It brings with it a sense of being trapped underwater - a feeling amplified by your limited oxygen, which must be periodically replenished. The motion sickness issue is disappointing, since in other ways Narcosis really works. Finally, right before lamprey-like creature lunged for my face (ugh), I had to pull off the goggles to regain my equilibrium. A wave of vertigo came crashing down on me almost as soon as I put on the Oculus Rift - a feeling that wasn't helped by the fact that I was overheating in the goggles, causing my glasses to fog up and obscure my vision. The same could not be said for Narcossis - a VR horror game that has earned plaudits for its intense atmosphere and sense of claustrophobia. It mostly worked, though: I didn't get sick. Having long ago become accustomed to turning with a right analog stick, using a pointer to turn felt awkward and retrograde. It's an interesting solution, but also an awkward one. Loading Human wants you to help your father achieve his dreams. Loading Human's solution is to eliminate the actual rotation and substitute it with a kind of point-and-click interface. The simple act of walking around and turning in-game messes with the inner ear, leading to vertigo and nausea. In particular, they've had to grapple with an issue that has become common for VR designers - motion sickness. Its an ambitious effort, and realizing its potential has been challenging for Parenti and his team. Object manipulation is carried out with the PlayStation Move, which stands in for arms and hands as you reach out grasp items like an axe and a fire extinguiser, or reach down to pull up a character you need to rescue. His game is one of the few "full-body experiences" in which you can look down and see arms, legs, and a torso. Parenti's goal is to put you in the mind of his protagonist. He wants to travel into deep space and retrieve Quintessence, a unique energy that may save his life. In his story, an episodic sci-fi adventure game, you are summoned to an antarctic research base by your father - a genius scientist on his deathbed. Loading Human, for its part, is the brainchild of Italian movie director Flavio Parenti, who was attracted to games in part by the possibilities afforded by VR. Loading Human and Narcosis are asking these questions for the adventure genre and horror genres respectively, and they're coming up with very different answers. Developers now have to ask themselves basic questions like, "How can we make it easy to interact with objects?" and "How can we make it so people can play for an extended period of time without throwing up?" Narcosis is exploring VR horror. It's like we've gone back 20 years to the early day of the PlayStation 1, when developers were working with 3D cameras for the first time. The painstaking progress in developing workable 3D cameras and controls have all but been erased with PlayStation VR and Oculus on the scene. It's 1995 all over again for developers working on VR. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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