To celebrate, we sat down with our very own Creative Director Martin de Ronde to get some background on the game:
This is your 5th VR project to date. How did your previous experience in the field inform your work on Coaster Combat?
Martin de Ronde: Coaster Combat is actually a result of us being a 100% VR-dedicated studio. The VR industry is still so fresh and open, so there’s a lot to explore. Every year in mid-December, we organize a VR game jam for the entire studio, with everybody allowed to pitch ideas and explore fun, weird, and original concepts. The entire studio votes for their favorites, and then the five or six best are turned into demos in a single week.
Coaster Combat started as one of those demos and turned out to be so much fun that we decided to make it a full game. Thanks to our extensive work in VR over the past few years, we were able to create a thrill ride without the negative side effects that are usually associated with rollercoaster games.
How else does Coaster Combat differentiate itself from the other rollercoaster-based VR games on the market?
MdR: It’s an action rollercoaster game, where you have to score points by hitting objects with a designated weapon for each course. This means that, unlike other rollercoaster experiences, once you’re done with a ride, you’re not actually done. The game is set up with a very addictive score challenge mode, so you’ll feel the urge to go back over and over to try and improve your high score.
To top it off, the game’s tracks are procedurally generated, meaning no two rides are ever the same. You can’t memorize any of it, so each ride is fresh and forces you to rely on your reflexes to achieve high scores and score streaks.