arcade elements - you solve puzzles throughout entire game and you retain progress once you've solved them.
So maybe it's less frustrating if considered like "a Mario level that's supposed to be difficult"
The story is understated, poignant, and one of those "ultimately nothing happened but the real story is what happened along the way". For reasons like this I consider it similar to Disco Elysium, a totally different game on the surface
https://store.steampowered.com/app/327880/Sublevel_Zero_Redu...
This game is such an underappreciated hidden gem.
Glad D3 is in open source now, because the Steam version has broken multiplayer. I'd be glad to have a multiplayer session again one day.
I really enjoyed the story too, that was probably the first game I played through to the end, just to find out how the story ends.
I believe the team has long disbanded which is a shame, it is a very _decent_ product (ha!)
Not the same exact team head-for-head but pretty close. Matt Toschlog and Mike Kula were both game directors on the original (and founded Parallax Software). They were the game directors of Overload as well and they're the founders of Revival, the studio that made the game.
The game is very well made, and as far as I know they delivered everything they promised to their backers (it was on Kickstarter). I bought the game (on PC AND on XBox) and left positive review on Steam. Hopefully they're working on something else that's just as awesome!
The midi Descent music (from 1 and 2) was to me the best game soundtrack in many years. Only when Portal appeared, it was removed from my top 1.
It is the only set of game related songs I enjoy using as ringtones =)