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In questo video si parla di The Mage's Tale, un dungeon crawler ideato da inXile Entertainment. Il gioco è stato pensato per sfruttare il visore Oculus Rift e la periferica Oculus Touch.
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00:00www.mesmerism.info
00:30Where we have a regular segment called the VR Minute
00:33In which we discuss virtual reality, augmented reality
00:36Because we're both very passionate about this emerging technology
00:39One of our favorite segments
00:40So we are breaking that segment out into a new regular show
00:44And this is its first episode
00:45We're calling it Projections
00:47And it's going to be a regular discussion and showcase of news
00:52That's happening in the virtual reality and augmented reality space
00:55Yeah, we'll start out every week with some kind of discussion
00:57And then hopefully jump to an interview with a developer of some kind
01:01Or somebody involved with VR
01:02And then close out the show with talking about some things
01:06That we've experienced lately
01:07Hardware or software that we recommend or are excited about
01:10Well, one of the reasons we want to do this show now
01:13Is because we are almost a year, over a year
01:16Into the launch of Consumer VR
01:19Now for you and me, it feels much longer than that
01:21Well, and it has
01:22It's been five years since the DK1 was on Kickstarter
01:25So it's been a long journey for us
01:27But you're right
01:28It's been a year now since you've been able to buy anything in Best Buy
01:33And finally, it took 2016 to bring controller parity
01:36To the Oculus Rift with the Touch
01:38So that now you have hand presence
01:41As you do with the Vive
01:42And the PSVR
01:43So now everybody's on the market
01:45And 2017 is really the year that we get to see what happens with that
01:49Right, and while we hope to see some iterative improvements with hardware
01:52I also believe 2017 is really going to be about the software
01:57And allowing developers to experiment and try new things in the VR space
02:01Now that we as consumers have it
02:03Oculus themselves have said that 2017 is going to be about depth for their games
02:08And with Game Developers Conference right around the corner
02:11Hope to see maybe some different types of games
02:14Now, what does depth mean though?
02:17Right, that's a good question
02:18To me it means longer experience
02:21Or at least the ability to spend more time in the game
02:24Replayability
02:25A lot of the multiplayer games that have come out this past year
02:28They have great production values
02:29But games like Rip Coil or Dead and Buried
02:33There's just not the installed base yet
02:35To assure that you can experience the promise of the game
02:38Because often you're waiting for people to join you
02:40So long that you might just exit the game
02:44Because there's not enough people in line to join your game
02:47So you don't get a chance to really fulfill that experience
02:49So whereas a single player game you can jump in at any time
02:52Right, and a lot of the single player games that we did see come out last year
02:56Maybe the question was whether it needed to be in VR in the first place
03:00Right, Kronos
03:01Kronos was a long single player game
03:03Clearly a lot of production value put in
03:05But I could see playing that game or a similar game in a 2D space
03:08VR didn't add a whole lot
03:11It wasn't made with VR completely in mind
03:13Right, I mean that's true for several games
03:16What was that racing game?
