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GHOST GIANT

Olov Redmalm reveals Zoink’s first foray into PS VR

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Format PS VR ETA TBC Pub Zoink Games Dev Zoink Games

Swedish developer Zoink charmed us with Fe, an action adventure commenting on our relationsh­ip with nature, and next year will venture into uncharted waters with PS VR title Ghost Giant. However, in many ways this is a return to form as you take on the role of the titular spectre assisting itty-bitty forest creatures.

Donning the PS VR headset, you’ll be able to interact with tiny dolls’ house dioramas in order to influence the denizens’ daily lives. We catch up with the project’s creative director, Olov Redmalm, for an inside look.

OPM: What made you decide to explore PS VR with Ghost Giant? Olov Redmalm:

We’re always looking to try something new with each project and VR was completely new to us! Klaus, our CEO and creative lead, had an idea about simulating the feeling of exploring a homemade-looking doll house world and playing as a giant guardian angel to the main protagonis­t. From there we bounced the idea further and started developing a prototype. VR proved to be perfect for the concept – moving freely with your hands to fiddle with stuff in the environmen­t, opening walls of buildings to peek inside and really feeling like you are there, connecting with the characters.

OPM: Were there any immediate challenges to developing for VR versus how you’d usually approach a project? OR:

One of the most challengin­g parts of developing a story-driven VR game was to direct the player’s focus. Since the player is free to look around and interact with anything or anyone at any time and since we obviously can’t grab the camera to show things, we had to find more subtle ways of grabbing the player’s attention when something important was happening. We ended up using a sort of theatre lighting aimed at important events as well as making the player hear the characters within their view more sharply than the rest.

It also took some getting used to how different the game felt when looking at it on a regular screen compared to looking at it through a VR headset. It became even more apparent when making a trailer for the game – how do you show what it feels like to experience this world in VR?

OPM: A few PS VR games take the approach of having you interact with a much smaller world. What do you think is particular­ly charming about that approach in Ghost Giant? OR:

Certainly the way Louis, the protagonis­t of the game, recognises you as the giant creature you are; rummaging through his world, ripping huge rocks out of the ground, lifting rooftops off their houses or reaching out to pet him. The way the player has to lean in closer to listen in on some of the conversati­ons going on between the citizens of Sancourt to notice details otherwise gone unnoticed.

In the beginning you’ll have to carefully build trust with Louis and prove to him that you’re not dangerous, helping him with the smaller things as much as the big. You have to keep in mind that you’re a pretty big, imposing creature and you’ll have to find creative ways of showing Louis your peaceful intentions. And while you are a big, godlike creature with super-strength, sometimes Louis gets to be the one to hold your hand. You do lack the ability to speak and none other than Louis can see you. By helping Louis be brave, he will talk openly and freely, becoming your only link to the people of the town.

OPM: It looks like Ghost Giant will have quite a lot of puzzles as part of its adventure. Do you think this genre is particular­ly suited to VR? OR:

Absolutely! What with the actual grabbing the pieces for puzzles, throwing stuff around, cranking, pushing, and pulling levers, and other handiwork becomes so much more fun and immersive in VR as opposed to just pointing, clicking, and dragging. It feels like you’re the one haphazardl­y kitbashing a giant flashlight together with your own hands.

OPM: What do you think the future holds for VR gaming? OR:

Longer, meatier, and more storied experience­s with a lot of heart and emotion, a way to get rid of the motion sickness, and fun things to throw around!

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