Transcript
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Welcome to another episode of Rough Talk VR, a weekly podcast with in-depth game reviews, exclusive developer interviews and the latest metaquest and virtual reality news.
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We join our hosts, the father-son team of D Scruffles and Stratus, today as they spend another episode breaking down and discussing the world of virtual reality.
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Hey, welcome to this episode of Rough Talk VR.
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Today we have one I'm very excited for interview wise.
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We have a loaded house.
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We have three members of the team behind this one, so this will be a fun one.
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Today we're talking to giovanni adolfo and eduardo behind the game v rider out now on the the meta quest, so I'm excited.
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This is one that we've been loving.
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Unique, very unique, with it's the only, only one I've seen that does it.
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so it almost feels built for accessories.
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The gameplay is so unique with the way you keep your arms out and both using the trigger or, like a real motorcycle, using the throttle on it Real licensed bikes.
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Sport bikes, dude A lot to talk about today, but Big fat tanks right in your chest.
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It A lot to talk about today, but Big fat tanks right in your chest.
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It's freaking awesome, really fun.
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But before I get carried away, giovanni, eduardo and Rodolfo, do you mind to introduce yourself each a little bit to our listeners?
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Tell them who you are and what you do over with V-Rider.
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Go, rodolfo Go go.
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Sure, so I'll start.
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Hello everyone, so good to be on the show.
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Thank you so much for inviting us.
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We're big fans, we follow your stuff and it's awesome.
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So yeah, so a little bit about me.
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I'm the CEO and co-founder of Varo Games.
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We are a new gaming publisher developer kind of tech company out of Miami.
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So our kind of.
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If you look at our ethos, our ethos is really just going towards XRVR and really taking just the industry and kind of immersive experiences to the next level.
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We think what's happening.
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We're almost at the cusp of where hardware is enabling.
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We software these experiences to well, we like to call it to go viral in some way.
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So you know, for me it's just an honor for us to have you know Vrider as part of our first kind of official publishing title out of the gate.
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Yeah, so that's me.
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I'll pass it on to giovanni and then, and then we can go to eduardo hi, hi to everybody.
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I'm giovanni, I'm italian, I'm the co-founder of funny taste, which is an italian software house.
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I just moved four years ago here in the United States to, let's say, start a venture here in America, and our first, let's say, virtual reality project here in the country is V-Rider.
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But we came from a long track record of a racing game for many reasons.
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Maybe we can explain it later.
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Eduardo is my partner in crime, project manager in Funny Days, and up to you, eduardo.
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Hey everyone.
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So my name is Eduardo.
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I'm a project manager at Funny Tales.
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I've been working with Giovanni for coming on to five years now next year, so very, very interesting times and experiences we've shared together, and I'm also project manager with v writer and we're very, very excited to have this game almost be out.
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We're very, very excited but, um, it's coming along very, very nicely no, and I'm loving this one.
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It's it's so much fun, like I said at the start, very unique.
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So I I got to know you teased a little bit too, Giovanni.
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How did this game come to be?
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You know you mentioned you guys come from long background.
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I'm sure of enjoying racing games and maybe even being involved in them in past studios and stuff like that.
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But yeah, how did this game come to be?
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How did the three of you all get together?
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I start with a, so probably better to start.
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Many team members are motorcyclists, are riding by passion and some some colleagues are motorcycle and racing game developer by because probably in Italy there is a tradition for mechanic and a lot of renoved renoved brands like Ducati, agusta and Aprilia Moto Guzzi.
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And we spent a lot of our time when we were teens customizing our Vespa, competing against friends, trying to achieve the highest speed on a straight highway, and I remember my first Vespa 50 was able to reach 68 miles per hour, taking corner with a passenger.
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So that was our let's say our way to spend time at the time.
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There was no mobile, no social.
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I still remember myself at the age of 14 riding a Suzuki 600.
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I was so skinny to not be able to keep the weight of the bike, so I had to learn the hard way the gyroscopic effect and gaining speed, opening the throttle and peers cycling to the sea and looking at me astonished oh why this skinny kid is riding a bike.
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So I think this is one of the reasons we came out with this game and we started in funny tales, developing MotoGP, ice Road Trackers and Ducati Challenge and many racing games on mobile.
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But, to tell you the truth, I was COO in a software house in Italy, which is the biggest software house, who is well known for racing games.
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So the Italian environment contributed to the emergence of Valentino Rossi and probably the racing game industry, which is a huge, let's say, district in Italy, not only on gaming, but on real mechanics, bikes as well.