03:17It was like you had four cars on the track and weapons
03:19Blaze Rush
03:20Blaze Rush
03:21I mean that's a perfect example of the same thing
03:23Now not to diss on Blaze Rush or Kronos
03:25I mean a lot of people love those games
03:27And what they proved was that VR brings an immersion
03:29Even to that kind of gameplay
03:31But it doesn't necessitate the VR experience
03:35And a lot of the best experiences we've had in VR over the past year
03:39Have been the smaller experiences
03:40When people ask us what are the things you keep on going back to
03:44It's games like Space Pirate Trainer
03:46It's even games like Fruit Ninja
03:47The short minigame experiences
03:49It's one of the reasons I think that Valve released The Lab last year
03:52Which was, as they said, a collection of the experiments they've been doing in VR
03:56That just end up being minigames
03:58Right, yeah, so I don't know if depth necessarily means a longer experience than in that case
04:02Because, like you said, a Space Pirate Trainer
04:05When this came out, when Touch came out for the Rift
04:07I was like, well, the greatest thing about Touch
04:10Is it brings Space Pirate Trainer to a bigger audience
04:12Because that's the go-to
04:13Let's just have fun and shoot some spaceships for 10 minutes
04:17I don't know if it's the comfort level of having to put on a headset
04:21But jumping in and out of VR
04:24Is something that I like to be able to do
04:25You know, easily and be able to complete an experience before I take it off
04:29Space Pirate Trainer is a perfect example of how to do that
04:32The Climb is an interesting game
04:34Because it, I would consider that to be a very deep game
04:36You can, there's lots of levels and replayability to it
04:39Clearly high production value
04:41Definitely
04:41That's gorgeous
04:41One of the best looking games
04:42But it also lends itself to those short gameplay experiences
04:47Where you can jump in, climb a mountain for 10 minutes
04:49And then take a break, take the headset off
04:51Right, and on the flip side, Superhot, which was hugely innovative
04:55And one of my favorite games of last year
04:58I played it all in one sitting
04:59It was only just a two to three hour full game
05:02Wow
05:03Had plenty of innovation
05:04Made great use of VR
05:06But I wanted to see more depth in terms of maybe more levels, more length
05:09Right
05:10So I could go back in and have more replayability
05:13And play for longer sessions
05:14Right, yeah, that's an excellent example of a game that has high production values
05:20That didn't seem to cost an enormous amount of money
05:23And as a consumer, when you're looking at the options you have
05:27Places where you can spend your money
05:28If you're gonna spend 40 to 60 dollars on a game
05:30It's no doubt to me that Oculus wants to make the value proposition of their VR games
05:36Favorable when you compare it to a 60 dollar console game
05:40Right, and so I think we're gonna see a lot of games like Lone Echo
05:43Or Wilson's Heart that are gonna feel like they have that value proposition
05:48A lot of money was put behind it to develop a fully fleshed out single player experience
05:52Like you mentioned
05:53And just this week, just today actually
05:56At DICE, we saw the announcement of a new single player game
05:59It's by In Exile Entertainment funded by Oculus Studios
06:03And it's called The Mage's Tale
06:05In Exile Entertainment, they actually worked on the Bard's Tale series
06:09Yeah, I love the Bard's Tale
06:11The original Bard's Tale came out in 1985
06:14I was a huge wizardry fan
06:16It was in the same vein
06:17It was a dungeon crawler RPG
06:18You had your party
06:19You would go on adventures
06:21And that game amped up everything that had been done before
06:24It brought the adventure above ground
06:25Beautiful graphics
06:26I didn't play the remake though in 2004
06:30Is this done by the same team that did that game?
06:33It is, and they're actually working on a Bard's Tale 4
06:35That they did a crowdfunding campaign for recently
06:37And so I think this new game, The Mage's Tale
06:40It's a completely separate game made for VR
06:42Shares some of the assets
06:43Definitely built in that same universe as The Bard's Tale
06:46And actually was down at In Exile Entertainment
06:48To playtest the game
06:50And chat with the lead designer
06:51To learn about how they're making a dungeon crawler for VR
06:55Let's take a look at that
06:58And we'll see you next time
06:58Let's take a look at that
07:03Let's take a look at that
07:06Let's take a look at that
07:06Let's take a look at that
07:09Let's take a look at that
07:11Let's take a look at that
07:11Let's take a look at that
07:11Let's take a look at that
07:13Let's take a look at that
07:13Let's take a look at that
07:14Let's take a look at that
07:14Let's take a look at that
07:15Let's take a look at that
07:15Let's take a look at that
07:16Let's take a look at that
07:16Let's take a look at that
07:18Let's take a look at that
07:26Grazie a tutti.
07:56So, in Mage's Tale, you step into, like, the shoes, and they're probably pointed shoes, I think, of a apprentice
08:02magician, uh, who's studying under Mage Algwyn, and he's been kidnapped, and it's up to you to sort of master
08:08the magical arts on your own, and rescue your master from, like, the, the fiend Mage Galfroy.
