>> Hello, my friends and
welcome back to PlayStation
live from E3.
That was a good way to open up
that segment.
What better transition from
dancing into hard-core horror
simulation is there?
Meredith, professional horror
fan, you're joining me.
>> Yes.
>> And we're very happy to
have stew.
Thank you for coming.
>> Yeah. Thanks for having
us.
>> It's a long journey, but
you made it here in L.A.
And we're talking about The
Persistence on PlayStation
VR.
In a nutshell, tell me what
persistence is.
>> The Persistence is a sci-fi
horror game for PlayStation
VR.
>> Easy so far.
>> Yeah. So the setup is
this.
The Persistence is the name of
the ship, and it's the first
human ship that could ever
travel faster than light.
So they travel 17,000 light
years to do experiments at a
black hole.
Knowing that if anything goes
wrong, no help's coming.
No ship capable of coming to
save them.
And they do an experiment, as
you can imagine, which goes
really badly wrong.
And the crew that we're
involved in that get mutated
terribly.
And they run through the ship
and kill all the remaining
crew.
So suddenly the ship's
drifting, and it's getting
toward the event horizon at
the black hole.
The crew dead, mutants
everywhere.
But a few people left in
cryosleep.
Maybe a couple of hundred.
And the ship decides to wake
them up one at a time to see
whether they can sneak past
the mutated crew and fix the
ship and get back to earth,
and that's what we co.
That's us.
>> Here, I'm going to say
something.
When you go faster than light,
nothing good ever happens.
There's a reason light is the
fastest thing.
>> I just love that as he's
explaining it, I'm smiling
bigger and bigger and Ryan is
looking more and more
concerned.
>> I'm, like, this doesn't
sound like a good time.
I'm going to freak out.
Yeah, that is -- so, first of
all, I love science fiction
horror.
I think if I had to choose a
subgenre, I am more into
science fiction.
But Meredith, you're all over
this; right?
>> Well, I think -- you know,
so many of us that love horror
games, you love horror, do you
want to be in a horror game
game?
Maybe not.
You're in it, everything
around you is very visceral.
What I love is the very inky
blacks, shadows.
There's a lot of stealth
involved in this.
You have to hide.
>> Yeah. The game is very
much -- you stealth a lot
because these guys are way,
way stronger than you.
The character you play because
every time you die, you wake a
new character.
And they're not soldiers;
right? They're just people on
the ship.
You might be a Chef, might be
a scientist.
And every life's different.
So you're not necessarily
capable of dealing with
mutants.
So a lot of the time, you're
hiding.
And that's great in VR because
literally you can peak over
the top of cover --
>> Oh, god.
I'm not going to be able to
play this game.
What is it like for you guys
to develop in VR?
First of all, as you know this
is a breaking edge space.
It's a really incredible place
to develop in.
>> Yeah.
>> But it's also tons of
unique challenges that you
guys are facing.
>> Yeah. So there's two
things, really.
There's a whole new language
of design.
>> Right.
>> And development. You know,
we're making a first-person
game, as you can see.
But the way you move has to be
different.
And we've worked really hard
to try to get to a point where
you can play it with two
sticks.
We offer various different
ways, but there's a really
good solution that works in
VR.
To deal with movement speed,
acceleration, camera shake,
depth of field, there's so
many new ways that you need to
work in order to make it work
really well in VR.
>> Yeah. And to make it
comfortable for the player as
well.
Because you're experiencing it
in a whole new way.
>> Yeah. And it's pretty
intense; right?
>> Yeah.
>> Two or three of these guys,
and they're bigger than you
and right in your face, and
there's a lot of action going
on.
So we need to make sure that
the player's feeling okay.
>> Going back to your point of
being procedurally generated,
and you wake up every time as
a new character.
Does it change every time you
wake up?
>> Yeah. So these dark mater
coming out of the black hole,
which is changing everyone's
perceptions.
So everyone who wakes, faces a
different ship.%
It's the same --
>> Sounds nightmarish.
>> When you come out of the
bay, first time you play,
there might be a corridor
where you go left.