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Okay, for real.
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Wow.
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Yeah, I think the story of Giovanni and the rest of the Funny Tales team is pretty insane.
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You know, so you're talking.
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You know Italians obviously are famous for amazing design and meticulous engineering and mechanics and, obviously, racing.
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And then these guys and girls from their team there they have been moto aficionados for many years probably 20 plus years and Giovanni Studio, you know they developed some of the most played mobile racing, motorbike racing games ever.
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I mean like 45 million downloads from their previous titles.
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And the cool thing that they achieved was getting the official license for SBK, so Superbike World Championship, which is owned by Dorna.
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So Dorna Sports is interesting.
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They own SBK, which is Superbike World Championship.
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They own MotoGP.
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So Giovanni, in partnership with them, got the license for SBK, at one point for mobile and then specifically for V-Riderider he has the exclusive virtual reality license from dorna for sbk and then.
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So they've been developing racing games for a long time.
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The team, they all, a lot of them, have these motorbikes there and they do it for fun.
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So it's been like game director has three bikes, one completely custom made, I think is tuning his bike every weekend and making tests.
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So it's amazing Like one of their offices is near the circuit in Imola where you have these insane races.
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So this is kind of like a perfect storm where you have true gaming developers that are absolutely kind of in love with motorcycle racing and then obviously you know the focus on bringing that real life experience to immersive, through MetaQuest, to start.
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Yeah, my partner, I don't know.
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What else did I miss Giovanni?
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You guys have so many amazing stories.
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Yeah, yeah, yeah, I don't know, what else did I miss Giovanni?
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You guys have so many amazing stories.
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My partner, I think.
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The office is actually 200 meters from the Imola circuit, so when you are in the office you can hear the rumble of the cars and bikes.
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So, at the end of the day, v-rider was, let's say, the result, the outcome of this environment.
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But, again, many of us worked on other racing and Vrider was, let's say, the result, the outcome of this environment.
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But, again, many of us worked on other racing games, even for consoles, and Vrider actually was not the first try in virtual reality.
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I remember in 2018, during the Samsung Gear VR era, we attempted to create a racing game in C++ and you have to snap your mobile on the mask and the rendering was half for the left and right.
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Of course, in C++ it was a rocket.
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I remember more than 100 frames per second and the graphical quality was probably better than the new V-Rider.
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But there were many things at that time not ready for a game like V-Rider.
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First of all, there were no controllers, and controllers give you a chance to have a natural gesture like twisting your wrist or or leaning your body, which is another important ingredient to me for virada, because it gives you, give you a seeing um between your vestibular system and and what and what, the rendering showing you okay, so you can, uh, you, you can reduce the risk of motion sickness because you have to, let's say, move your upper body.
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You have to really believe you are right and you are riding a bike.
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And at that time I remember for one interesting anecdote was the first time we tried to understand what to do with the horizon and we were tilting the horizon, the, the fact, was so strong that had to lean and push the back on the wall to avoid to be tip over.
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So so we, we, we learned the hard way what, what, what are interesting, let's say, way to approach a racing game in virtual reality.
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I want to say first off, I love the fact that you have actual licensed bikes.
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It's huge.
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I get why companies can't, but it's like, let's be totally honest if you ride a motorcycle, the odds are you're never going to be able to sit on any of these bikes in real life, let alone go ripping down the track at god-awful speeds.
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But I have an appreciation for the licensed bikes as well as the ambient sounds, when I went into a straightaway the first time and really opened it up and you reach a certain speed and you start hearing that wind whipping by your ears.
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Well, and the screen shake a little bit, even just in the tutorial.
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When in the tutorial they're like well, now it's time to hit.
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I think it's 285 miles per hour or something like that.
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You know down the straight way.
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So it's like the first time in the game that you're doing it.
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If you're going in the tutorial for the first time and you're like, oh man, like you said, the wind, well, the screen shaking the wind, the wind got me off guard because I'll, I'll admit, in some younger years on a friend's bike that was all jacked up.
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it's real easy to go from zero to 100.
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But the wind change and the feelings you get are a lot different at those speeds.
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So it instantly brought me in there and that's when I posted in our Discord.
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I'm like the only thing missing is just put a big fan in front of you.
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So you feel the wind coming at you and if there was a way to key it to your acceleration so the fan would get would be the ultimate home run as well as a full bike setup, but that I feel like I'm on a motorcycle, like a true super bike the size of that tank, which you know would would be just like that.