08:13Uh, so, in this game, it's super kinetic. You're, uh, you're pulling spells out of your spell menu. You're, like,
08:21wielding raw elemental power. Real-time combat, so you're fighting goblins and necromancers, suicide bombers and wizards, uh, and this
08:30huge cast of, of beasts that Galfroy is sort of summoning in your way, uh, to stop you from saving
08:37your master.
08:38Uh, we really took a big focus on, uh, being able to manipulate, uh, objects with your hands. We wanted
08:44to take control, or take advantage of the touch controllers, really as best we could.
08:48So there's a lot of, like, cranking, a lot of, like, little odds and ends. You're gonna find a lot
08:52of really silly little items that have no purpose other than to be fun, which is really one of the
08:57strengths of, of the touch, is just being able to play with objects in your hand, being able to juggle,
09:01being able to, uh, just, like, throw objects at enemies, being able to, um, manipulate, like, cranks, levers, uh, uh,
09:10uh, and Exile has this really illustrious history of dungeon crawlers, being, like, sort of the breeders of the Bard's
09:15Tale series.
09:16We, we started from the position of, we wanna take the dungeon crawler to the next level, and VR just
09:21seemed like the perfect fit.
09:23Before, you were seeing everything in two dimensions, but now you really get to, rather than just, like, turning to
09:28your left and, like, pressing that brick, you're, like, looking under objects, you're manipulating items with your hands.
09:33Dungeon crawlers try and make you feel really claustrophobic, they try and make you feel like you're in this alien
09:38space and danger's right around the corner, and with things like 3D sound and the head-mounted display,
09:44we get to amplify all of those elements we've been trying to perfect in the 2D space, and 3D just
09:49serves it so perfectly.
09:51The way, like, sounds echo off the walls and you can hear things in the distance, uh, the way when
09:56a trap sets off and it curves right in front of your face,
09:59and that sense that you can actually, like, dodge those pendulums and, like, get out of the way of those
10:04arrows, uh, allows us to really assail you in these really aggressive ways,
10:07and you feel like you're in control, and as you get better at the game, you really start to feel
10:12like a, like, like a real wizard and, to some extent, like a real ninja,
10:16because there is, there are elements of, like, dodging and, like, that, the entire body play really comes into it,
10:22uh, and, and we just felt that, that just meshed with the genre so well.
10:27Every time you step on a, uh, spike trap and they literally come up into you, it does make you
10:32feel a little like you've been,
10:33I don't wanna say violated, but, like, that is some, sort of something that we're going for, like, these, uh,
10:37It's in your personal space.
10:38Yeah, it's in your personal space and it really takes us to the next level.
10:41So, as you're, like, delving through these dungeons, uh, we've hidden secrets, like, behind every corner.
10:46So, like, every wall is worth inspecting. Some walls can be knocked down.
10:49Sometimes there'll be secret hidden, like, depressive, uh, depressive bricks you can push in to, like, reveal hidden entrances.
10:56There are these things called magic mouths that deliver these, like, super cryptic riddles
11:00that help you unlock these, like, magical puzzles that we built into the game.
11:03So, you go through eleven levels in our game, and that's not including, like, the mages lab in the main
11:08menu and things like that.
11:10You delve through, uh, these, like, really ornate crypts that have these very, like, necromantic tome, uh, necromantic tones to
11:18them.
11:18Uh, and you go through, which is the creepiest and one of my favorites, is, uh, the Ruins of the
11:23Charn, which is, like, this living dungeon
11:26that's been, like, sort of, like, grown to the needs of this, like, ancient race.
11:30Uh, you'll, you'll see a little bit of it, but it's very squishy and very alive, and even, like, the
11:35act of opening a door makes you feel a little guilty.
11:38There's a lot of physicality that you can get with VR, and I would imagine that also applies to the
11:43spellcasting and the way you interact with the world.
11:46So, what are the ways you can interact with the world?
11:48Yeah. So, you're gonna see plenty of that.
11:50But we take, you being a wizard, one of the first and foremost ways you're gonna interact with the world
11:54is by using your magic.
11:56So, you get to select between, uh, four core spell types.
12:00You have your fireball, your lightning, uh, your lightning bolt, your ice javelin, which is really cool, uh, and your
12:06wind blast.
