Unravelling the Mystery: An In-Depth Analysis of The Room VR: A Dark Matter

XR, or Extended Reality, is a rapidly growing field that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR) applications. In this blog post, I would like to take a deeper dive into one such application that I have had the pleasure of playing: The Room VR: A Dark Matter.

Engaging Immersion: The Room VR: A Dark Matter’s Attention to Detail and Puzzle Design

(A Room VR: A Dark Matter’s Trailer, https://cdn.cloudflare.steamstatic.com/steam/apps/256776470/movie480.webm?t=1585225680)

The Room VR: A Dark Matter is a VR puzzle game developed by Fireproof Games. The game is set in an abandoned British Institute of Archaeology, where players take on the role of an investigator tasked with solving the mysterious disappearance of the institute’s staff. The game is incredibly engaging because it immerses players in a fully-realized 3D environment, and the puzzles are challenging and satisfying to solve.

The Best Features: Immersion and Interaction

(Cover photo https://cdn.cloudflare.steamstatic.com/steam/apps/1104380/header.jpg?t=1646758373)

The XR experience in The Room VR: A Dark Matter helps to immerse the player in a number of ways. One of the key ways is through the use of a fully-realized 3D environment. The game’s environments are meticulously crafted, with attention to detail in every aspect, from the textures of the walls to the placement of objects. This allows the player to feel as though they are truly inside the game world, and the sense of immersion is heightened by the ability to physically interact with the environment. For example, players can open drawers and manipulate objects, and the realistic physics of the game means that objects will respond in a way that feels natural.

Another aspect of the XR experience that helps to immerse the player is the use of VR-optimized puzzles and interactions. The game’s puzzles are designed specifically for VR, which means that they would not be possible on a traditional screen. This adds an extra layer of immersion, as players must use their physical movements to solve the puzzles, and this sense of physical interaction with the game world makes the experience feel more real.

The game’s atmosphere and sound also play a role in immersing the player. The story and atmosphere of the game are well-executed, making players feel like they are truly investigating a mystery. The game’s original soundtrack also adds to the atmosphere, creating a sense of tension and intrigue that helps to immerse the player in the game world.

All of these factors together create an XR experience that immerses the player in a way that is not possible with traditional 2D games. The ability to physically interact with the game world, the challenging and well-designed puzzles, the well-executed story and atmosphere, and the use of VR-specific features all work together to create an immersive experience that is truly unique to The Room VR: A Dark Matter.

Room for Improvement: Short Length and Intuitive Controls

While The Room VR: A Dark Matter is an engaging and immersive game, there are a few areas where improvements could be made. One such area is the game’s length. While the game is satisfying to play, it can be completed relatively quickly, which may leave some players wanting more. To address this, the developers could consider adding more levels or puzzles to the game or even creating additional downloadable content. This would give players more content to enjoy and would make the game more replayable.

Another area where the game could be improved is in the area of controls. While the game’s controls are functional, they may be difficult for some players to master. Some players may find it challenging to manipulate objects within the game’s environment, which could make the game less enjoyable. To address this, the developers could consider making the controls more intuitive, such as by adding more tutorials or helping options, or by making the controls more customizable.

Additionally, the game could benefit from more variety of puzzles or objects. The game currently features a limited set of objects and puzzles which players can interact with, adding more variety would make the experience more diverse and engaging. Moreover, the game could benefit from a more advanced physics engine, which would make the objects’ interactions more realistic and satisfying.

Lastly, the game could also benefit from more advanced AI for non-playable characters, making the story more engaging and providing a more realistic experience.

Conclusion: Highly Enjoyable VR Experience

In conclusion, The Room VR: A Dark Matter is a well-crafted and engaging VR puzzle game that immerses players in a fully-realized 3D environment. The game’s attention to detail, challenging puzzles, and well-executed story and atmosphere make it a highly enjoyable experience. While the game’s length and controls could be improved, they do not detract from the overall quality of the game. If you’re looking for a VR puzzle game that immerses you in a compelling mystery, The Room VR: A Dark Matter is definitely worth a play.

Resources

Entertainment Software Association. (2019). Essential Facts About the Computer and Video Game Industry. Retrieved from https://www.theesa.com/wp-content/uploads/2019/03/ESA-Essential-Facts-2019.pdf

GN. (2020, March 26). The Room VR: A Dark Matter Review. Retrieved from https://www.ign.com/articles/2020/03/26/the-room-vr-a-dark-matter-review

Immersive Museum Tours with MediaScape XR

(The demonstration of the MediaScape XR places the remote visitor in the virtual Sound and Vision museum. [1])

What is it?

The MediaScape XR experience offers users a way to visit a virtual museum and interact with 3D models of cultural artifacts. The users also get to interact with each other and enjoy the experience together. The demo was created by the partnership between Centrum Wiskunde & Informatica (CWI) and the Netherlands Institute for Sound & Vision.

(interacting with artifacts. Source)

What features make it engaging?

Highly realistic representation of yourself

The users will be captured in 3D and a photorealistic hologram of themselves will be projected into the virtual world [3]. This allows the users to see themselves in the museum, as well as other users nearby. The representation opens up ways to make the experience realistic as the visitors see how the artifacts can interact with their presence and also what others are doing.

