Sony listens. First we asked for full London heist, they did it. Now robot rescue.So they made a full game out of the playroom platformer section like people wanted.
Hello, everyone. I'm Nicolas Doucet, creative director and producer at Japan Studio. It is a great honor to share details about a new game we have been working on. On behalf of Asobi! Team and Japan Studio, I am pleased to announce our brand new title for PlayStation VR: Astro Bot Rescue Mission.
The game is being developed by the team who brought you The Playroom and The Playroom VR. This time we took a new direction to challenge a genre that is close to the heart of many gamers out there (including us!): platform action games!
Astro Bot Rescue Mission lets you take control of Astro, the Bot captain of a ship on a mission to rescue its lost crew, who are scattered over 5 planets. You will be running, jumping and punching throughout 26 stages across 5 worlds, each ending with an epic boss fight.
https://blog.us.playstation.com/2018/05/23/introducing-astro-bot-rescue-mission-for-playstation-vr/Aside from the main campaign, each level opens to a secret challenge stage that can be unlocked by finding a hidden character. These challenges re-use specific mechanics and are a true test of skill. If you can clear those, maybe special additional members of the crew can be rescued…
And if you feel like chilling out after all that action, the collection room lets you spend your hard-earned coins in the crane game to build interactive dioramas and check on how much of your crew has been rescued.
You will be running, jumping and punching throughout 26 stages across 5 worlds, each ending with an epic boss fight.]
This looks really hard to control. That part where is shows you looking up at him from below, wouldn't that be very hard to control? Like your senses would be all messed up and confused to control a 3d platformer in that perspective
This looks really hard to control. That part where is shows you looking up at him from below, wouldn't that be very hard to control? Like your senses would be all messed up and confused to control a 3d platformer in that perspective
Wouldn't the controls be inverted looking at it that way?It work perfectly in VR. You get the sense of distance, so you can actually land those jump more easy than you think.
I wonder if this was always the plan or the reception to the demo made them go all in on it?