12:07And so, you're gonna find puzzles throughout the world, and you're gonna think, which four of these tools could I
12:11use and in what combination could I use to solve this problem?
12:14Uh, does that, can I, can I light these braziers and does that illuminate an object in the world that
12:19now I can see and maybe read a riddle?
12:21Uh, can I, uh, can I power these orbs with my lightning?
12:25And then we get even deeper into what I call, like, the combat puzzles.
12:29And so, we have enemies that present very specific puzzles to you.
12:33Uh, so, like, one of, one of the clearest examples is shield goblins.
12:36We have these, a whole host of characters that wield shields, and so these frontal assaults don't work.
12:41But you can go into your lab, and we have a wizard's lab, like any good wizard should have, uh,
12:46where you can craft your spells and customize them and, like, put weird mutators on them.
12:51So you can build a homing, bouncing, uh, confetti-throwing fireball that allows you to rebound your fireball off the
12:58walls in, like, these really creative ways to get behind the enemy, you know, to get behind his shield.
13:04And then when he gets hit, you know, confetti and party horns go off.
13:07Uh, so we also take a really light-hearted approach to, we allow you to make some really silly, stupid
13:11stuff.
13:11And that's on purpose, because that's half the fun.
13:33Sign me up.
13:34It looks pretty cool, right?
13:35Yeah, I mean, I think dungeon crawlers, we're all nerds, right?
13:39I mean, we all love that fantasy environment.
13:41I think that that's a natural fit.
13:43The casting of magic has already been proven to work well in, in games like Unspoken.
13:48And also Waltz of the Wizard.
13:50Right.
13:50Who has that crafting element.
13:52I think the adventuring through a dungeon, uh, we saw that in a game like Vanishing Realms.
13:57And we love that game.
13:59That was kind of an adventure RPG.
14:01Shorter experience.
14:02Uh, had indoor, outdoor environments.
14:04You teleported around.
14:05That was a melee combat one.
14:07Right.
14:07But they did that very, very well.
14:09Yeah, and I think this one, there's no melee I asked specifically.
14:11This is all about that spell casting.
14:13So more like the Unspoken, which is satisfying.
14:15I think especially satisfying because it lends itself to, to these trash controllers.
14:21You know, if you're doing hand-to-hand combat, you expect to feel more when you hit things.
14:26When you're casting magic, you don't necessarily know what that feels like, right?
14:30So the, throwing a fireball might actually feel like a little bit of rumble.
14:33And mechanically, the game didn't seem overly complicated.
14:37Uh, it wasn't mentally taxing.
14:39Um, so you have these four spells that David mentioned.
14:41You have fireball, you have your ice javelin, you have a wind pushback, and you have electricity.
14:47And then the whole idea is, over time, you unlock the ability to have more slots, up to four slots,
14:53that you can then cast or call to.
14:55And even by the end of playing an hour of this game, I was intuitively pulling up the menu,
15:00one of the boss fights they put me in, to choose the fireball that I wanted,
15:04and the ice javelin with the multiplier and the modifications that I wanted.
15:09So the whole crafting ability was a big part of the game, too.
15:12Are you, do you play through as an ice mage or as a fire mage?
15:17No, no, no, you're just, you're a mage.
15:19Okay.
15:19And you have access to all four of the abilities, but it's back in your personal domain
15:24where you get to craft with that big pot in front of you that you choose what your loadout is.
15:29Okay.
15:29And what you have in those four slots that you eventually earn.
15:31So you have like power multipliers, there are things like turning your fireballs into mines,
15:37or having them bounce or firing three at once.
15:40And so a bunch of different combinations, I didn't get to try all of them,
15:43but a lot of the combat comes down to how do you combine and how do you craft a weapon
15:49to counter the abilities of a specific enemy.
15:52So the enemy you saw me finding at the end there was kind of like a wizard teleporting around,
15:57and they would adapt to the type of weapon I was using.
16:00So if I would throw fireballs at them, they would then build up a resistance
16:04and have to change it up and throw ice or find the weak damage point.
16:08Got it.
16:08Essentially.
