ELGX 2016: Mervils Hands-On Preview

<p>I am a VR evangelist&comma; and today&&num;8217&semi;s demo at EGLX 2016 in Toronto just gave me another reason to love the technology&period;<&sol;p>&NewLine;<p>In the VR demo room&comma; there were a few virtual reality setups to try out&comma; but I only had time for one&period; I didn&&num;8217&semi;t pick the immersive-looking shooter with the HTC Vive or the intriguing flying game that barely began development two months ago&period; No&comma; I chose <em>Mervils<&sol;em>&period;<&sol;p>&NewLine;<p><em>Mervils<&sol;em> is a 3D action platformer from developer MushroomBallVR that takes much inspiration from games like <em>Super Mario 64<&sol;em>&period; The game immediately caught my attention&comma; not just because it will be released for PlayStation VR as well as Oculus&comma; but because it looked simple&comma; vibrant&comma; positive&comma; happy&comma; and cartoon-y&period; It was just the game I needed to test out the Oculus headset for the first time&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 2560px" class&equals;"wp-caption alignnone"><img src&equals;"https&colon;&sol;&sol;www&period;industrialtoys&period;com&sol;wp-content&sol;uploads&sol;2012&sol;06&sol;SM64-Bomb-Omb-Battlefield&period;png" width&equals;"2560" height&equals;"1791" &sol;><figcaption class&equals;"wp-caption-text">Like this&comma; only with better textures &lpar;<em>Super Mario 64<&sol;em>&comma; Nintendo&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p>Before jumping into the game&comma; I picked the brain of one of the developers standing by the booth&period; He said that <em>Mervils<&sol;em> was far along and going to be sent in for approval in the coming days&period; With that&comma; he said that <em>Mervils<&sol;em> would be easy to port over for the PlayStation 4&&num;8211&semi;hopefully it makes it as a launch title&period;<&sol;p>&NewLine;<p>After asking about the launch details&comma; I wanted to learn more about the concept of the game&comma; so I asked the developer to expand on the game&&num;8217&semi;s goal&period; The response he gave was a description that couldn&&num;8217&semi;t be closer to an open-space Mario game&&num;8211&semi;and that&&num;8217&semi;s not a bad thing&period; You play as a little avatar character&comma; in a world that looks like something from <em>The Hobbit&comma; <&sol;em>in search of pages to bind a magical book that will give you the power to defeat the mighty villain&comma; Balazar&period; The missions are grouped into five different worlds&period; And guess what&quest; You access levels by walking into portals overlayed with representative image&comma; a la <em>Mario 64<&sol;em>&&num;8216&semi;s paintings&period;<&sol;p>&NewLine;<p>The backstory for this kind of game doesn&&num;8217&semi;t need to be complex&period; Virtual reality is all about the experience&comma; and there is no shame in having the basis of the game be driven by a Mario-like structure&period; The implementation of the new technology is what is important&comma; and <em>Mervils<&sol;em> certainly delivered&period; When I put on the Oculus&comma; I was impressed with how comfortable it was&period; After a few adjustments to make the device snug&comma; I was on my way to a fantasy far&comma; far away from the rowdy crowds of EGLX 2016&period;<&sol;p>&NewLine;<p>One thing I want to note before going any further is that the quality of the image produced by the headset seemed off&semi; it wasn&&num;8217&semi;t that I was wearing it incorrectly&&num;8211&semi;in fact I adjusted it a few times to make sure&&num;8211&semi;but that the resolution was poor&period; I got what some people call the screen-door effect&comma; which basically means that the game looked like it was being filtered through a screen door&period; But rest assured&excl; The developer did tell me that the headset was an outdated model from his kit and that the retail model includes a much higher resolution&&num;8211&semi;hopefully that will make things right&period;<&sol;p>&NewLine;<p>After doing my best to ignore the filter&comma;  I immediately felt comfortably a part of the world in <em>Mervils<&sol;em>&period; It really reminded me of the wonder of Nintendo games I grew up playing&comma; and being completely immersed in virtual reality meant that nothing would break that focus&period; Unlike other VR games that try to make you feel like you are the character&comma; <em>Mervils<&sol;em> takes a different approach by making you view the game in third-person&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105558" aria-describedby&equals;"caption-attachment-105558" style&equals;"width&colon; 1268px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105558 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182921&sol;Screen-Shot-2016-05-01-at-9&period;42&period;34-AM&period;png" alt&equals;"Screen Shot 2016-05-01 at 9&period;42&period;34 