10/31/2022 0 Comments Moss vr photo mode![]() ![]() Every scene seemed as if it were set up by a thoughtful cinematographer. Other times, I was cozily tucked into a stone alcove, perpendicular to a long hallway with heroic statues. Sometimes I’d be looking up at Quill from a dip in a ravine. When going through a temple, I was able to lean forward from where I was sitting and look left and right to see neighboring chambers. So many times during Moss, I felt like a mom watching her kid go off to the school bus.Įven with the PSVR headset’s limited range of motion, I found hidden items and details that I would’ve missed had I not stood up (sometimes on tiptoes!) or adjusted how I was sitting. I was surprised to find myself craning my head to the side and leaning forward to make sure she was getting there alright. Shortly after our introduction, I navigated Quill down a path that was winding up and over to the next area. At one point, she even gave me a high-five.īy the game’s end, I had decided I would do anything for Quill. If you’re stuck, she’ll get your attention and try to give you a hint. She waved to me, bowed toward me and thanked me when I healed her, and I felt my heart melt. It felt like if I sighed too hard, she’d blow away. When I was first able to interact with her directly, I was struck by how delicate and fragile she seemed she was so much smaller than I expected her to be. Moss’ use of 3D audio is instrumental in elevating this from a simple adventure told within VR to a true virtual reality.īest of all is Quill, the lovable lead. But it really comes to life inside buildings: the faint whisper of wind while exploring a cavernous temple, the scratching of Quill’s paws as she leaps from one ledge to another. The sound of each page turning, for example, matches up delightfully to the texture, size and thickness of the book. There’s something magical in how the audio syncs up with the animations on screen. There are tiny libraries, mouse-sized pubs and forests that I paused to marvel over.Ī lot of these immersive qualities come from Moss’ successful marriage of visual and sound design. You explore one self-contained area after another - each scene is essentially a diorama. Polyarc committed to illustrating every detail, and that shines throughout the game. Every gesture I had to make in order to solve a puzzle felt organic and natural.Įven tiny things, like using the three-dimensionality of the VR headset to peer into another part of an area, highlight Moss’ greatest strength. Other times, I’d slowly raise my arm and watch a beautiful staircase rise from the ground, blooming in stone steps. Holding down the trigger button while pulling an object this way or that illustrated its path in a wisp of light, as if from a magic wand. When I moved blocks and other objects, I couldn’t help but feel like a wizard. Motion controls allow you to clear paths for her or help make new ones. You move Quill with the left analog stick while, as the Reader, searching for opportunities to help her out. From there, you’re actually transported into Quill’s world, where you’re known as the Reader, a powerful force that the residents of Moss are able to sense but not see.īoth first-person and third-person gameplay is involved. A narrator’s voice pipes up, and the story begins: A tiny mouse named Quill is on a quest to save her uncle, after their kingdom was overthrown by a fire-breathing snake. ![]() Using the DualShock 4 motion controls, you open it and begin flipping through the pages. It begins at a table in a great hall - not unlike the one from Hogwarts - with a large book. Moss consists of a mix of puzzle platforming and a fully narrated story. Clever use of perspective and three-dimensional sound blend together to create an experience that seems real, even if it’s not always successful at achieving that. While VR can be challenging to acclimate to (thanks to motion sickness and often clunky controls), Polyarc found a way to tap into what feels natural and then some. Polyarc’s Moss on PlayStation VR doesn’t just show you all of that, it lets you live it - or as close as you can, anyway.įor a game centered so much on storytelling, Moss’ technical prowess and rich world-building do most of the talking. When I think of storybooks, I picture gilded lettering, watercolor landscapes and secretly, a cast of cute animals. ![]()
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