(XR setup. Image: Pablo Cesar)
(illustration of visitor interaction. Source)

Multi-user setup to allow social interactions

The highlight of the experience is the opportunity to learn more from the 3D recreation of a cultural artifact: a costume once worn by Jereney Kaagman, a member of the Dutch rock band Earth and Fire, for the performance of their song “Weekend” in the 1979 television program [4]. The user gets to observe the costume from different perspectives, and even relive the experience of wearing the costume and performing on stage with their friends. This is amazing because it goes beyond just visual appreciation of the cultural heritage. The users get to experience the historical setup and have their rendition/creative output in the same scene.

(actual performance by Earth and Fire [2])
(users performing on stage. Source)

What features can be improved and how?

Virtualizing museums is one of the most natural applications of XR. We can take on museum tours without leaving our homes and the experience is often claimed to be more immersive. While I think that MediaScape XR has done a good job of showcasing what’s possible in the future, there is still a lot of room for improvement.

Some potential improvements that I can think of are:

  • Transcending the physical limitations for the museum tour: while I know that XR applications tend to want to reproduce how people visit museums, I wonder if they can do so solving problems that can’t be eliminated in the real world. For example, as a rather lazy person, I would love to be able to navigate the museum without having to walk around. Seated, if possible. Other potential improvements include having the ability to interact with the exhibits with touch. The current MediaScape XR setup requires a significant room space and it is not possible to have the experience at home. Support for more than two users is also difficult due to the equipment needed. I would hope that in the future, the XR experience can truly be a way to explore without ever leaving one’s home.
  • Ways to tune the crowd/environment at museums: just as how MediaScape XR refers to their application as social XR, museum tours can be a very social activity. This means it would be nice to see what others are looking at, have guided tours by museum staff, and exchange comments with other visitors.
  • More immersive experience: museums as a way to store artifacts is a somewhat old concept that originated from an era without photos or films. I think that XR applications can do a better job if they don’t just think from the standpoint of how to make artifacts more alive, but also how to make the experience immersive in time and space. For example, allowing visitors to hold conversations with historical figures.

I look forward to further developments of museum tours by MediaScape XR and hope that such tours will become available for museums in Singapore.

References

[1] “DIS wins best demo award at ACM Multimedia 2022,” CWI, [Online]. Available: https://www.cwi.nl/en/news/dis-wins-best-demo-award-at-acm-multimedia-2022/

[2] “Earth & Fire – Weekend (Video),” YouTube, [Online]. Available: https://www.youtube.com/watch?v=4iK5e76auJA

[3] “Sneak peek into future of cultural heritage,” CWI and Netherlands Institute for Sound and Vision, [Online]. Available: https://www.cwi.nl/en/news/cwi-and-the-netherlands-institute-for-sound-vision-gave-a-sneek-peek-into-the-future-of-cultural-heritage/

[4] “With MediaScape XR, Cultural Heritage Gets The Virtual Reality Treatment,” Jingculturecrypto, [Online]. Available: https://jingculturecrypto.com/cwi-netherlands-sound-and-vision-mediascape-xr/

Keep Talking and Nobody Explodes!

If you’re a gamer, you’ve probably heard about this VR game. I think it’s one of the more innovative works for VR, so please keep reading and (hopefully) nobody explodes.

Introduction

Keep Talking and Nobody Explodes (subsequently shortened as Keep Talking) is a 2015 multiplayer puzzle game initially developed for Virtual Reality (VR) systems. The game is played with at least one “Defuser”, who is given a virtual bomb to defuse, and one or more players as “Experts”, who has to communicate instructions to the Defuser for them to successfully defuse the bomb.

Gameplay footage. Note: The game supports a wide range of controllers.

How this works with VR: the Defuser wears the head-mounted display (HMD), and using the controls, they manipulate the bomb within the game. Examples of interactions include cutting wires, pressing buttons, and flipping switches. Meanwhile, the Experts read off a manual to the Defuser, giving instructions on how to defuse the bomb. Of course, the bomb is different (procedurally generated) each time, which means the players need to communicate to each other, as neither can see each other’s bomb/manual.

Screenshot of what is seen by the Defuser. Promotional image for the game.
Check out the game here.

Why is it engaging?

Firstly, the Defuser is given a lot of pressure in trying to Defuse the bomb within a given amount of time. This goal-oriented behaviour coupled with time pressure and a wealth of interaction types, gives the player strong feelings of satisfaction (if things go well), control, and pressure (if things don’t go well) that increase engagement and hopefully, presence, because the virtual elements command the player’s full attention. Otherwise, they explode (and if done right, the fear of explosion feels very real).

Fidelity

The game is relatively low-fidelity; the visuals are kept simple and distinct for easier visual recognition of patterns, and the controls are not 100% high-fidelity either. You won’t have to actually exert “pressure” (push) to press a button, nor make any cutting motion to cut a wire. However, if you’re using VR controllers, the bomb’s representation in 3D space is quite accurate, such that it feels like you’re handling a real object, and moving/rotating the bomb following the movement of your hands.

This strikes a fine balance between control and frustration. The user is kept in control with regard to rotating the bomb and visually inspecting it, as that is a required interaction to gather information, but there are no unnecessary interactions that create only frustration, that detract from the main point of the game.

Innovative take on VR

Yet, the point of the game is strangely to not be fully present within the virtual environment.

