![]() ![]() ![]() You can’t overstate the wonders this did for PS VR’s launch lineup. Granted, Rigs wasn’t free from comfort issues, but Cambridge’s novel foundation is something that more developers should pay attention to when looking at design and circumventing sickness. Rooting players in a walking mech gave a sense of authenticity to their movements, as their character wasn’t actually moving their legs, just comfortably sitting inside those metal frames, much like the player was just sitting on a chair in real life. That’s the most important thing Rigs did for VR it proved you could have frantic, fast-paced multiplayer shooter action in the here and now, defying expectations. Developing gamepad-based FPSs for VR is a risky business considering the potential for motion sickness, but here was a developer that was bullish on its ability to create a comfortable experience, and trusting enough in players that they could handle it. What struck me about the game was just how refined it was, even almost a year and a half away from launch. It occupied the entire second floor of a massive structure at Sony’s booth. In fact, it was the first thing I tried out at that year’s show, heading straight for it as soon as the expo hall doors opened. I was one of the first people to play Rigs following its reveal at E3 2015. ![]()
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