16:09So moving through the world.
16:10Yeah.
16:10This is probably a topic we're going to talk a lot about on this show.
16:14Translation.
16:14Yeah.
16:14How is that accomplished?
16:16It looks to me like not teleporting, but more of like a very quick movement.
16:20Yeah.
16:20So for their locomotion mechanic, they said they experimented like all developers do with a bunch of things.
16:25It's not portal based.
16:26Here they have either a teleport so you can hold down the thumbstick and get a little diamond icon so
16:32you short teleport,
16:34or you can warp.
16:35I found warping to be much more comfortable.
16:38Warping and then snapping left and right.
16:40You can, of course, turn physically if you want,
16:43but I think a lot of Oculus games really want to be designed so you can play front facing without
16:48necessarily a 360 camera setup.
16:50Right.
16:50That's the Oculus default setup with the two cameras, front facing.
16:53It also changes how the developer designs levels.
16:58Are you going to design a level that's going to require warping long distances to solve a puzzle?
17:02Are you going to make things?
17:03Are you going to make these hallways for a dungeon, these caverns more confined so you're only making the turns
17:08when you're accessible?
17:09More labyrinth-like.
17:10And I think they chose a more labyrinth-like design, which I like.
17:13Okay.
17:13There's no map, so you have to kind of memorize.
17:16I like that.
17:16It's a classic dungeon crawler attribute.
17:18Sure.
17:18They give you hints and clues with the level design.
17:21Like I said, there are 11 different tile sets.
17:23So I went through one of their demo rounds that they're shown at GDC, which had a good variety of
17:27puzzles.
17:28And so they're kind of these mist-style puzzles that you enter.
17:31Each room will have a puzzle you can optionally solve and things to discover.
17:35And I like that a lot of the design went into the writing and the crafting of these puzzles so
17:41the puzzles aren't repetitive.
17:42One of the problems I imagine a developer might run into with a game like this is how do you
17:47make teleporting not break the combat mechanic?
17:51Yeah.
17:51So how did you find those meshed well together?
17:54I think the teleport and the moving around for combat is absolutely necessary in this game.
18:00It's not a game where, for example, we mentioned the Unspoken, where you're locked into these teleport points.
18:06And where a lot of the strategy is just timing of when to get out of the way.
18:11But there's also a cooldown for your teleport.
18:13Right.
18:13Here, there's a minor cooldown, but they really have, like, when I fought one of the first mini-bosses, it
18:19is an open cavern.
18:20And you really have to kind of strafe all the way around.
18:23So moving is a part of the combat.
18:24It is absolutely a part of the combat.
18:26And it took a little while to get used to, but, again, like I said, by the end of the
18:29demo,
18:29I was totally, totally into it.
18:31They did throw me into one of their later towel sets, the charm level, the kind of Giger-esque design,
18:38which I thought was really cool.
18:39And there was one puzzle which I loved, which was like a very Indiana Jones style, replacing a heart with
18:46another heart.
18:47Oh, cool.
18:47But the booby traps to get to the heart would require me inching around flames as fire pillars rotated.
18:54And so I had to memorize the pattern of the rotation of the fire pillars so I could avoid the
19:00fire.
19:01And it was only in that moment that I wished that the game was really room scale.
19:05Right.
19:05I could actually just step between the pillars and dodge.
19:09But here I was kind of warping between the pillars.
19:11I did die a couple times because I warped too close to the fire.
19:13Right.
19:13Yeah.
19:14Well, I can't wait.
19:15I loved Vanishing Realms.
19:17I really like the combat and unspoken.
19:19So this is a great combination of the two.
19:21If this is a sign of what they mean by depth, I'm all in.
19:25Yeah, and InXile was saying about 10 to 20 hours of gameplay.
19:28Wow, okay.
19:29Yeah, so maybe an hour for each of the tile sets.
19:31For replayability, they said a lot of secrets that if you actually spend the time looking under crevices and trying
19:38to find and solve every puzzle, it's going to take about 10 to 20 hours to solve.
19:43And no multiplayer component, obviously, right?
19:45No multiplayer component.
