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things will come as the market gets bigger, but they will be designed for VR, specifically. You won’t be porting games. That sucks in my view.”


promise of VR as any of the popular native games. “I’m never a fan of people that take your game and try and port over. You can build a game on a well known IP, but it’s got to be designed for VR controllers and how VR is played right from the very beginning. “I think you’ll see games getting bigger and bigger.


What people want I think are things like GTA, but in VR, they want massive, great games that last 20 hours, just like they get on consoles. I think those kinds of


WHO YOU GONNA CALL As focused as nDreams appears to be on core games like Ghostbusters, it’s Orbital studio is quietly beavering away on casual and free-to-play VR titles, an area that’s not been as deeply mined across VR as it has across other platforms. For O’Luanaigh, it’s not all about trying to appeal to hardcore gamers and casual gamers, but to find anything that’s different or interesting that can find an audience. “With the publishing stuff we’re doing, we’re just out


there looking for really cool games that we fall in love with. If we play a little demo, a prototype and we go ‘Wow, this is just so much fun in VR’, then we’ll sign it up. It doesn’t matter whether it’s an ultra hardcore game, a casual game, or whether it’s an experience of some kind. If we love it, we’ll try and publish it. “You know, there is something properly special about


VR when it’s done well.” enthuses O’Luanaigh. “That feeling of immersion you get just makes emotions so powerful. Fear and awe and excitement and all those great emotions you get from the best games. When you’re in there in first person VR and you really feel like you’ve teleported into this magical world, it’s just so good.” Or, as Ray Parker Jr. might say, ‘VR makes you feel good.’ Cue music.


22 | MCV/DEVELOP August 2022


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