About This Game A VR interactive story about family, dreams, and the meaning of life. You will be an astronaut who failed the mission, gets stuck in space and haunted by past memories. 1075eedd30 Title: The Journey HomeGenre: Adventure, Free to Play, RPGDeveloper:Michael ChouPublisher:Michael Chou VR LabRelease Date: 19 Aug, 2016 The Journey Home Key Serial Number the journey home yoga. the journey home trailer. the journey home eq. the journey home edward abbey. the journey home llc. the journey home lee carroll free download. the long journey home 4players. the long journey home cheat menu. a journey home full movie free download. the journey home hemi sync. the journey home catholic. the journey home kryon pdf free download. the journey home wario. the long journey home keystone. the journey home from grandpa's youtube. the journey home walkthrough. the journey home supernatural. the long journey home android. the journey home 1989. the journey home network. the journey home wiki. the long journey home youtube. the journey home wario. the journey home treatment center. the journey home venue. the journey home season 11 episode 4. the journey home catholic. the journey home book. the journey home review. the journey home swami. the journey home in dearborn missouri. the journey home autobiography of an american swami free download. the journey home gurunam singh. the journey home season 11 episode 4. the long journey home playstation 4. the journey home rehab. the journey home polar bear. journey home to the uss arizona dvd. journey home to the uss arizona full movie. the long journey home patch notes. the long journey home xbox one. the journey home john williams. the journey home missouri. the journey home trailer. the journey home jennifer fulwiler Man... I'm sorry to say this... but this was really sad, one of the worst things I have tried on the Vive... don't even waste your time. Voice acting was... well, terrible, story was the same. Sad.. I enjoyed witnessing your development in the game. It's nice work, overall. Thanks for letting me test.I'll do the Good stuff first then list the Bad stuffGood stuff I liked: Nice planetary visuals. + Attractive visuals, and really great attention to details. The lens flare fromt the space helmet? Very cool! Nice visuals of the starscape and all the planetary visuals.+ The general theme of the game+ Excellent Sound and audio effects+ Very good Music, well selected and suitable to the theme and story. Good choices overall.+ Enjoyed throwing the ball at the cat, that was cute+ Nice envirionment, not too cluttered.+ As an ESL Teacher, I'm really blown away by your great English skills. It is great TECHNICAL writing for a non-native speaker. Congratulations. Bad Stuff That Needs Improvement:- Swaying palm tress. It doesn't work. Take it out. Just... no. Please, normal trees, not the sickening ones.- The Writing, story, characters, I didn't like. And yes the voice actors were awful. Do I love hearing Chad and Nick and Mike muddling through your hacky dialogue? Of course I do, it's hilarious. And when we had Bee read the establishing dialogue for Treehouse? That worked. Because it was three lines, and it told the player what they had to do. Your dialogues is WAY MORE THAN THREE LINES. It is bloated and too wordy. It needs to hacked down with a samurai sword to 1/3 it's present size. Mike, you should ask someone who writes well in english to do a few rounds of editing before releasing a new version of this game. I'll help you with a re-write, if you want.- To a more general audiance, the story structure, the dialogue, even the message, was forced, hacky at best. Following are four specific examples:- "Oh by the way your dad died 6 months ago and we forgot to tell you" - This is awful. It's awful when they do it in the real movies, and it's terrible here.- "I never told you I loved you, son" - terrible. Also, if you're sending a message from a dying old man, find a voice actor that sounds like a dying old man.- "Click this button to replay the message" - No, please, no. Really. It was terrible the first time. Please do not replay it.- "The pin code is the company you work for." - I'm sorry, Astronauts don't don't lock their crew mates out of critical systems in the first place. - "Uh the station blew up for some reason" - OK, I'm guilty of this in my game because my station also blows up for no reason, until we explain it afterwards. But yeah, stories have a thing called 'context' and it's nice to have. Maybe add something to the dialogue that says "Oh hey look out the window at that big rock that's about to hit our station". Or better yet, SHOW US the asteroid hitting the station! This is the challenge of working in VR. We're going to be asked to *show* the player what's happening, instead of just telling them about it. Or, better yet, empower the player to tell their *own* story naturally through the gameplay.... while still passively witnessing external events, like the exploding station.