Gain valuable life experience by firing new employees, serving slushy treats, brewing English tea, and ripping apart car engines!.Able to juggle tomatoes in real life? Do it in VR! Unable to juggle?. ![]() Use the confluence of decades of VR research to accurately track your every movement to sub-millimeter precision so that you eat VR donuts, of course!.Aggressively chug coffee and eat questionable food from the trash!.Use your hands to stack, manipulate, throw, and smash physics objects in an inexplicably satisfying way!.Learn to ‘job’ in four not-so historically accurate representations of work life before society was automated by robots!.This, I sensed, would be the basis of the ongoing story a boss who couldn’t bear the thought of inefficiency in a simulation about relaxation. ![]() image courtesy Owlchemy LabsĪ big departure from Job Simulator: the bots were all so care-free all but one, a bureaucratic grey-faced bot who always tried to put the kibosh on the fun. After an impromptu dance party took hold of the beach’s monitor-shaped residents, the grey-faced fuddy duddy eventually reappeared, pausing the simulation and ending the demo. For this demo though, I got a chance to see myself in a mirror and take a selfie with my Polaroid. While only a single player game, there will also be an avatar creator so you can create your own unique look, something I was told would play a role in the full game. The backpack, the game’s new inventory system that you access by physically reaching behind you, contains a Polaroid camera and space for a few objects-illustrative of the sort of missions ahead that would require you to collect, tote and fetch things for various bots. Or, I could just screw around and build a massive sand castle and save it on a floppy disk, and toss it in my backpack for later. I especially liked the sand castle building station, which gave you a graph paper chart displaying a 2D representation of the castle you’d have to replicate. 'Vertigo 2' Sandbox DLC Now in Open Beta, Letting You Build Your Own Levels Stepping onto the beach, I found a half-dozen teleportation nodes, each of them featuring their own individual activities there was a sand castle-building station with block-based logic challenges, a cabana stocked with a grilling supplies for madcap food prep alla Job Simulator, a dock-side shop where you can buy items with sand dollars and receive mini-quests to get you exploring the cute, if not crowded, beach cove. A simple wave started the demo, and I was off to a cartoony seaside rife with possibilities. ![]() Putting on the HTC Vive Pro headset, I was greeted by a familiar-looking floating robot buddy, a staple quest giver and all-around source of goofiness first introduced in Job Simulator. The robot beckoned me to wave to him, something new the studio added to make the robots more interactive. This, I would learn, would change a few fundamental things about the growing Simulator franchise it allowed for more diverse play spaces in a single level. Vacation Simulator, I was told by CTO Devin Reimer, features an iteration on the studio’s node-based teleportation system developed for Rick and Morty VR, which allows you to traverse a few objective-based ‘stations’ instead of standing in a dedicated level like in Job Simulator. Called Vacation Simulator, I got a chance to go hands-on with what aims to be a longer, narrative-driven sequel in the growing franchise. Owlchemy Labs, the studio behind the hit VR parody game Job Simulator (2016) and Rick and Morty: Virtual Rick-ality (2017), debuted their upcoming game here at GDC 2018, an aptly named sequel to Job Simulator that delves into the imagined world of what vacations must have been like for us humans before all the jobs (and presumably vacations) were automated away.
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