19:47So that's Mage's Tale, which I think they're going to be showing at GDC next week.
19:52But when we come back, our spotlight this week is going to be a piece of hardware.
19:56And it's actually a crowdfunded piece of hardware accessory for the HTC Vive.
20:03Explosives planted at the last target.
20:05Defuse the explosives to avoid defeat.
20:08Come on, get him, Jeremy.
20:10Oh, God damn it.
20:12And he took my Strider.
20:13Oh, God.
20:14Oh, God.
20:15Oh, God.
20:15Run away.
20:16Oh, get that guy.
20:19I think we got one.
20:21Nice.
20:22Oh, what?
20:23Firebombed us.
20:24He got us both.
20:25It's okay.
20:26It's okay.
20:27This is nuts.
20:31Why is your head so much taller than mine?
20:37What?
20:40What?
20:43Oh, I'm dead.
20:45Oh.
20:52I'm going round up.
20:54I'll never suspect it.
20:55We have lost this battle, but not the war.
21:00That's what happens when we play devs.
21:03We totally lost the war.
21:05So, Jeremy, I wanted to share with people out there today this piece of hardware.
21:10It's an accessory for the HTC Vive.
21:12It's cool.
21:12Yeah.
21:13They had a Kickstarter for this.
21:14It's called the Revolve.
21:16Is that right?
21:16Revolve.
21:17They had a Kickstarter campaign where they raised almost $50,000, about 400 backers.
21:22And the idea is it helps relieve some of the pressure that wearing the Vive places on the
21:28front of your face, right?
21:29Yeah.
21:30So, one of the criticisms we had of the HTC Vive is that it wasn't as comfortable to wear.
21:35Their head mounting mechanism, which was kind of a less rigid strap than the Oculus
21:42or the PSVR.
21:43Well, more like the Oculus development kits than the final product, yeah.
21:47It put a lot of the weight in the front of the headset where it sat on the nose a
21:51little
21:51bit too much.
21:52The PSVR, of course, is more of a headband around the top of your head that you can then
21:57push the lens in and out, and then the Oculus Rift has more rigid straps on the side.
22:04They also stretch and tighten.
22:06Yeah, the PSVR actually is one of the heavier headsets, but it's deceptive because it doesn't
22:10feel that way.
22:11That's right.
22:11Because of that rigid structure, they showed that if you place the weight in the right spot,
22:16it's actually a comfortable experience.
22:17And while HTC is going to release their own deluxe audio head strap this year, we don't
22:22know what time or what the price is going to be, I think it's really interesting that this
22:27Revolve Kickstarter is trying to tackle that problem.
22:30So the design here actually looks a lot like the PSVR design in that the weight sits on
22:37the back of the head and where these foam pads are and also on the top of the forehead,
22:42not on your eyes.
22:43Almost no weight goes on your eyes.
22:46So the way it attaches to the Vive headset is where the head strap's attached.
22:50There's a metal loop in there so you can easily remove your regular strap from it.
22:54The elastic strap.
22:55The elastic strap.
22:56And then in their 3D printed prototype, the loop goes in and they have a clever mechanism
23:01that locks it into place on both sides.
23:04And then what's actually really interesting is they designed it to flip up.
23:09So it's a really cool feat of 3D printed engineering because you can press here and the whole thing
23:15goes up.
23:17And it stays there.
23:17And it stays there.
23:18Cool.
23:19So when you put it on, you don't actually have the headset right in your face.
23:22That's sort of like the PSVR, isn't it?
23:24Yeah.
23:24The PSVR goes directly outward.
23:26Right.
23:26This one is more of an upward swivel.
23:28So to show you how it fits on, in the back there's a piece of articulated padding here
23:32that goes and it pushes against the back of the skull.
23:36And you can see now that the other pad is on the top of my head, not on my face.
23:41And so right now I'm feeling the weight in the back and on the top.
23:46It's almost, it's not using any of the, any tightening on the side straps here.
23:53Right.
23:53It's just resting there.
23:54No, it's not even touching you.
23:55Yeah.
23:55Not touching me at all.
