The fast flying fun that players are looking for is not a very effective way of dispatching enemies. The gameplay trips overs itself in many spots. The game’s implementation of Iron Man’s signature missiles and repulsor beam are very useful but not very fun to use. “The fact that they have the Move Controllers with these gyroscopes, that we have a general sense of what the player wants to do, even if their body is occluding the PlayStation camera…And so there’s a lot of great tech underneath the hood and a lot of great design thought that allowed us to offer 360 degree movement for players who so choose to play that way.The games combat however, is not as well done. “But instead of backing down and deciding that our game was going to be only, for example, a seated experience, instead of doing that, the team decided to think really, really creatively about the capabilities of PlayStation VR. “They have great motion controllers, they have a great headset, but as you noted, they have only the single PlayStation camera,” says Payton.
But after Sony entered the picture as publisher, the team adapted to PSVR and embraced the headset as the new target.
But in this case it sounds like the game was playable initially on PC VR platforms due to the freedom of 360-tracking. Obviously every game begins life as a PC game since that’s the platform that contains the development tools studios use to create games themselves.
We want this game to be played by as many people around the world as possible.” Both Camouflaj and Marvel were really excited about having Sony as a partner to publish the game because we absolutely love PlayStation VR. “But as the project developed and we first signed the game with Marvel, then Sony became a part of the conversation. “When we first were prototyping the game, obviously we’re iterating on PC a lot and we were moving in 360,” says Payton.