
You know, the story has very strong reasons for why you would be immobilized, and it's totally believable.

Schafer: We don't want to give away too much, but I can say that they all really make sense within the story. How did you come up with ways to explain that within the story? Can you tell us about some of the other environments players will encounter as the progress through the game? So, in theory, Raz will always be seated. Storytelling, like, what does it mean to be in Lili's mind? What is Lili thinking? You can jump into someone else's point of view, lets us move and also tell a little story. It is actually part of the mythology of what we're asking you to do. But in ours, I think it's contextualized a little better. Schafer: A lot of VR games are experimenting with a blink teleportation. It's a bit of our exploration mechanic as well. So perhaps one character can see something that another can't. You're not actually moving but because your perspective is shifting across the room, you can look at and access different portions of the environment.Ĭhad Dawson: Right, and in some cases, some characters see the world a little differently. In a weird way, that actually acts as a traversal mechanic. You are moving stuff with your mind, burning stuff with your mind, and especially being able to jump from perspective to perspective using clairvoyance. But it works well with the psychic powers.

I am very sensitive to that, and so that's why Raz is strapped to a chair. Tim Schafer: A lot of VR developers are like, ''Our game is the only game that doesn't make you sick even though we fly you around in a rocket the whole time!'' But I still think that they make other people really sick. Now Playing: Psychonauts in the Rhombus of Ruin Gameplay at E3 2016 By clicking 'enter', you agree to GameSpot's