- That's a gas giant sitting right there. Is it Jupiter? Which planet did we land on, anyway? Did you tell us it was Mars, or am I misremembering it. Jupiter's got four moons, which one were we on again? Europa's a freezing ocean of methane, so probably not there. But IO kind of fits the bill. Check it out: https://en.wikipedia.org/wiki/Io_(moon) - anyway, touches of realism like this really go a long way into "selling" the experience to your audiance. You're asking them to suspend their disbelief, just for a short time, so you can tell them this interesting tale. Every detail you get right, or at the very least, internally consistent, helps them do this, and allows them to create a consistent, compelling experience in their own mind. - The take-off. It's a cool flight mechanic! It works OK. You just need to convey to the user what they're supposed to do. If the game is to 1) Aim the controller at the launch window, and then use their thrusters to fly through it.... you were 90% of the way there. You just need targeting raycast laser pointer on the controller. a very quick and basic mechanic, but it isn't there. And give the user some time to figure it out, let them fly around a little before they fly through the target window. Movement in the game needs to be more than just an afterthought.Stories also deserve to be more than an afterthought in games. And if you're not telling the story through the actual gameplay, find another way to convey it. Through the surroundings (which you kind of do), through UI interfaces, and through gameplay (which you kind of do as well). Gamers care about stories, and writing a good one. Details matter, it's going to be important, so we both need to get used to getting them right. So fix some of the glaring plot holes and ham-fisted melodrama. - The ham-fisted (english idiom look it up) approach of shoving a baseball themed story in just to add some actual gameplay into the game. I'm equally guilty of this Mike. You saw how I made Pokemon No. But it's better when the gameplay aligns with the story goals. - The "pile up a bunch of objects" part, this was just frustrating.- As an ESL Teacher and Trained Actor, I'm a little disappointed you didn't ask me to voice a role? I was sitting five feet away from you this entire time. OK, Chad was passable which is an achievement considering the script you handed him. But Nick's dialogue and delivery were just too corny. Real emitional dialogue deserves better treatment than the half-apathetic melodrama that was a result of your collaboration. And Mike's dialogue came off like he was reading a repair manual instead of a tearful letter home. Which, given the actual content of your game, ie, trying to fix your ship, actually kind of works in favor of the theme! But he doesn't even try to sell it emotionally, and the result is a theme that comes of more like apathetic and confusing rather than deep and thought provoking. Neutral Comments - Suggestions0 - You had a lot of opportunities to do some cool things you passed over. Well, anyway, if you're on IO, why not do some cool gravity effects? You've already integrated the toss game in, maybe you could make a part of the game where you're just hanging out with your buddy on IO having a good time throwing around baseballs before he falls over dead for some unknown reason. Hey, maybe that's how he died, you hit him too hard with a baseball! On the caution of overscoping, since youre already abusing the hell out of flashbacks, why flash back to your astronaut training back in Florida. You could even get all meta with it, because astronatus are actually using VR to train. But it would be cool if you implemented something into the physics of the game that gives you the impression that you're actually in outer space. Half of these suggestions will create more problems than they solve, but consider them. 0 - Have you considered using the trackpad to allow the player to thrust laterally, as well as by throttle? Because I think the part of the game where you launch up could be improved, if you used the trackpad to thrust laterally, as in, 90 degrees to your angle of thrust. That way you could swerve left and right and up and down as you fly up into the window, making it a lot more robust.. https://youtu.be/DoBGjkbUWX8Overall I didn't really enjoy the experience. I thought it had terrible voice acting and the story was pretty uninteresting and at times cliche. The gameplay elements were boring and the game can't be considered good just off of its environments.With all that being said i appreciate your efforts and thank you for making it free to play. I would have been greatly disgruntled if I had to pay for this.. I enjoyed witnessing your development in the game. It's nice work, overall. Thanks for letting me test.I'll do the Good stuff first then list the Bad stuffGood stuff I liked: Nice planetary visuals. + Attractive visuals, and really great attention to details. The lens flare fromt the space helmet? Very cool! Nice visuals of the starscape and all the planetary visuals.+ The general theme of the game+ Excellent Sound and audio effects+ Very good Music, well selected and suitable to the theme and story. Good choices overall.+ Enjoyed throwing the ball at the cat, that was cute+ Nice envirionment, not too cluttered.+ As an ESL Teacher, I'm really blown away by your great English skills. It is great TECHNICAL writing for a non-native speaker. Congratulations. Bad Stuff That Needs Improvement:- Swaying palm tress. It doesn't work. Take it out. Just... no. Please, normal trees, not the sickening ones.- The Writing, story, characters, I didn't like. And yes the voice actors were awful. Do I love hearing Chad and Nick and Mike muddling through your hacky dialogue? Of course I do, it's hilarious. And when we had Bee read the establishing dialogue for Treehouse? That worked. Because it was three lines, and it told the player what they had to do. Your dialogues is WAY MORE THAN THREE LINES. It is bloated and too wordy. It needs to hacked down with a samurai sword to 1/3 it's present size. Mike, you should ask someone who writes well in english to do a few rounds of editing before releasing a new version of this game. I'll help you with a re-write, if you want.- To a more general audiance, the story structure, the dialogue, even the message, was forced, hacky at best. Following are four specific examples:- "Oh by the way your dad died 6 months ago and we forgot to tell you" - This is awful. It's awful when they do it in the real movies, and it's terrible here.