Relive Gaming Glory in ‘Pixel Ripped 1995,’ Now Available on Quest and the Rift Platform
Experience the glory days of 16-bit and 32-bit gaming all over again with Pixel Ripped 1995, the latest VR adventure from studio ARVORE. Sequel to Pixel Ripped 1989, and the brainchild of Ana Ribeiro, Pixel Ripped 1995 drops you into the virtual sneakers of a 9-year-old boy as he conquers 90s-era game villains while dealing with home life and school bullies. While the first game in the series launched on the Rift Platform, we’re thrilled to say Pixel Ripped 1995 is out today on both Oculus Quest and the Rift Platform.
Like the first game in the series, Pixel Ripped 1995 delivers a buffet of popular game genres.
What was the original inspiration behind Pixel Ripped and how has the series changed over time?
I had a crazy dream about playing video games as they evolved through the years as a kid growing up in the 1980s and 1990s. The plan was to explore various eras of gaming: 1978, 1983, 1989, 1995 and 1999. I realized that was far too ambitious to do all at once, so I decided to split it up and focus on doing different games for each year, recreating each era the best I could.
Any favorite anecdotes you’d like to share?
AR: All the motion capture animations were made in-house using VR equipment and tracking, without any previous mocap experience. We developed tools to bring animation captured with VR into the game. We were super lucky that our writer Barbara worked as an actor doing theater plays, so she did all the animations for the characters in the game, not only for body expressions, but also facial animations, which we captured using the face tracking cameras on a phone.
How do you think VR and AR will continue to change the face of gaming moving forward?
AR: Nowadays, technology is our best ally and VR feels even more necessary for people. I believe society will look at the universes and experiences created in virtual universes differently moving forward. Visuals won't be the strongest factor, but the combination of the visual aspect plus other sensory inputs will create sensations that feel real.
Did you encounter any technical challenges? How did you overcome those obstacles?
On moving day, I invited the whole team to my place and we stayed there the whole day playing 90s games. That documentation process was really useful and originated some of the craziest ideas we ended up including in the game. When we arrived in the new office, we had no Internet connection, so we decided to focus on the main story of the game.
What’s your favorite part of the game and why?
AR: One of my favorite parts of the game happens in level 2, where the player is at a video rental shop and some kids in the background are arguing about which is the best console of the generation, and they also talk about Tamagotchi and the Virtual Boy, which launched in 1995.
What advice would you give to a developer looking to start building for VR?
AR: My first tip would be to develop an idea that you couldn't do outside of VR, something that can go beyond traditional technology. I believe many developers are trying to convert ideas that already exist in regular games to VR, and that generally doesn't work very well.
Apr 24, 2020 at 00:08