Why? Because while the game is projecting stimuli onto the player, they still have to remain aware of external stimuli — in this case, audio stimuli outside of the VR environment, which are the defusal instructions given by the other players.

This game’s best features are in what it lacks. The creators of the game were inspired by the fact that users had to queue to use VR HMD for demos. Wanting to involve those not using the HMD, they created this game, which creatively turned the lack of HMD into a feature.

Moreover, the use of HMD not only transports the user into the virtual environment, it also removes the user from the actual environment. The creators realised that the HMD not only create stimuli, but also remove stimuli from the actual world, in this case, visual stimuli.

Removing Stimuli

If you’re a gamer from an earlier generation, you may be familiar with split-screen gameplay. One challenge throughout this era of gameplay was in keeping information from others. If you were competing with other players, it was a common tactic to look at their portion on the screen for a tactical advantage, like knowing their location.

Screenshot of a game using 4-way split screen. Source

Using VR technology, Keep Talking used the lack of real-world visual stimuli as a feature. The lack of information from the external world naturally provides immersion for the Defuser, but also perfectly serves as a game mechanism. Perhaps the use of VR HMD may provide a new angle on having multiple screens and differing streams of information in gameplay.

Possible Improvements

As it stands, the game is very modifiable. You may find several custom-made modules (puzzles on the bomb) or modifications to make the game more challenging, such as having the player drive a bus while defusing the bomb. I imagine if there’s a change that could be made, someone could have already made the modification.

The player base seems to adore challenge, so although I mentioned the game does not have high-fidelity interactions above, perhaps it would be a good optional challenge for the game.

In any case, it has been nearly 10 years since the publishing of this game, and VR technology has definitely become more accessible for the general public due to increase in support, production, and popular usage (such as with the advent of the Metaverse).

The original problem that the game sought to address (Lack of VR HMD sets) can now be set aside to pave the road for further innovations, involving more HMDs. Perhaps, it could now offer two-way gameplay, such as two players both performing the role of Defuser AND Expert, each given incomplete information and needing to help each other progress to defuse their own bomb. A similar concept has been done in this puzzle game, We Were Here, in which clues to solve to one player’s puzzle is found in another player’s world, and vice versa.


Altogether, Keep Talking creates a novel experience for co-operative work by encompassing VR’s features (and lack thereof). Apart from recreational activities, it’s been used in work interviews by this company for a quick gauge of how potential hires work with each other, showcasing the use of VR demos beyond pure entertainment. Do give the game a try if you haven’t already, and try not to explode!

HoloLamp

What is HoloLamp?

HoloLamp is a portable device that leverages on PICO projectors to offer glasses-free and hands-free augmented reality experiences.

HoloLamp’s technology warps the image being displayed so that the image users see projected is what their eyes think it would see if it was in 3D.

The lamp unit simply requires a HDMI output and a USB port and comes with an SDK in Unity for developers to build applications with HoloLamp.

Why is Holo Lamp Engaging?

HoloLamp is a interesting concept to me because it takes away all the hardware around XR at the moment like glasses or a mobile device with a camera required to experience XR, and is still capable of delivering an immersive 3D experience right in front of the guest.

Some features of HoloLamp include:

  • Pico Projector
  • Video Capture
  • Face Tracking Technology
  • Spatial Mapping
  • 3D holograms

Use Cases of HoloLamp (Dining & Special Effects)

One use case that HoloLamp has been demonstrated for that is interesting, is its use at food establishments.

We can expect to see HoloLamp making waves in the gastronomic space as despite it having reached many heights and elevated magnitudes from orthodox dining, it may plateau in the near future. By using a tool like HoloLamp, we are able to further enhance the gastronomic experience farther from just how the dish tastes, looks and is presented. This extension can be used pre, mid and post dining to tell an even more compelling storyline, as well as curate interactive dining experiences without being limited by manpower.

Another use case as demonstrated by HoloLamp is for bringing miniatures to life with its 3D algorithms.

In the video above, it is fascinating to see that HoloLamp is able to map the space around the LEGO miniatures and project 3D special effects with reference to the miniatures.

Feature Discussion

Overall, the base functionalities of HoloLamp remain unchanged. However we can discuss the feature they have been adapted into, for use in the above applications.

Dining Use Case

In the dining use case, it is able to project a to-scale representation of the food, as well as a the background and explanation of the dishes. A 3D chef avatar can also be seen assisting the user and maintaining eye contact with the guest. Interestingly, it also allows user to interact with the projection by adding or removing dishes to their order.

Unlike QR code menus, having the HoloLamp placed on the table allows to-scale food portions that can help users decide how much food they really need. A large pro compared to paper menus is that this alternative is potentially more sustainable, but also makes menu updates easier and minimises the cost of reprinting.

Special Effects Use Case

In the miniature special effects use case, HoloLamp is used to map the objects on the table to superimpose effects. In one example, it is also able to model a 3D hologram amongst the miniatures. HoloLamp creates an optical 3D illusion using Spatial Augmented Reality to detect objects on the table.

Spatial Mapping that is then used to program interactions with HoloLamp. Each different color is a data point representing an object that HoloLamp considers as a rigid piece. These captured objects are then tracked in real time.

