Waddle Home Heads to PS VR in October

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Waddle Home Heads to PS VR in October

Archiact is proud to announce that Waddle Home is coming to Playstation VR! What’s new? Intuitive controls through head and controller tracking, greater accessibility, and more VR interactions than ever before!

Waddle Home began as a prototype exploring Lemmings-style gameplay for mobile VR. The goal was to create a polished puzzle experience that took advantage of the 360-degree, immersive nature of virtual reality. We threw in penguins, composed an adorably melodic soundtrack, and brought together a visually-astounding game. We’ve made a ton of enhancements to make this game an incredible, must-try VR experience.

One of the biggest changes that we’ve made since the original build is the incorporation of head and controller tracking. With VR head tracking, the levels in Waddle Home feel like a doll house in front of the player. They entice you to get up close, to move around, and investigate. We redesigned many levels to take advantage of this — hiding secret tunnels and building areas that you have to peer into in order to conquer the puzzle. These changes in level design help to make the game feel custom-built for virtual reality, and encourage newcomers to VR to take advantage of the 360-degree perspective that VR offers.

The addition of controller tracking also allowed us to change the mechanics of the game. “Bopping” the penguins to speed them up, or bopping switches to toggle them, became important gameplay mechanics. We also added custom animations for objects when struck by the controllers. The shift from touch input to controller input allows for a more immersive, full-body experience.

We also wanted to make the game inclusive, in terms of both general gameplay and control schemes. During testing, we recognized that different players had fun interacting with the game in different ways. So, with that in mind, we support both a physical “bopping” interactivity, where the player can reach out and hit elements in the game, and a laser pointer control scheme, where they can quickly point and interact with puzzle features. We also worked to make both control schemes work on both the DualShock and Move controller, and it was fun adding a xylophone-style mallet to the DualShock to let people bop away!

Of course, we wanted players of all ages to be able to experience Waddle Home. To do this, we made the game platform to be height-adjustable, and as such, a comfortable playing experience both for children and adults.

When we showed off Waddle Home with head and controller tracking for the first time, everyone wanted the world to respond to their touch. People tried splashing the water, patting the penguins, and bashing the spaceship. Our testing phase helped us to realize that the moments where players discover ways to interact with their environment have the potential to make VR experiences much more impactful (especially during the first few minutes acclimating to their new world). As such, we dedicated effort into creating fun interactions in the environment that could help players ease into the world. Experiences such as freezing the headset, hitting the spaceships, and splashing around or tracing shapes in the water also help to break up some of the challenging puzzles.

We hope that you enjoy the game that we’ve built for you. Now grab your headset, and help those penguins waddle back home!

P.S. Let us know if you have any ideas about what you’d like to see added in the next update of Waddle Home!

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  • games like this is why the naysayers are saying PSVR will fail (and why the vita DID fail), we need some AAA full 8+ hour games instead of games that can probably be beaten in 2 hours o less… sure the VR suggest not playing for long periods of time which I agree with but that doesnt mean 90% of is catalogue has to be short one sitting games… if teh game is 8+ hours that doesnt mena you have to play 8 hours straight lol.. most RPGs take 50=100 housr to finish.. longer if yoi platinum them.. does that mean you do teh whole 50 housr in one sitting? No.

    So we need Vr gmes of that length and more ppl would adopt

    • ^—-Ugh


    • Ummmm youre joking right? want me to list all the PSVR games announced thus far? NONE of them look liek game that take more than 2 hours to beat. My comment wanst based on just THIS game alone that would be stupid. Just look at RIGS only 4 areans? even teh crappiest non PSVR game son PS4 that are multiplayer have at LEAST 8 maps…

    • http://thecoolestnerd.net/home/playstation-vr-launch-titles

      Along with what is left of the year, and Resident Evil 7 In January… please, this thing is launching with more content than most consoles. If that wasn’t enough, exclusive apps, free VR updates to games you already own, and the ability to play games/watch movies in theater mode.

    • I never said it wasnt launching with a lot of games i said it wasnt launching with a lot of BIG AAA games that are so short they may as well me tech demos… I mean of that whole list tell me which of those games other than Resident Evil 7 looks like itll take more than 2 hours to beat?

    • @DuoMaxwell007 – EVE Valkyrie, Rigs, Robinson: The Journey, Resident Evil 7, Farpoint, Ace Combat 7, GT Sport, Driveclub, Final Fantasy XIV, Project Cars come to mind.

      All full length games, some with great replay value (multiplayer, missions, challenges, etc.). There will be more.

      Vita fizzled out because of marketing, distribution, and memory card/storage issues. There are a ton of games many, many “AAA” games on there. Two different demographics either way and two different types of tech.

    • Eve Valkyie a multiplayer centric game with a “campaign” but no real story…. thus only takes 2 hours to beat, sure theers replay value but the same can be said about ALL games with multiplayer if i cared about that, Im talking single player experiences that I cant beat in a day. Not endless reply from multiplayer thats fighting on teh same 2 maps (exaggeration) endlessly.

