“He can not really trust his sense of where he is at all times,” Allgeier said, “and we like the concept of being in virtual reality, while at the same time do not know what is real versus what is not real in the game. this is a racing theme that goes throughout “.
At the end of my demo, Howard fought the horrible monsters that defied description must be transported from the heart of an ice cave all the way around the world at the Miskatonic University. In the final moments, he began hallucinating conversations with people that are not really there and imagine himself in places he has not visited in years.
“There is much we can do with becoming crazy,” Allgeier said, “Victor transporting to different parts of his memories. That’s something that will constantly surprise people when they get to play. ”
The most impressive part of the demo was how the VR experience has improved the traditional third-person gameplay.
Much of my time was spent through ice sheer walls, picking my way with ice axes and crampons for the period. As I leapt from wall to wall, the extended scene above me and below me. Looking down I could give myself a palpable sense of vertigo. But when it became too intense, I just refocused on gameplay presented right in front of me.
Allgeier explained how some interactions Insomniac designed to encourage players to watch. Pieces of ice would rain down on me as I climbed, but looking up I could dodge them. horrible creatures hid in the shadows of the ceiling, waiting for their time to get and eat me. But looking up, and plan ahead, I could throw a rock their way to dislodge them, leading to an easy kill melee.