This opens up limitless possibilities for interactions with a wide variety of objects on the surface with HoloLamp

Feature Improvements

  • Add in more hand detection gestures and actions
    • Despite already supporting some interactions, we can consider further adding-on to the facial recognition technology, and expand it to detect more types of motion within its surroundings.
    • Since the guest is so close to the table and has the ability to touch the projected image, adding more interactions would open up a new layer of interaction
    • As seen in the dining demo, it seems that touch-button interactions are supported, perhaps in the future, guests can interact with a slider to adjust the food portion size and see the food get adjusted in real-time, to properly cater to guests of varying appetites
  • Pair this technology with AR glasses
    • Although it defeats the purpose of HoloLamp, AR glasses of today have become less of an obstruction to the experience, hence it may be wise to adopt a piece of hardware to expand on immersion and experience.
    • By pairing it with some type of AR glasses that could be specific to that food establishment, restaurants can add a new layer of immersion apart from the table
    • For example, flying whales and seafood walking around the guest can be seen when dining at e.g a seafood restaurant with the AR glasses
  • Add room-wide eye-tracking for 3D perception across all viewers
    • Notably, the 3D technology/perception can only work for one viewer in the room. Any other viewer will see the projection in 2D. As such, by bridging this gap, we may be able to

More Possible Use Cases to leverage on HoloLamp

Before I round off this post, I’d like to propose a use case for HoloLamp despite technological restrictions that exist in today’s world.

A potential use case of the HoloLamp can be found augmenting table-top game experiences like Dungeons and Dragons.

Dungeons and Dragons is a role-playing table-top game that involves a dungeon master and its players. The story line is presented by the dungeon master and its players can react to the story lin and make decisions that can alter the path of the story. During the gameplay, the dungeon master typically relies on visual aids such as table-top maps; props modelling player characters; terrain like trees, hills and water bodies; all at varying fidelities. Some examples are shown below.

In its most primitive, maps can take the form of grids and manually demarcated spaces with pen or markers. And a step above that would be high fidelity models of trees and other objects

An (almost) overkill table setup for a dungeons and dragons game. Uses a 46″ TV, covered in fake leather, placed atop a 2×4″ raised platform (Source)

As seen above, existing solutions for improving the fidelity and immersion of the game can get quite over the top and hardware intensive. I believe that by using HoloLamp, we are able to capitalise on its 3D, spatial mapping and facial recognition capabilities to build more experiences with minimal hardware.

Conclusion

HoloLamp is a very interesting piece of technology that could have been deemed advanced for its time. Although this was released around 2017/2018, no further development has been found ever since. Pico projector technology has also recently seen an influx in innovation, bringing to light projectors like LUMOS, Kodak, Xiaomi and Anker. Similarly, consumers are being exposed to more XR applications and is starting to be applied in many ways. For example, how XR has been propagated by Web3.0 and the Metaverse.

Perhaps with the changing technological landscape and consumer exposure, we can see the return of technologies like HoloLamp and the advent of new ideas that arise from similar technology in the near future.

I would say that at this point, the lifeline of XR experiences like HoloLamp are dependant on who is willing to take up the challenge to embrace this technology and if they have a compelling enough market to capture.

Resources

https://hololamp.io/

https://www.youtube.com/@hololamp4467

https://www.youtube.com/watch?v=Q84sNac3R80

https://www.reddit.com/r/DnD/comments/l7cpf7/oc_finally_finished_my_digital_battle_map_setup/

https://electricalfundablog.com/technologies-behind-pico-projector/

XR Gaming’s Finest: The Immersive Experience of Beat Saber and Rumble

XR, or Extended Reality, is a rapidly growing field that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies. These technologies have the potential to revolutionize how we interact with the digital world and offer new and exciting ways for people to engage with content. Let us will explore two VR games that I particularly enjoy: Beat Saber (2019) and Rumble (2022).


Beat Saber Trailer

Beat Saber

First, let’s take a look at Beat Saber. Beat Saber was revolutionary for its time, being one of the first games to fully embrace the VR medium, making good use of its interaction types and immersive qualities. Developed by Beat Games, Beat Saber is a VR rhythm game that has players slash through blocks representing musical beats with a pair of glowing swords. The game is set in a futuristic, neon-lit world, and players must slash the blocks in time with the beat of the music, while also avoiding obstacles that fly towards them.

What I like about Beat Saber is the way it immerses players in the game’s world. The neon-lit visuals and electronic music are incredibly engaging, and the sense of motion and physicality created by the VR headset and controllers makes it feel like you’re really in the game. The scoring system rewards long and accurate swings, encouraging players to commit to the satisfying motion of slashing that is unique to this medium. They also borrow the concept of sabers from the lightsabers in Star Wars, which gives players something familiar and intuitive to use, while also letting players live out the fantasy of wielding the sci-fi weapon.

One area where Beat Saber could be improved is in the variety of its content. While the game has a large selection of levels and songs, the gameplay itself does not change much from level to level. Adding more variety in gameplay, such as different types of blocks or obstacles, could make the game feel fresh and keep players engaged for longer. Examples include targets that players need to stab or look at, which are still immersive interactions that the VR medium offers.


