Hey everyone, Elijah from Crytek, here. I’m lucky enough to be working as Executive Producer on Robinson: The Journey, and wanted to share a little more info on the project with you.
In Robinson, you assume the role of a young boy who has crash-landed on a mysterious planet, and must become a pioneer of sorts as you explore your surroundings, interact with the world around you, and discover amazing secrets at every turn. I can’t go into too many specifics right now, but that’s the (very) high level overview!
As a studio, we’re really excited to be creating Robinson for PlayStation VR, and believe it’s the perfect platform for what we’re striving to achieve with the game. But what exactly are we striving to achieve? Good question.
Probably the best place to start is with a couple of VR demos we’ve shown at industry events this year. Back to Dinosaur Island 1 and 2 offered different types of VR experiences, but both acted as inspiration for Robinson. The first of those demos placed players in a more static role as a giant dinosaur stared them down at close quarters, and the follow-up featured greater interactivity as users scaled a cliff and took in their expansive surroundings.
Probably the most inspirational aspect of these demos for us was the reaction they received! A lot of players and press highlighted them as being among the best VR experiences they’d had, which felt like validation of the track we were on.
That track was — and still is — to create the most realistic, immersive worlds possible using our CRYENGINE technology. Crytek is in a relatively rare position as a developer of both games and a game engine. We’ve found that to be a major asset as we work on Robinson, because our efforts to be at the forefront of gaming tech over the years have led us to develop CRYENGINE features that are proving to be really powerful for creating VR games.
A lot of the reaction we received to the Back to Dinosaur Island demos was about how authentic the environments felt — the foliage, the lighting, the dinos, etc. People really seemed to respond positively to the level of visual fidelity, and we do believe that this can set a VR experience out from the crowd and take the feeling of being present to a whole new level.
So, to return to my own question, what are we striving to achieve with Robinson: The Journey? You could say it’s about recreating that level of authenticity on a much, much grander scale. That means not just making something visually stunning, but also telling a story that is emotionally engaging and which resonates with players beyond the game world.
It’s a bold ambition, we know. But just as PlayStation VR will invite players to enjoy gaming in an entirely new way, I think it should also inspire us as developers to create ambitious experiences worthy of this amazing new technology.
More PlayStation News from Paris Games Week 2015
Battleborn Open Beta Coming First to PS4 in 2016
Vector Announced for PS4, Developed in Collaboration with Avicii
MatterFall on PS4 is the Latest from Arcade Experts at Housemarque
Open-world Universe Boundless Coming to PS4
Uncharted 4 Multiplayer Revealed, Playable at PlayStation Experience
Driveclub Bikes Out Today on PlayStation Store
New RIGS Mechanized Combat League Trailer Showcases Dubai Arena
Until Dawn: Rush of Blood Coming to PlayStation VR
Robinson: The Journey Announced for PlayStation VR from Crytek
Gran Turismo Sport Coming to PS4 in 2016
Quantic Dream’s Latest Game Detroit Revealed, Exclusive to PS4
Street Fighter V Launching February 16th, 2015, Dhalsim Revealed
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