And this time, it goes
straight on.
But I went left, and I got
some really good powerups, I
did great looting of the
ship.
There's nothing there.
Same with the enemy
placements.
The powerups, you may get and
the hazards.
>> What types of weapons are
you able to find and collect
in the game?
>> So this is where you turn
the tables.
You remember saying, like,
you're really weak and the
enemies are strong.
So that happens all the time.
And suddenly you go -- I've
got a weapon, so it's, like,
really powerful for a short
period of time.
>> Just a burst of
confidence.
>> Yeah.
>> And it just fades away.
>> So the storm theory 50
caliber pistol, it's a
beautiful thing in VR.
Randomly how many bullets one,
two, or three, basically.
>> Oh, gosh.
>> But one shot any of the
enemies, and they go sprawling
across the map.
So you feel really empowered
for a short period of time and
then you're, like, L click,
click, click.
>> And immediate fear floods
your veins.
One thing I always like to and
developers is how they tackle
the problem of -- and the
challenge -- of designing
procedurally-generated
environment.
But also keeping control of
things; right?
>> Yeah.
>> How do you guys manage that
in your -- in the
persistence?
>> It's really hard.
>> It is.
That's why I asked the
question.
>> So it's based on rules, and
we know, for example, that,
say, between four and eight
meters is good for gaps
between cover.
>> Okay.
Okay.
>> So as the system's pulling
together the floors and the
ceilings and the little an
exes, it's based on a bunch of
different rules that would be
good for game play.
So that would be how much loot
is generates so that you're
not going to get too many
weapons.
How many hazards in the room?
But also, we try to pace it a
little bit so rather than,
like, every room full of
horror and death and badness,
we take a time to create rooms
that are just quiet.
Just no hazards in there, just
stuff to collect .
>> Sure, so you can feel
really good about yourself,
and then you get your
confidence back.
Does it also deal with how
many stem cells you can find
to harvest?
Or is that a set number?
>> There's two currencies in
the game.
So the stem cells you collect,
killing the bad guys, mostly.
up in med bay.
Either use that to wake up a
more advanced member of the
crew, member of the command
crew.
Or there's a really cool, big
machine where it injects you,
basically and powers up your
abilities forever.
>> Oh, nice.
>> Rather than the weapons
that you get per life, this
would be a case of stem cells
would make you better and
stronger.
Maybe eight or ten hours into
your play.
You may be off three times as
much health, and you can move
faster.
>> Okay. That sounds like
that's my jam.
I was going to ask you,
though, you know how you said
you like to break up the
pacing with the rules that you
guys have.
At any point is there just a
small spa on the ship that
they can just, like, go into?
>> Yeah. In the demo if you
can play it, there's a gym
there, a nice rowing machine.
You can take it easy there.
>> Good.
Perfect.
>> Before they come out and
kill you.
>> Yeah. I just want a place
that I can feel safe.
Even if it's for 30 seconds.
>> Like a horror Jacuzzi.
>> What's the most important
thing about the persistence
that you want to communicate
to our audience before you
wrap?
>> Well, obviously hopefully
you can see The Persistence is
a fully-fledged design for VR
game experience.
But one thing worth saying
while we're here, the game
will also ship with a
companion app.
So as the game generates, the
level, it sends it to the app,
which people can have on their
phone.
And on that, you can see the
layout of the ship, but then
you get to interact with the
world as well.
So you can open doors, you can
place distracters to move
enemies around the level, you
can freeze enemies that are
attacking your friend, or if
you want to play, you can just
drag loads of enemies and kill
your scaredy cat friends that
are playing.
>> I'm totally going to send
all the bad guys your way,
Ryan.
>> We've learned on this great
episode I'll never play with
Meredith. Like, ever.
Stu, I really appreciate you
coming on and talk about The
Persistence.
Meredith, thank you for
joining me.
It sounds like you're
excited.
>> I am.
And what I'm excited about is
the party game aspect.
Friends have game nights, and
you have a board game.
This is a fun way to break up
game night.
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