Rumble Trailer

Rumble

Now, let us take a look at Rumble. Rumble is one of the up-and-coming VR games that takes gesture controls to a whole new level. Developed by Buckethead Entertainment, Rumble is a VR one-on-one fighting game where players use martial arts-like movements to move the earth around them. Players erect walls and hurl rocks at their opponents, damaging them and knocking them out.

Everything I liked about Beat Saber can be seen implemented in Rumble as well. The act of controlling and dodging objects in the space around you is incredibly immersive. The gesture controls encourage exaggerated and fun movements that make the player feel like they are actually fighting. And of course, the main mechanic borrows itself from earth bending in Avatar: The Last Airbender, again being familiar, intuitive, and fascinating.

On top of that, Rumble goes above and beyond in its polish. The UI is unobtrusive – you look down to see your health in an arc on the ground, and the enemy’s health is displayed above them when you damage them, but other than that there is no UI at all which makes the experience extremely immersive. The particle effects help sell the movement and collision of the earth in the game in a very aesthetic manner. It is also surprisingly realistic, where rocks lift up dust from the ground as they emerge, and explode into a cloud of dust when they collide. This is not only immersive but also a surprising hidden mechanic of the game, obscuring vision in the middle of battle. Lastly, there are also small interactions like the ability to fistbump your opponent after a fight that really puts the cherry on top.

Conclusion

I’m addicted please send help.

Outer Wilds

Link to game’s website

Why do we like to play games?

A fellow astronaut playing a Banjo in space, as astronauts do

Outer Wilds is an indie puzzle-based exploration game developed by Mobius Digital set in a minituarized solar system where spacefaring players travel to discover its secrets and uncover the remains of an ancient alien race – all within a 22 minute time loop. An initial version of the game was an entrant in IGF 2015 before being fully released on PC, Xbox One and PS4 on May 2019.

Think back to when you first picked up a controller, what was it about gaming that drew you in? Was it the depth of the game mechanics, the interwoven emergent gameplay systems, or the immense eye-candy on screen meant to short-circuit your dopamine receptors? I wager it was none of these, instead it was the simple joy of exploring a completely unknown world and having your imagination spurred – in essence, the satiation of your human instinct for curiosity and discovery.

This post will analyze how Outer Wilds achieves a fulfilling player experience purely by using the player’s own curiosity and need for discovery by relating the game’s systems and design decisions to the Lenses of the Elemental Tetrad and Curiosity, Motivation, Problem Solving, Time, and Secrets.

The Elemental Tetrad

Aesthetics

You certaintly won’t find these planets at NASA

The first real draw for any player to this game would be the almost surrealist solar system of Outer Wilds full of its wacky planets all drawn in a flat-shaded style that’s easy on the eyes. There’s just something about the allure of space that made us all want to be astronauts at some point in our childhood. Naturally, this allure feeds directly into the curiosity a player has about this game and its world, and serves to strengthen the game’s core premise of exploration driven by player motivation.

Technology & Mechanics

A surprisingly accurate solar system simulation, full of slingshotting around planets, perfecting planet entry maneuvers, and lots of hurtling into the void of space.

An exploration game set in a solar system would in no way be complete without a depiction of the larger-than-life forces at play around some massive celestial bodies. Outer Wilds in fact performs a fairly accurate physics simulation of a solar system within the Unity game engine, with each planet in its own orbit around the sun, and the varied effects of gravity experienced around and on different planets.

Watch your y-axis velocity, lest you veer into the sun

The core mechanics of flying a spaceship and navigating the surface of different planets in the game directly play off the physics technology behind Outer Wild’s solar system. This creates a surprisingly challenging and thereby engaging second-to-second player experience as the player needs to always consider their movement in 6-axis and how slight differences in gravity around the solar system can offset their entire mental positioning model.

Despite the game’s humble aesthetics, these deep movement mechanics and accurate physics simulation add a sense of believability into the world that serves to sufficiently suspend the player’s disbelief to prime them for the last aspect of the Elemental Tetrad:

Story

A whole game about discovering lore – yet nowhere close to boring

The story of Outer Wilds is almost entirely delivered through what are essentially text logs. There are no cutscenes, no audible dialog, and no deep dialog trees or other interaction systems. With such a bare bones method of storytelling, one would assume that the game would be nothing short of a boring walking simulator.

However, the game’s text is specifically written to be engaging and spur the player’s curiosity about the solar system. Every piece of discovered text in the game has hints about locations, objects, or even characters hidden throughout the solar system. By serving as the player’s only guide to solving the game’s puzzles, players are in fact trained to be on the active hunt for these bits of lore instead of treating them as optional skippable collectibles.

This creates a feedback loop of curiosity that encourages the player to explore more to discover more lore, which in turn leads the player to even further discoveries and findings.

The Lens of Curiosity

Outer Wilds Quantum Moon - How to Get to the Quantum Moon, Reach the Sixth  Location | USgamer
Ominous towering structure: check

There are absolutely no map markers in Outer Wilds. There is no sequential way players must visit each of the planets. There are no expectations the game puts on the player and on how they wish to experience the game. Then how is a player expected to know what to do next in an entire solar system?

This is where one of the key design decisions of the game comes in: designing planets, structures, etc. to be only as large as they need to be. Planets are barely the size of small real-world asteroids and most structures on a planet can be seen towering over the curvature of the planet from many kilometeres away in space.