AM" width&equals;"1268" height&equals;"504" &sol;><figcaption id&equals;"caption-attachment-105558" class&equals;"wp-caption-text">Doesn&&num;8217&semi;t every great platformer&quest; &lpar;<em>Mervils<&sol;em>&comma; MushroomBallVR&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>While playing the demo&comma; I recalled the developer explaining to me that a third-person view doesn&&num;8217&semi;t break that feeling that you are in the game&period; He was right&period; I didn&&num;8217&semi;t need to be the character&&num;8211&semi;just having a view of the world from above and behind the avatar was plenty enough for me&period; You still pervade the virtual world that exists around the character&comma; so I didn&&num;8217&semi;t feel disconnected from my character or the world&period; In fact it felt rather satisfying to be able to manipulate my avatar from above&period;<&sol;p>&NewLine;<p>While it is not something I can accurately explain without having you try the demo&comma; the best explanation I can offer is that you feel as if you&&num;8217&semi;re playing a board game and watching your marker &lpar;the avatar&rpar; traverse a space&period; I felt like a child building legos or driving cars into each other atop a table&period; In fact&comma; as I played&comma; I had this inescapable urge to put my hands underneath the game world &lpar;what I thought to be set atop a table&rpar; and carry it around&period;<&sol;p>&NewLine;<p>That childlike behavior that the game encouraged made for a wonderful experience of escapism&period; And more than that&comma; the mechanics just worked&period; One of the challenges many developers discuss when it comes to VR is how to approach movement so that the player doesn&&num;8217&semi;t feel nauseous&period; I&&num;8217&semi;ll admit that I did feel somewhat different&comma; but it wasn&&num;8217&semi;t nausea&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105559" aria-describedby&equals;"caption-attachment-105559" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105559 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182854&sol;Screen-Shot-2016-05-01-at-10&period;40&period;39-AM-1024x350&period;png" alt&equals;"Screen Shot 2016-05-01 at 10&period;40&period;39 AM" width&equals;"1024" height&equals;"350" &sol;><figcaption id&equals;"caption-attachment-105559" class&equals;"wp-caption-text">Woah <em>Donkey Kong<&sol;em>&comma; this looks fun&excl; &lpar;<em>Mervils<&sol;em>&comma; MushroomBallVR&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>Mervils<&sol;em> lets you make your character run freely around the open space&comma; unlike other games that use teleportation systems to get you from  place to place with the hopes that discomfort due to movement will be limited&period; The movement felt fine to me&comma; and I appreciated the way the game allowed you to manipulate the camera left and right in an incremental manner&&num;8211&semi;this reduced the potential disorienting feeling that smooth camera control might present&period; You can twist your head from side to side in order to get a panoramic view of the area ahead&comma; but when you want to quickly see what is all the way behind your character&comma; you just use the right control stick as you would in a traditional 3D game&comma; except this time the camera would rotate in incremental jumps around you&period;<&sol;p>&NewLine;<p>Some areas of the game even switch into first-person where appropriate&period; For example&comma; when reading text&comma; you just press a button and your character zooms in on what is scrawled on a wooden signpost&period; Another way first-person viewing was used in <em>Mervils<&sol;em> was when aiming a ballista&period; I really liked this one&period; After entering first-person view&comma; your head becomes the reticle of the weapon&period; Although I was absolutely awful at it&comma; it felt good to shoot down enemy birds with a twist of my neck&period; I hope to see mechanics like this cautiously used in other games-say&comma; when marking enemies or peering through the scope of a sniper&period;<&sol;p>&NewLine;<p>When I was done shooting&&num;8211&semi;rather&comma; missing&&num;8211&semi;the flying creatures&comma; conversing with some of the townsfolk&comma; and bopping enemy heads&comma; my demo was done&period; I&&num;8217&semi;m excited to experience what else is in store from the game inspired by classic platformers&comma; and think that it is a great step toward a future that includes VR games that aren&&num;8217&semi;t just simple tech demoes&period;<&sol;p>&NewLine;<p>For more on <em>Mervils<&sol;em>&comma; check out the <a href&equals;"http&colon;&sol;&sol;www&period;mervils&period;com&sol;">official site<&sol;a> or watch the fly-through video below&period;<&sol;p>&NewLine;<p>https&colon;&sol;&sol;youtu&period;be&sol;r3&lowbar;mHN3VYUQ<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;

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