- "I never told you I loved you, son" - terrible. Also, if you're sending a message from a dying old man, find a voice actor that sounds like a dying old man.- "Click this button to replay the message" - No, please, no. Really. It was terrible the first time. Please do not replay it.- "The pin code is the company you work for." - I'm sorry, Astronauts don't don't lock their crew mates out of critical systems in the first place. - "Uh the station blew up for some reason" - OK, I'm guilty of this in my game because my station also blows up for no reason, until we explain it afterwards. But yeah, stories have a thing called 'context' and it's nice to have. Maybe add something to the dialogue that says "Oh hey look out the window at that big rock that's about to hit our station". Or better yet, SHOW US the asteroid hitting the station! This is the challenge of working in VR. We're going to be asked to *show* the player what's happening, instead of just telling them about it. Or, better yet, empower the player to tell their *own* story naturally through the gameplay.... while still passively witnessing external events, like the exploding station.- That's a gas giant sitting right there. Is it Jupiter? Which planet did we land on, anyway? Did you tell us it was Mars, or am I misremembering it. Jupiter's got four moons, which one were we on again? Europa's a freezing ocean of methane, so probably not there. But IO kind of fits the bill. Check it out: https://en.wikipedia.org/wiki/Io_(moon) - anyway, touches of realism like this really go a long way into "selling" the experience to your audiance. You're asking them to suspend their disbelief, just for a short time, so you can tell them this interesting tale. Every detail you get right, or at the very least, internally consistent, helps them do this, and allows them to create a consistent, compelling experience in their own mind. - The take-off. It's a cool flight mechanic! It works OK. You just need to convey to the user what they're supposed to do. If the game is to 1) Aim the controller at the launch window, and then use their thrusters to fly through it.... you were 90% of the way there. You just need targeting raycast laser pointer on the controller. a very quick and basic mechanic, but it isn't there. And give the user some time to figure it out, let them fly around a little before they fly through the target window. Movement in the game needs to be more than just an afterthought.Stories also deserve to be more than an afterthought in games. And if you're not telling the story through the actual gameplay, find another way to convey it. Through the surroundings (which you kind of do), through UI interfaces, and through gameplay (which you kind of do as well). Gamers care about stories, and writing a good one. Details matter, it's going to be important, so we both need to get used to getting them right. So fix some of the glaring plot holes and ham-fisted melodrama. - The ham-fisted (english idiom look it up) approach of shoving a baseball themed story in just to add some actual gameplay into the game. I'm equally guilty of this Mike. You saw how I made Pokemon No. But it's better when the gameplay aligns with the story goals. - The "pile up a bunch of objects" part, this was just frustrating.- As an ESL Teacher and Trained Actor, I'm a little disappointed you didn't ask me to voice a role? I was sitting five feet away from you this entire time. OK, Chad was passable which is an achievement considering the script you handed him. But Nick's dialogue and delivery were just too corny. Real emitional dialogue deserves better treatment than the half-apathetic melodrama that was a result of your collaboration. And Mike's dialogue came off like he was reading a repair manual instead of a tearful letter home. Which, given the actual content of your game, ie, trying to fix your ship, actually kind of works in favor of the theme! But he doesn't even try to sell it emotionally, and the result is a theme that comes of more like apathetic and confusing rather than deep and thought provoking. Neutral Comments - Suggestions0 - You had a lot of opportunities to do some cool things you passed over. Well, anyway, if you're on IO, why not do some cool gravity effects? You've already integrated the toss game in, maybe you could make a part of the game where you're just hanging out with your buddy on IO having a good time throwing around baseballs before he falls over dead for some unknown reason. Hey, maybe that's how he died, you hit him too hard with a baseball! On the caution of overscoping, since youre already abusing the hell out of flashbacks, why flash back to your astronaut training back in Florida. You could even get all meta with it, because astronatus are actually using VR to train. But it would be cool if you implemented something into the physics of the game that gives you the impression that you're actually in outer space. Half of these suggestions will create more problems than they solve, but consider them. 0 - Have you considered using the trackpad to allow the player to thrust laterally, as well as by throttle? Because I think the part of the game where you launch up could be improved, if you used the trackpad to thrust laterally, as in, 90 degrees to your angle of thrust. That way you could swerve left and right and up and down as you fly up into the window, making it a lot more robust.. Even though it was free.... it wasn't even worth the time to play it. The voice acting is terrible, and the game itself is also equally lacking in plot and gameplay.. Man... I'm sorry to say this... but this was really sad, one of the worst things I have tried on the Vive... don't even waste your time. Voice acting was... well, terrible, story was the same. Sad.
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