Climb, climb, climbSpeaking to the Oculus blog, principal designer Duncan Moore explained how climbing evolved during Stormland’s development. Initially, a system was in place that only allowed you to climb on a small number of surfaces. Eventually, this made way for a system that could let you climb on any surface, opening the door for new traversal options. You use your body to climb in Stormland as you would in real life. This means reaching up in front of you and miming a climbing motion to go up a surface. If you want to get truly vertical, you’ll have to do this a lot. The size of the world should make this a great way to break a sweat during gameplay.
“Seeing your full body animating and moving with you locks you into that character in a way many other VR games aren’t achieving,” Moore added.
Hailed by PC Gamer as arguably “the best VR game of 2019,” Stormland lets you explore, climb, and fly through an expansive android civilization with open-world elements.Mike and I were caretakers of the game pillars and worked with everyone on the team to steer Stormland towards fun and innovation at all times.
That’s certainly true, with some other VR games limiting movement to a set path or smaller enclosed area.
It’s an element that helps push VR toward something it has perhaps aimed at since its earliest days: eschewing standard genre labels. For some players, Stormland will be their open-world role-playing game of choice. For others, it can be a great fitness choice, especially if you bring a friend along for the fun. The science-fiction setting and weapon handling won’t hurt, either.
Stormland will come to Oculus Rift on November 14, but it’s unlikely that a sequel for Oculus platforms would come from Insomniac Games. The studio was acquired by Sony earlier this year, meaning future projects with VR fitness elements could instead come to PlayStation VR.
Major Brands Are Investing in VR. About 75 percent of the Forbes World’s Most Valuable Brands have created some form of virtual reality or augmented reality experience for customers or employees, or are themselves developing these technologies. Given that this study was conducted in October 2015, the number is likely significantly higher.
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