      Rigs – same as above

      Robinson/Farpoint – Its been confirmed that those arent very long games

      Gt Sport/Driveclub/Project Cars – Dont NEED VR for those because they can be played without Vr just fine so those games arent really vital to VRs success. Plus theyre sports game so still no story oriented “engrossing” 8+ hour campaign and thus most o those games longevity will be due to multiplayer like EVE an Rigs

      Resident Evil 7 – The only game on that list that im sure WILL meet the criteria Im looking for however its also not a Vr required game so I dont HAVE to spend 400 on VR to play that.. so again it too is not HELPING VR.

    • Final Fantasy XIV – Do some research SE has already confirmed that that game is not coming to PSVR what they showed was just a tech demo, also have you PLAYED FFXIV Ive been playing since 2013 and I can tell you from experience any of the more “mechanics intensive” aspect of the game (i.e just about anything aside from crafting and stuff you can solo) would be unplayable in first person, so VR would suck for that game.

      Ace Combat 7 – I cant speak on that one as we know little to nothing about it.

      Plus Sony or should I say Andrew House has already confirmed that VR games will be short


    • Then what happened?

  • From the official Playstation VR FAQ posted right on this site:

    “Playstation VR is for players aged 12 and up”.

    Maybe target that demographic, yeah?

  • I think this looks quite cute and might be appealing to a wider audience. I am very interested to see what my daughter thinks of this game.

  • I’d love to try this game. It looks and sound like a lot of fun and I’m glad to see it coming the PSVR. Congrats!

  • “Of course, we wanted players of all ages to be able to experience Waddle Home. To do this, we made the game platform to be height-adjustable, and as such, a comfortable playing experience both for children and adults.”

    “Q: Is there a particular age I should be at to use PS VR?
    Age 12 and up.”

  • Man everyone is so hard on the developers of smaller games (bite-sized experiences). It takes a lot of hard work to develop games for VR guys – give them a break. Plus there are going to be plenty of full-sized experiences for everyone (like Here They Lie – a launch title that’s a mature horror game and then later Resident Evil 7).

    Personally – games like this are what keep my girlfriend interested in video games. She likes the Lego games, Disney Infinity, Skylanders, etc. and when I showed her this article she immediately said she wanted it. She loves penguins and this game seems to have cuteness in spades.

    All I’m saying is, there will be plenty of experiences for everyone on VR. It’s a new platform so there will be a lot of experimenting to see what works. There will be a lot of smaller stuff, a lot of demos, and frankly – experimentation is where innovation occurs.

    And hammering developers just because they didn’t put out the next Call of Duty in VR is not the way to handle your frustration. These guys obviously put there heart into making this game – the least we can do is not harass them for it.

    • Obviously for comment # 6 I meant “These guys obviously put THEIR HEARTS into making this game – ….” Not sure how I managed to mangle that sentence up.

    • I guess you missed the memo, bud. It’s 2016. It’s considered cool to complain about stuff and hate everything. I’m just looking forward to a time when all the contrarians realize that they aren’t really that unique or special by complaining (since everyone else is doing it) and begin to “like” things as a method of strutting their individuality. In the mean-time, the best thing to do is just ignore them.

      It’s far too outlandish to expect people who “don’t like” something to just shut up and move on to the things they do like. Nope, they have to let you know that they don’t like something, so that you can say “Gee-wiz, this guy must be cultured as #$%, because he doesn’t like something I do…he must know something I don’t. Just humor them :)

  • I think this game looks delightful, and a welcome diversion from many of the more serious titles that PlayStation is known for. I’m curious, how do you manage difficulty in the game, to make the puzzles challenging yet accessible?

  • I don’t understand the hostility people have towards PSVR and vr in general. If it is something you don’t like don’t buy it, vr isn’t for everyone. I go in with my eyes wide open. I know it has limitations, but I still can’t wait to get mine. The first PlayStation console I bought was a PS3 and I had one game ridge racer. But I didn’t buy it for the games i bought it for the Blu ray player. I am not buying the PSVR for the games I am buying it for the immersive experiences it can provide. If that experience is in a game great. PSVR isn’t just a gaming device its potential is much more than that. If its not a persons cup of tea thats fine, I just don’t understand the need to crap on something you have never tried.

  • What I’ve learned from the internet is you can never please peopke no matter what you do.. VR is launching with so many games on launch and announced than any console alone…and it’s getting hate? So what if most of them are cheap, small experiences or vr missions on normal games. The thing is, the support on launch is there. Us early adopters will have plenty of quirky lil games to fiddle with in between big releases while people slowly jump on board and when the player base is there, so will be the games

  • Sweet! Looks awesome, actually, and the whole “looking at a doll house” thing seems like a great way to handle puzzle games in VR (or in general; they remind me of Captain Toad on Wii U) – this is the modern equivalent of “single screen” titles like Kickle Cubicle or Adventures of Lolo to me. And I know “Fly to Kuma”, a puzzler about getting teddy bears to a goal (kinda like a 3D Lemmings), was fairly well received when it launched on the Rift or Vive or something, so it does seem to be a consistent thing. These self contained experiences definitely seem to work! I hope we see more quality puzzle games pop up for VR in the future. They just seem to work really well, especially now, early on in VR’s life.

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