PlayStation VR gamers will be pleased to know that the Star Wars Vader Immortal game will be making its way to the PlayStation VR platform this summer. Mark S. Miller Executive Creative Producer at ILMxLAB has taken to the official PlayStation blog this week to reveal more details about what you can expect from the Star Wars VR series.
“Back in 2016, when ILMxLAB first started talking about creating a canonical VR series that focused on Darth Vader, our goal was to tell a new and unique story about one of the most infamous villains in the galaxy. We wanted to bring you into the world of Star Wars in a way that could only be done through immersive storytelling in VR. This would put YOU right in the middle of the action to connect with amazing characters as your actions move the story forward.
Prior to Vader Immortal, I worked with the Lucasfilm Story Group to develop Star Wars stories for feature films. Now, the task was to bring the same techniques and care that we used in our movies to this new form of storytelling. Of course, quality is key for a brand like Star Wars. We pushed ourselves every day to combine high quality visuals, sound and compelling interactivity in a way not previously attempted or achieved in the VR space. To do this, we built a team of folks with varied storytelling backgrounds from film, games, and animation, brought on key collaborators like ClutchPlay, and leveraged Epic Games’ Unreal Engine 4. This, along with the help of Writer and Executive Producer David S. Goyer, helped to find our path for the project.
One of our first meetings began with a whiteboard. We listed out everything that we thought fans (and ourselves!) would most want to experience, if they were inside the Star Wars galaxy. Wielding a lightsaber was right there at the top of that list, but we knew that if we were going to do that, we had to do it right. We went through many different mechanics, both in-house and with our partners at Ninja Theory, before we got to the point where you really felt like you were parrying a blow, slicing through metal, or blocking blaster fire. We continually tested and tweaked the feedback until we got it right. “
Source : PlayStation