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I find myself like almost arching over it when it's in the real world not there, but I'm I don't know, I'm, I'm like sold on the whole.
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I love a good racing game, whether it be cars or bikes, and not all bike games are good racing games.
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So it's good to see a good racing game coming over to vr.
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That's like bringing all the elements of believability to it.
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Well, it's because they're passionate, they're fans, yeah that's what.
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I was hoping to learn today that, like I'm like oh God, I hope one of these guys at least rides a motorcycle at least once in their life, not like no.
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The whole team's got a passion for motorsports and it's not the first rodeo with making a racing game, so it shows and I know you tease.
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like you know, you tried to do a little bit in the past, in 2018, with vr game and such, but what was the point where you're like v v rider meta quests?
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We're making this project, let's do it go, eduardo, up to you you start your project, so it's your yeah, no, of course.
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So in uh 2020, we started developing a mobile version of the Superbike World Championship experience, and so we developed that for almost the entirety of 2020.
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And then we launched in 2021 the game, and we noticed there was a big hit.
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We got millions of downloads.
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A lot of people were really enjoying the game, enjoying the experience.
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And then, while we were preparing material and sort of marketing assets and just playing within the editor, we started to look at a first person camera as a sort of possible update to the mobile game, to the mobile game.
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And then from this we started to think maybe this could transition.
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Instead of just playing with your thumbs and tilting a little device in front of you, why not advancing this experience and create a true immersive environment in which your position and your whole body movements affect gameplay?
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And what better medium and platform to do this than in VR?
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So then we started to brainstorm.
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You know the PlayStation VR 2 is coming out.
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We know that there's Pico.
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We know that Facebook has a very big market share with the Quest 2.
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Let's explore these different you know possibilities and ultimately we decided to aim for the meta quest, since they were not only going to be releasing the quest three soon.
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But also the quest two had such a very large sort of market share and fan base.
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We weren't going to be competing with many other games because a lot of the other racing games were kind of like arcade-y traffic dodgers or things that you weren't really paying attention to shave off those milliseconds off of a lap time.
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It was much more of like, oh, let me just ride around and shoot.
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So we were like, hey, this is perfect, let's take advantage of this, let's bring and level up our tech.
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And yeah, this was sort of an ongoing discussion and ultimately we're still in the process of, you know, looking beyond the MetaQuest.
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But we thought that since there's such a big market already playing with these devices and the MetaQuest 3, we think is a very, very sort of step up from the Quest 2.
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We thought it was just like a perfect fit.
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Wow, it should go with noting too.
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It runs phenomenal On a perfect fit.
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Wow, it should go with noting too.
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It runs phenomenal On the Quest 3.
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Yeah, Excuse my ignorance on this, but is the game going to be available Quest 2 as well, or Quest 3?
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exclusive.
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Yes, so it's going to be available for the Quest Pro, quest 2, and Quest 3.
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And well geez, if the Quest 2 had a big market dominance.
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Market dominance before now for 200 I'm sure that's you know that number.
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That user base is only growing.
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So talk about a unique game too.
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I sat at the start.
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I can't think of another game, a racing game, a motorcycle racing game that has you extend your arms out.
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No, if you want, you can use the trigger, not on standalone.
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No, that's a good distinction.
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On standalone VR, I mean you can use the trigger to accelerate if you want, but if you want that full immersion and the throttle, it's there.
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I mean, hats off to you all for coming up with a unique concept.
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Oh, own the market.
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Yeah, 100%.
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There's not another game like it Again.
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I mean, I don't know what the difficulties are of making a motorcycle game versus a car racing game.
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But it seems like and again I've flat screen, I've tried so many and I'm like why can some people just not get it like going into a corner?
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This one's unique because a lot of the onus is you know other than just using the joystick and click, click, click, click again.
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With shifting your weight to the side, you're turning and turning the handle.
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I mean tied in with acceleration, proper braking I it's.
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It's no surprise the background that I'm seeing where it comes from.
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So yeah, I've never raced bikes in real life, so you better believe I hit the wall fast you know, on the, on those, those turns, but can?
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I could totally see how somebody with experience like it would feel second nature to them.
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Uh, with that being said, you know you guys all all right as well, but just in testing it and stuff, have you had people that aren't so much gamers but they're more just riders, and just had them go into it and what's that reception been like?
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Yeah to it.
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And what's that reception been like?