These clearly designated zones make it very easy for players to spot something that piques their curiosity and to simply jump in their spaceship and travel there. Once a player sees how low the barriers to satisfying their curiosity are, they get even more curious since they no longer see invisible barriers, level-capped dungeons, or the other limitations that AAA games can have on exploration, but instead the possibilities of going anywhere their heart desires.

The Lens of Motivation

What else is there to learn in this world solar system?

Having the player realize that where they go and what they do in this solar system is only limited by their appetite for adventure allows the player to develop the previously discussed curiosity and need for discovery – one of the purest forms of motivation one can have for any aspect of life, let alone a game.

This free-form approach to player motivation coupled with the varied environments interestingly keeps the player engaged for much longer – since a player’s appetite for exploration could vary greatly based on their mood. The player does not have to explore the furthest, lonelinest reaches of the solar system if they just want to do something comfortable – and the game’s small yet dense world design allows for the player to experience progression in the story no matter where they are in the solar system.

The Lens of Problem Solving

Outer Wilds Dark Bramble: How to Get Past the Angler Fish and Find Feldspar  | USgamer
Duplicate signals? What?

Many puzzle games are based around the mastery of one or two mechanics to solve their puzzles, often building on top of these mechanics for more complex puzzles. Puzzle games that come to mind include Portal, The Witness, Monument Valley, etc.

Outer Wilds is unique in that there is no real mastery of a mechanic required to beat its puzzles. What the game requires mastery of instead, is knowledge itself. To illustrate, a player who has understood the rules of the solar system can finish the game within the very first time loop itself – no exploration required.

This knowledge encompasses multiple instances of knowing where to go, when to go there, and what to do there – all in the right order – all leading up to the finale of the game. This is where the game achieves extreme cohesion in design as the aesthetics, story, the player motivation, and their curiosity all come together to ensure the player is always acquiring new knowledge about the solar system, and slowly pieceing together its many secrets.

The Lens of Secrets

The source of the duplicate signals?

Outer Wilds does not hide its best secrets. They are almost always in plain sight right in front of the player, waiting till the player acquires the knowledge to see the secrets for what they are. This creates numerous Eureka! moments throughout the game that give the players more incentives for exploration and to stay curious.

A slight spoiler of an example:

On one of the planets, underground caves are continually being filled up with sand throughout the time loop. Thus being stuck in a cave while the sand fills around you spells imminent death. There is a particular room thats needs to be accessed at the end of a long cavern, but it always seems like there is never enough time to get to the entrance before the sand crushes you. However, if a persistent player explores enough, the rising sand outside the narrower cavern will eventually lead you to an opening on the surface of the planet that allows for a much quicker entrance into the cave system, thereby giving you enough time to reach the locked room.

The Lens of Time & A Fitting Conclusion

Just your average daily supernova

All things come to an end. Appropriately then, in the end of this blog post, we discuss a final masterstroke in Outer Wild’s design – the game’s 22-minute time loop that ends with the solar system burning up in a supernova and the player losing all their progress.

While this undoing of progress might seem initially frustrating, the 22-minute time loop plays favourably into Outer Wilds’ strengths. Firstly, the time loop incentivizes the player to optimize their playthrough towards exploration and gathering knowledge – one of the game’s design goals. The duration of the time loop is also extremely well balanced such that the player has only enough time to satisfy one or two of their curiosities, leaving behind the rest of their unanswered questions for subsequent time loops. This ensures that there is always a list of things that the player wants to try in their next loop, hooking them to the game and making them constantly curious to keep exploring.

To conclude, almost every design decision in Outer Wilds – ranging from the creation of intrinsic curiosity and motivation, the dense, hand-crafted solar system, and the knowledge-based progression system – coalesces to answer the question of why we started playing games in the first place: to explore, to discover, and to get lost. To this end, I believe Outer Wilds is as pure as a game can get, and must be experienced at least once by anyone who has become disillusioned with AAA and mobile gaming.

Devast.io

Website: https://devast.io/

Devast.io is a 2D web-based online survival game.
It was developed by two indie developers, LapaMauve, who have also built several other web-based “.io” games.
It’s similar to games like Rust and DayZ.

There are no objectives.
You spawn in a harsh environment with nothing.
To survive, you have to battle the cold, stave off hunger and defend against ghouls who actively pursue you at night.

Farm resources, craft, or build a base.

The longer you survive, the stronger the ghouls.
And most importantly, the more attractive your loot is to other players.

Players join persistent* live servers.
When you die (or log off), you drop all your inventory and all your buildings gets destroyed.

Elemental Tetrad
Technology
The client was developed using Javascript with libraries like [GitHub – schteppe/p2.js: JavaScript 2D physics library](https://github.com/schteppe/p2.js).
The backend runs on NodeJS.

Mechanics
* Destructible environments.
* Crafting and resource gathering.
* Proximity text chats (you can only see messages of people nearby you).
* Linear projectiles (e.g. bullets)

Story
There is no official “story”.
The stories in the game are formed by the players — their meta-relationships.

Aesthetics
The graphics are simple.
Audio is used sparingly. Only player interactions e.g. shooting, gathering, as well as environment effects (radiation).

The aesthetics are designed to help manage the player’s attention.
Devast.io is a tense game. At any moment, you can be killed and lose all your progress.
The slightest distraction can be game ending.
It’s imperative that they be minimised, and Devast accomplishes this very well.

