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Holodance

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This is an old revision of this page, as edited by Holtsch (talk | contribs) at 16:20, 18 March 2017 (→‎Reception: This change is hopefully addressing the advert-template by adding a section about goofiness of playing VR-games which should make this more balanced than the original quote and also puts it into a more appropriate context.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Holodance
Developer(s)narayana games
Publisher(s)narayana games
Platform(s)HTC Vive, Oculus Rift
ReleaseMicrosoft Windows
  • WW: April 5, 2016
Genre(s)Music / Rhythm
Mode(s)Single-player

Holodance is a virtual reality rhythm video game developed and published by narayana games for Microsoft Windows in which players can either dance with dragons to have an environmentally themed story unfold with each of the twelve levels, or play any osu!-beatmap in one of the fifteen environments available in free mode. The game is currently in Early access.

Gameplay

Players interact with the rhythm of a song using their hands, which are tracked using motion controllers. There are currently three ways in which rhythm events are converted into gameplay: Catching orbs, following splines and spinning spinners. A fourth mechanic where players can use several orbs floating in front of them in a random order has been announced but is not available in the game, yet.

Catching Orbs

This is the easiest mechanic that works best with percussive instruments but can also be used for sustained instruments. It is introduced in the first Level of the game. For each note from instrument track currently played, one orb flies towards the player from a greater distance and arrives in hands' reach in front of the player the exact moment that the note starts playing in the song. This location is marked by the outline of a sphere that glows up and down so that players know when they have to catch the note with their hand, and where. If the players catch the note, they receive score depending on how precisely they matched the rhythm, plus a bonus based on how fast they moved their hand before catching the note, and another bonus based on the rotation speed of their hand before catching the note. The locations where the orbs arrive could be used to create a dancing choreography for the player. However, this only defines where the players have to have their hands at certain times. How the player actually gets there is up to the player, so it can be dancing but it can also just be hitting orbs, allowing the players to find their own way of expressing themselves in the game. When the player misses a note, that specific instrument is muted until he catches the next.

Following Splines

This mechanic is introduced in Level 4 of the story mode of Holodance. It works best with sustained instruments. The usual way this mechanic works is at first similar to catching orbs: The floating spline flies towards the player from a distance and arrives near the player when the note starts. However, when the note starts, instead of just catching the orb, the player has to follow the orb that keeps moving along a spline path which is synchronized with the duration of the given note. The path starts when the note starts, and it ends when the note ends. The full spline path is visualized, so the player knows where to move and by an orb following that path with the correct speed, the player also knows at what pace to move. This way, any hand movement could be choreographed. The score that the player receives is based upon how much of the time of the note his hand was actually inside the sphere that moves along the spline.

Spinning Spinners

This mechanic was inspired by osu! Spinners and implemented so that all mechanics of osu! beatmaps are also supported in Holodance. The main difference is that instead of moving their mouse, players need to spin the controller.

Combo Multipliers

When players catch multiple notes without missing one, they get combo multipliers. After eight notes, the score of each successive note is multiplied with two. After sixteen notes, the multiplier is increased to three. Finally, after 48 notes without missing a single one, players receive the 4x multiplier. The game also has events after not missing a single note and catching 30% and 80% of the notes. How these effects are visualized is depending on the selected environment and not all environments support these events. Finally, a full combo, which means not missing a single note of the complete song triggers both an event and an achievement called No Note Missed.

Reception

UploadVR wrote after testing an early pre-alpha build that “the game was pretty darn fun ... both for me and those watching.” However, the article also addresses the issue of looking "goofy" while playing a VR game: "One thing you may notice about this video is that I do, in fact, look like a total goober to an outside observer while playing this game. This is not something that is a new phenomenon for VR, which regularly can make you look ... well a bit goofy."[1]

References

  1. ^ Mason, Will (August 8, 2015). "Dance like nobody else is watching with Holodance VR". UploadVR. Retrieved March 18, 2017.

Media related to Holodance at Wikimedia Commons