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Yeah, that that's amazing.
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So we, you know we launched um, varro and vrider kind of publicly, that you know this was coming at uh gdc in san francisco, I think probably a month ago and we, we had the, the game set up at the booth.
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Um, and then maybe eduardo, you can kind of just talk a little bit about that experience.
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I think in two days we had about 200 plus people just come to our booth and you know, these guys have been showing the games in in shows in italy and I think you guys hit hit a super important point, which is it's almost kind of, you know, the way we're trying to let the game be is for those bikers, people that have bikes, love biking.
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Already the game you can almost consider it ride a bike, love racing, the adrenaline of competition and motorcycle but they've never had the experience.
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The guys built the game for all of those gamers.
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It's like, look, you want to try getting as close as it is to ride a bike and their settings in the game.
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So you know, if you're a pro, choose pro things.
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If you want a more of like a sim key kind of experience, yeah, you know v rider provides you that.
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So maybe, eduardo, you can talk a little bit about that first-hand experience from all of these people.
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And then, obviously, you know, the game is now already on app lab.
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Now, which is maybe maybe even have tell something about the rear rider, super bike rider they tested exactly the eikma, eikma, fair, exactly, and in barcelona, if I remember correctly.
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Yes, yes, totally, totally correct, giovanni.
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So, since we are using the IP of these very big teams and very known riders from the official championship, we've been in constant communication with Dorna, the sort of macro IP holder, and trying to get the riders to play and give us feedback, a couple of them to try it both in the EICMA fair, which is if for those who don't know, it's one of the largest motorcycle fairs in the world that occurs in Europe, I think in Italy specifically yeah, milan in November.
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It's the biggest fair related to motorcycle so all the motorcycle fanatics go there, and we had a little section where we had close to I don't know maybe 600 people come and play the game.
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A lot of them since it's a motorcycle fair have driven motorcycles or ridden.
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I should say it was just amazing to hear the feedback both from the people at this fair and also an official World Superbike rider to play it.
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We actually have a little bit of a footage of him playing and also an official World Superbike rider to play it.
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We actually have a little bit of a footage of him playing.
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I think it's a Xavi Virg.
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If you pronounce that in English and Spanish, it's a Xavi Virg.
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So it's very, very cool to see the reception in GDC.
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As Rodolfo mentioned, a lot of people did mention that they rode motorcycles or not even on a street, but a dirt bike and the same sort of movement translated to the experience, which is great to hear.
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One thing, though, that I have to mention is when we were developing the game, and one of the most common sort of comments that people ask or try to figure out is countersteer of comments.
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That people ask or try to figure out is countersteer because usually, when you're riding a motorcycle, you kind of need to go the opposite direction or twist the handles to get into the curve.
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And before we created the closed beta and allowed people to play it, we were debating a lot internally as to one, does this feature translate well to VR?
00:21:53.929 --> 00:21:58.582
And two, why does or doesn't it translate?
00:21:58.582 --> 00:22:22.493
So, when we were analyzing this and our game director who, as Giovanni mentioned, has three bikes, one completely custom made and he's, I guess, the most experienced rider of the team One thing that he highlighted that just made click for everyone is in real life, you have the force feedback of the bike transitioning to the curve.
00:22:22.493 --> 00:22:24.084
If you do that counter steer.
00:22:24.084 --> 00:22:36.864
And when we were testing, even though we were able to kind of get close to that, since there is no feedback or actual response from something physical, there was just a big disconnect.
00:22:36.864 --> 00:22:41.554
So you ended up not being able to effectively do that transition.
00:22:41.554 --> 00:22:49.743
So ultimately, we just not we didn't include it in the sort of physics and properties of the gameplay Um cause.
00:22:49.804 --> 00:23:01.550
It not only didn't translate well, it also caused a little bit of a dissonance between what your head is thinking of how it should perform versus what's happening in front of your eyes inside of the game.
00:23:01.550 --> 00:23:11.744
So, even though we are trying to make it as realistic as possible, some people have already expressed like, oh, there's no counter-steer.
00:23:11.744 --> 00:23:19.960
So, yes, we are aware of this and obviously we're not saying that if you play Vrider then you can try or ride any bike in the world.
00:23:19.960 --> 00:23:40.134
But it's just those little details that you know, unless you have the whole package of real life feedback that allows you to understand like, oh, this is happening, I need to adjust and your body's being thrown into it, versus a just a virtual environment showing you what's happening.