23:56That's just holding it in place and then you push that button and it comes over my face.
24:02And they're claiming wider field of view because it can get close to your face.
24:06You're actually supposed to replace the facial interface, the foam padding of the Vive headset
24:11and then use some foam padding that they'll provide so you can get closer to the lenses.
24:16So there's really no pressure at all from the headset itself against your face.
24:21It should be very, very little pressure.
24:22I think you still want to have it touch your face to have it be a tight seal.
24:26Right.
24:27But the weight is sitting at the top and in the back here.
24:30So it's pretty evenly distributed.
24:32Now, because there's no pressure, there's nothing pressing it against your face now.
24:37Does it feel looser?
24:39I mean, when you turn your head left and right, do you notice it moving a little bit where
24:44otherwise it wouldn't have?
24:45Yeah, not when I roll my head.
24:46I think this is fine.
24:47But when I shake my head, if I shake it quickly, it's a little bit loose.
24:50Yeah, now you can actually tighten.
24:52So you see right here.
24:53Yeah.
24:53You can actually adjust by squeezing the back and moving it up and backward and forward.
24:59And those click into place.
25:00For this prototype, it was a little bit hard to get the lock in to those slots.
25:06But playing a few games with this on, it was comfortable.
25:10It's a funny idea, adding more weight to make something lighter.
25:14Yeah, right.
25:14Overall, it still feels, if I go A-B test between the Oculus Rift and HTC Vive with the Revolve,
25:21it still feels heavier.
25:24But comparing this to the HTC Vive with the straps and pulling the straps tight, it's tighter
25:30with the straps, with the elasticity, but it feels more balanced and more comfortable
25:35for long periods of time with this configuration.
25:38Right.
25:38I mean, the weight of the Vive is a problem for me.
25:40So I think I would be interested in a product like this.
25:44I would probably wait personally to see what the official product looks like when it comes
25:48out.
25:49They've got the built-in headphones.
25:51That's the elephant in the room.
25:52Yeah.
25:52Shortly after the Kickstarter was launched, HTC announced their own solution, which I tried
25:59at CES, and at CES, that was wonderfully comfortable and backed by HTC.
26:04Now, we don't know what that price is.
26:05HTC, for all we know, could charge $200.
26:08Pure speculation for that.
26:10And Revolve, they're charging $95 for this.
26:13Oh, wow.
26:13So it would be, it could be cheaper.
26:16Yeah.
26:16Okay.
26:17Well, that's a consideration.
26:18So how does the actual padding compare between this and the official one?
26:23Is it the same two kind of pressure points that you're pressing on?
26:25Yeah, I didn't do any A-B testing.
26:28Obviously.
26:28Because it's been since CES, since I've used that, and I think this is still prototype
26:31padding.
26:32With the HTC Vive head strap, it was more like the Oculus padding.
26:38You still had it clasped.
26:40So it was still pressed.
26:41It was still pressed.
26:42Okay.
26:42But you had rigidity along the edge.
26:44Got it.
26:44And also very comfortable.
26:46Okay.
26:46As well.
26:47So we want to thank the folks who make the Revolve accessory for sending us their
26:51prototype.
26:52We have information below about where you can purchase one if you want to preorder.
26:56But I'm glad people are experimenting with VR hardware.
27:00Yeah.
27:00It's a problem, the weight of the Vive right now.
27:03And I think Vive knows it.
27:04HTC knows it.
27:05That's why they've come up with their own solution.
27:06So I'm really glad to see these guys tackling that.
27:08And that does it for us for this inaugural episode of Projections.
27:14We'll be at GDC next week, hopefully playing lots of games, chatting with developers.
27:18And you'll see a lot of those interviews in future episodes.
27:21I think we're off to a great start.
27:23I'm having a good time.
27:23I look forward to doing this show.
27:25I've been wanting to do a show like this for some time now.
27:27And thank you out there for supporting us and watching.
27:30Jeremy and I, we'll see you next time.
27:33Oh, God.
27:33Oh, God.
27:34Oh, God.
27:34Run away.
27:36Oh, get that guy.
27:36Bye.
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