[video=youtube;t9TwZ3jpPoA]http://www.youtube.com/watch?v=t9TwZ3jpPoA[/video]
:v:
[I]Sinsere apologoies if late.[/I]
Absolutely the perfect game for this
I want more free-running games so badly, but some people have a hard time judging distances for jumps in first person without depth perception. This fixes it!
Personally I didn't find the free-running mechanic in first-person nearly as problematic as a lot of people make it out to be, but I can see how the Rift will solve the issue of the player constantly having facefulls of wall due to the necessity of facing the movement direction.
[QUOTE=Im Crimson;40289797]Personally I didn't find the free-running mechanic in first-person nearly as problematic as a lot of people make it out to be, but I can see how the Rift will solve the issue of the player constantly having facefulls of wall due to the necessity of facing the movement direction.[/QUOTE]
The big issue to me at least is how a lot of the animations have forced head movement, which could cause pretty bad discomfort. It's exactly why
you don't show a flat picture on the rift. Moving your head with an unchanging visual response is disorienting and really screws with people.
(Of course changing the game's fov to 110 might help. I don't think he did that.)
I'd still love to try it, but controlling balancing segments with my head would just be weird. :v:
Really what we need is a new freerunning game built with oculus in mind from the ground up. Forced head movement needs to go, for sure - would have been much better with a red orchestra/arma style view system.
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