Become the next great Asgardian god in VR
Oculus Studios has revealed that Asgard's Wrath will be coming to Oculus Rift later this year.
Video game news headlines delivered to your inbox daily. Click here to subscribe.
|From Oculus Studios:|
Hi there—I'm Mike Doran, an Executive Producer at Oculus Studios. Some of you may recognize my name from Discord or Reddit. Today, I can finally reveal our next Studios title: Asgard's Wrath, from Sanzaru Games! Just show us the game already, you say? Ok, ok. Here's a badass trailer:
In Asgard's Wrath, you'll battle as a mortal and rise as a god in a Norse-inspired action adventure with a heavy helping of RPG elements. And it‘s coming to Rift in 2019.
Step Inside the Saga(s)
Sanzaru has been working on this title for years—it's as much a passion project as it is a technical achievement for VR. With four movement-heavy VR titles under its belt, Sanzaru is leading the industry's exploration of physicality and IK, translating full-body movement seamlessly into an immersive VR experience. I've had the honor of collaborating with them on Asgard's Wrath through many different experiments and genre shifts that got us to what you see today, and that's only a brief glimpse of what's in store.
Mature Melee Mechanics
This is not just another physics simulator. There are some really cool physics sandbox melee projects in VR. We're taking it a step further with Asgard's Wrath, giving players a melee fighting system that leverages physics and is supported by game rules that demand—and reward—playing with skill. In this game, you can't just swing wildly and be successful. That might work against some lesser enemies, but eventually you're going to get your butt handed to you that way.
We've also incorporated some brutally satisfying dismemberment. One of my favorite things to do in-game is to use a shield to "catch" thrown enemy weapons like daggers, yank them out, and throw them right back. Another great moment is swinging your weapon to knock decapitated monster heads through the air. Physics, time dilation, dismemberment, ragdoll, and a ton of tuning and polish come together to complete the core foundation of our combat. Each of the mortal heroes has their own signature gear and unique gameplay mechanics. On top of that, we also have metagame loops that augment combat, such as crafting, disposable weapons, elemental traits, and other things yet to be revealed.
Eventually, we added a mortal hero to mix things up and give the player something to protect and support. Sanzaru then had the breakthrough idea to let players swap back and forth between God and hero, which really opened up the game's potential to become far more expansive than we had originally envisioned. Add in quests/sidequests/a bunch of other metagame loops, and the action adventure that you see today was finally realized.
More to Come
And I didn't even get to talk about our asynchronous multiplayer feature yet. Next time... See you in Wrath, — Mike