00:23:41.800 --> 00:23:54.375
We still feel that you know we were able to jam pack this with a bunch of different features, such as the aerodynamics and this is something that the uh world svk rider actually mentioned like, oh, wow.
00:23:54.375 --> 00:24:00.683
Like, if you position yourself above the windshield or below the windshield, that actually affects your speed.
00:24:00.683 --> 00:24:34.442
So if you wanted to reach a higher top speed and better acceleration, positioning, positioning yourself below the windshield like physically lowering your head affects your acceleration and top speed, while if you're above and you hear that wind rustle, that also affects your braking power, playing static.
00:24:34.442 --> 00:24:39.843
You have to physically take advantage of that so that when you start to break and you have your body outside of the windshield, you can actually increase the rate of which you're breaking.
00:24:39.843 --> 00:24:49.289
So those little you know layers add to the experience and make the driving as close to reality as possible that makes sense you it's.
00:24:49.369 --> 00:24:53.107
It's a fine line that you need to walk between well encounter and I agree.
00:24:53.147 --> 00:25:03.773
it's like you're going into some of those corners at Mach speeds and if you don't have the feedback on your own human body to feel whatever G-force is, yeah, how do you?
00:25:04.881 --> 00:25:23.709
Has there ever been talk or a thought to add kind of like an arcade mode and a simulation mode, where one's you know the standard way it is now than the other ones you know no fucks given if it's disassociating, nauseating, not, doesn't feel right, but it's the most realistic type?
00:25:23.709 --> 00:25:25.232
You know kind of have those two different settings.
00:25:25.232 --> 00:25:26.705
Has there ever been talk about that?
00:25:28.099 --> 00:25:39.490
Yeah, so a lot of, a lot of, a lot of fans of the jam that are asking to have different settings, maybe a little bit more easy in the first-time user experience.
00:25:39.490 --> 00:25:44.770
Not arcade-y, it's a sim-cade, as Rodolfo well explained.
00:25:44.770 --> 00:25:56.621
There are people, just to continue the discussion of Eduardo, that are asking hey, the give me the chance to willy.
00:25:56.621 --> 00:26:02.290
I cannot and I cannot feel how a willy could be managed in vr.
00:26:02.290 --> 00:26:03.834
But the truth is that we have.
00:26:03.834 --> 00:26:07.305
We have implemented the willy and stopp as well in the physics.
00:26:07.305 --> 00:26:12.613
So maybe not at the release date, but later on wheelie will follow.
00:26:12.613 --> 00:26:13.795
We'll follow pretty soon.
00:26:14.580 --> 00:26:25.444
I am excited because, admittingly, when I first played it and I just gunned it, I was like, oh, okay, so my wheel's not going to come off the ground.
00:26:25.444 --> 00:26:36.241
But I was like what if, for first, second and third you can, if you're dangerously high on the accelerator you could just flip your bike over and have to restart?
00:26:36.241 --> 00:26:41.926
And I'm like it would make sense because, like I mean, these, these bikes can wheel you in like every freaking gear to some degree.
00:26:42.027 --> 00:26:45.920
So yeah, they are so powerful yeah, I mean, it's a rocket.
00:26:46.340 --> 00:26:54.640
It's not even a bike anymore, it's literally a rocket and, like we referenced, you know, at the start, it has that feel when you're when you that feel when you're gunning with it.
00:26:54.640 --> 00:26:55.986
Oh, it's a super bike too, yeah.
00:26:56.661 --> 00:27:03.279
There's no part of me thinks I can go grab one with that kind of speed and horsepower and just take off down the highway.
00:27:03.279 --> 00:27:08.051
But when I'm in the game, yeah, a million percent, they're legit super bikes.
00:27:08.940 --> 00:27:11.568
And you know you referenced the games available now on App Lab.
00:27:11.568 --> 00:27:14.009
A full release is planned for later this year.
00:27:14.009 --> 00:27:16.508
Last I saw, I think the plan was June.
00:27:16.508 --> 00:27:17.069
Is that correct?
00:27:17.900 --> 00:27:20.203
Yeah, we're going to be Go ahead Bro.
00:27:23.346 --> 00:27:26.452
Yeah, so on the official meta store it's June.
00:27:26.452 --> 00:27:46.106
That's what we're aiming for, which is awesome and fun to get it there, and I think one of the things is these bikes by the SBK, bikes that the actual racers ride.
00:27:46.106 --> 00:27:51.246
These are bikes that you can go to the store and buy pretty much today.