Lens of Competition vs Cooperation
* Resources regenerate every day/night cycle.
* Rare resources are located in small zones to encourage competition (and cooperation).
* Rare resources are also located in radioactive zones, encouraging cooperation (who can form a team strong enough to defend the zone and get ahead?)

Lens of Time
Being an ephemeral browser-based game where your progress gets reset the moment you die or log off, the game’s pace has to be **fast**.
The day and night cycle only lasts 15 minutes.

* Daytime is for farming and gathering.
* Players are hunted by ghouls (NPC enemies) at night.

Lens of Expected Value
* Crates are scattered throughout the map, that have a chance of spawning rare loot (e.g. weapons).

Lens of Imagination
* Build anywhere, destroy anything.
* Many possible strategies to attack and defend (e.g. building walls around a player’s base to starve them)

Age of Empires II: Definitive Edition

Age of Empires II: The Age of Kings is a classic real-time strategy video game developed by Ensemble Studios, published by Microsoft, and released in 1999. It is the second game in the Age of Empires series. And its definitive edition is developed by Forgotten Empires, published by Xbox Game Studios, and released in 2019. The Age of Kings is set in the Middle Ages and contains 39 playable civilizations, and the civilizations have varying strengths and weaknesses with regard to economics, technology, and combat. Players aim to create armies to defeat their enemies by gathering resources and building towns. Age of Empires II sold 2 million copies and became the best-selling product in the video game market in 7 countries in the three months it had released, and became one of the competition items in the World Cyber Games for the first three years.

Game Play

Lens 9: Elemental Tetrad

Mechanics

AoE2:DE 4K Frames extracted from the trailer for better visualization : r/ aoe2
The battle

Age of Empires II is a real-time strategy game that focuses on creating armies to defeat opponents. For this purpose, the player has to gather resources and build towns. Players conquer rival kingdoms as they advance one of 39 civilizations through four Ages. When advancing to a new Age, you can unlock new units, structures, and technologies.

Villagers, the Civilian units, are mainly used to gather resources or build structures. Resources can be used to train units, construct buildings, or research technologies. For instance, players can research better armor for cavalry units. The game features four types of resources: food, wood, gold, and stone. Food is obtained by hunting wild animals, gathering berries, or farming. Wood can be collected by chopping down trees. Gold and Stone mainly get from mines. Thus, the main resources are limited.

The game includes about five types of military units: infantry, archers, cavalry, siege weapons, and naval units. Certain types of infantry, archers, and cavalry are “counter units” with special defenses against other types of units. The three human classes of the military generally follow a rock-paper-scissors model. For example, the infantry are generally powerful against buildings but weak against cavalry. Thus, the infantry counter units, spearmen and pikemen, have attack bonuses against cavalry.

Age of Empires 2 : The Age of Kings (1999 Game) - Tech Tree - Album on Imgur
Tech Tree

Players choose to play as one of 39 civilizations. The civilizations have varying strengths and weaknesses with regard to economics, technology, and combat. Furthermore, each has access to one or more different, very powerful unique units.

Buildings in the games can research technologies and upgrades that increase economic, military, or unit-based efficiency. Also, the building can help us to defend against enemies’ attacks.

Story

Age of Empires II: Rise of the Rajas – playing the past in Southeast Asia -  New Mandala
The background of civilizations

Age of Empires II is set in the Middle Ages and contains 39 playable civilizations. The entire background is adapted by the truth in history, whatever the unique unit and specialty for each civilization. For example, players who pick up “Chinese” can get three more villagers to help you to gather resources since it is famous for its agriculture. Furthermore, its single-player campaigns have multiple playable scenarios that progress a storyline, and each is centered around a different civilization. For example, in the Frankish campaign, the player leads Joan of Arc against the English in the Hundred Years’ War. All its historical stories are convincing because two professors at the University of Arizona allow gamers who play its latest game in the Age of Empires series to earn one academic credit at the university.

Aesthetics

What with its historical background and what with its new 4K graphics, Age of Empires II: Definitive Edition becomes an epic eye-catching game. Also, the game is very focused on the character’s appearance, and you can see each role of civilizations is dressed with different styles of clothes. You can enjoy the cultural diversity and the lifelike and delicate figures in the game. All the fantasy features and clothes in different cultures can be found. Furthermore, you can hear the same sentence in different languages when you choose a different civilization, that is, the role lines are customized.

Technology

The developers remake it to be accepted by 4k graphics and develop AI and trigger systems in the games to create more interactive events. Also, they update amounts of patches to make the advantages between the variety of civilizations the same and keep introducing new civilizations.

Lens 29: Chance

The game is a little bit depending on the chance. Sometimes your villagers are easier to gather resources, sometimes your rival is close to you instead of far away from you, and sometimes you have the advantage of natural barriers to defend easier. However, the main and critical factors among the players are the same because of their fairness. After all, it’s a strategy game, not a luck game.

Lens 33: Rules

Although there is some cheating code to make completing the campaign easier in single-player mode, you can’t use it when you play with others. And basically, the units you can control are almost the same as others. Since it’s a game that demands highly focusing on the screen, you can pause whenever you want but the pause has the time and the numbers limitations for fairness.

