Oculus Game Lucky’s Tale Will Blow Your Mind


Image: Courtesy of Playful

Image: Courtesy of Playful



I’ve tried to describe Lucky’s Tale, with words and stuff, to other people at the E3 show here in Los Angeles. I can’t do it. I usually end up saying, “You’ve just got to go try it.”


Oculus still hasn’t said anything about when it plans to ship the consumer version of its virtual reality headset. But it’s already working with game developers to show off some real games — not tech demos, but actual consumer products it’s developing as first-party software for the Rift. One of them is Lucky’s Tale, created by Playful, the new studio started by Paul Bettner, co-creator of Words With Friends.


So imagine a Mario 64-style third person cartoony run-and-jump platformer game. Now imagine that the Oculus take on this is not that you are seeing every vomit-inducing jump and roll from Mario’s eyes, but that you’re just hanging out watching as Mario does all this stuff. You’re in there with him, controlling his moves, but you’re on the sidelines. And by moving your head around you can get better views of the action.


That’s Lucky’s Tale. It doesn’t sound like it should work, sounds like kind of a waste of virtual reality — what, it’s just like playing a regular videogame but the screen wraps around your head? But the sense of presence is staggering. It’s like you’re actually in there. When Lucky hits a box and stars pop out of the top of it, you naturally look upwards to see where they’re going to fall. And at that moment you feel like you’re staring up at the sky in real life, looking at things that are about to fall on you.


If you don’t expect that this would be so impressive, neither did I, and neither did Paul Bettner.


“When we first got together with Oculus, we looked at this new platform and realized, all the rules of making games just got thrown out the window,” he told WIRED on Tuesday in a meeting room within Oculus’ E3 booth. “When we realized that… we decided the only way to figure this out was to rapidly create one prototype after another.”


Bettner and his team, working alongside Oculus, cranked out all kinds of different, playable game ideas, over 40 of them, over the course of four months. But it was the third-person platformer that stuck. “The moment we saw it, we were just blown away — oh my gosh, this works better than anything else we’ve tried,” he said.


Paul Bettner. Photo: Brian Guido/WIRED

Paul Bettner. Photo: Brian Guido/WIRED



There’s a cool only-in-VR moment as well. Lucky can pick up and throw bombs, and you’ve got to aim at targets by just moving your head and focusing your gaze on the bullseye. It’s intuitive, simple and deadly accurate.


The flexible nature of the cartoon platform game, Bettner says, means we can expect all sorts of experimenting with the play controls in Lucky’s Tale.


“It gives us an excuse to put all these different experiences into one game,” he says. “If I’m a gamer and I just got my shiny new Oculus, I want a game that’s going to take me to all these different places and do all these different things.”


That’s the big question — now that we’re starting to see some full games that promise to blow us away with the power of VR, when can consumers expect to actually get their hands on a finished Oculus Rift?


“We designed this as a launch game for the consumer Rift, so our launch date is their launch date,” Bettner says. Now I really can’t wait for that day.



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