Lens 35: Head and Hands

As a tactical game, the players have to think of many strategies for different conditions. Sometimes you have to attack aggressively, and sometimes you need to defend and raid suddenly. Thus, to complete the strategy, your manipulation of the mouse and keyboard has to be precise and rapid. Furthermore, under the limited resources, how to distribute them is very critical. For example, when you focus on economics, your army will be vulnerable. Therefore, the game is not only for manipulation but also for strategy.

Lens 84: Friendship

Steam Community :: Age of Empires II: Definitive Edition
4 vs 4 battle

In the multiple-player mode, the players can cooperate with or against their friends. In other words, you can form a team, trade with one another to gain more resources, and share the resources you gather to conquer the enemies together. As a team, you can implement some complicated strategy which you can’t do alone, or you can enjoy your teamwork to defeat a mutual opponent together. On the other hand, you can choose to fight against one another and enhance your playing skill, after all, outperforming the playing skill of your friends will satisfy your ambition.

Lens 86: Community

AGE of EMPIRES 2 COMPETITIVO: RED BULL WOLOLO (15:00) - Foro Coches
The tournament

There are many tournaments held all over the world, and there are lots of Youtubers and streamers playing with or against one another. Furthermore, when the players notice that there may be some unfairness among the civilizations, they’ll discuss it on Steam or other platforms. And the launcher will issue a patch immediately. It is not difficult to find that we form a strong community to share and talk about everything about the games. Also, you can find the player to play together.

Wild Rift Game Review

The game that I have decided to review is a Mobile MOBA, Wild Rift. Wild Rift is a mobile version of League of Legends, with the same playable characters, map and gameplay. The reason that I have chosen Wild Rift over League is because League can only be played on PC while wild rift can be played on any platform, making it more accessible. Despite being ported over to a mobile device, the game mechanics was not lost and I felt that the developers did a good job making the controls work so that the touch screen is able to recreate the actions of the mouse and keyboard. 

Screenshot of Wild Rift Gameplay

Game Website: https://wildrift.leagueoflegends.com/en-sg/

Game Demo Trailer: PreviewPreview1:14Official Gameplay Trailer | League of Legends: Wild RiftYouTube · League of Legends: Wild Rift · 28 Oct 2020

Game Champion Overview: PreviewPreview2:57Kayle Champion Overview | Gameplay – League of Legends …YouTube · League of Legends: Wild Rift1 month ago

To begin, I will explain how a MOBA works. MOBA stands for Massive Online Battle Arena. It is typically characterised by a game featuring 2 teams of 5 players each. The game features various champions who each has different abilities. For example, one could be a tank with healing abilities while another could be more aggressive with a rocket launcher. Each player selects a champion of their choosing and then battle it out. The goal of the game is to barge into the enemies’ base and destroy the crystal sitting there. This can be done by fighting in the lanes or jungle. The lanes have towers which attacks enemies who get too close and the jungle is populated with neutral enemies that both sides can kill. Players get gold when they kill enemies and can use that gold to purchase items that improve their stats. They will also get experience points that will help them to level up, increasing their stats and giving them more abilities to use. 

I have been playing this game for close to 6 months now and have thoroughly enjoyed it. For this post, I used the 2 pass method to analyse my experience when playing the game. First, I played the game without recording anything down. Next, I attempted to focus more on what I was feeling as well as why and tried to note them down as much as I could. Both times I played the games cooperatively with my friends. 

Wild Rift Tournament

Lens 43 – The Lens of Competitiveness

Knowledge, experience and timing makes up for the skill of the player. For example, knowing how the enemy would play or where to be at the right time would give one an edge over others. As such, those who play a lot and know how every champion is played will certainly be better than others. Those who understand the strategy and different tactics employed by different team composition will also enjoy an easier game. The game implemented a ranking system to promote competitiveness among players. Rewards and showcasing of rank was provided to incentivise players to competitively move up the ranks. The popularity of the game makes the bragging rights of having a high rank something of significance. Furthermore, there has been official tournaments for the game, with the champions of 2022 winning $12,000 in prizes money. 

Lens 44 – The Lens of Cooperation

Personally, I believe this to be the most important experience. As this is a 5v5 game, it is definitely more fun to be playing with friends. The experience that I felt was friendship as well as the creation of memories that we could joke about. For example, if my friend was to miraculously win a game for us, we would be celebrating as though we had won the World Cup. Such camaraderie from the game made it more enjoyable than playing alone. However, this is not to say that playing alone is not fun. Friendships can be forged with players of similar play style. Chat function is enabled for communication as well as quick emoji pings for fast and simple requests. Players can add each other as friends and there is a guild feature which allows people to team up and earn rewards together.

Lens 5 – The Lens of Fun

The plethora of champions to use as well as different items and play style makes it such that no game is ever similar and boring. The replayability of the game is infinite as a player can always try a new champion or just play with a different team competition and strategy. The combination of strategy, tactics, skill and opportunities employed in the game makes it fun as players outplay each other to get an advantage. The nature of the game also allows for some teams to have a miraculous victory in the last few minutes. This creates a sense that anything is possible and to never give up.

Lens 9 – The Lens of Elemental Tetrad

Aesthetics

Character Screen

The game is aesthetically pleasing. Character models are nice and the map is very detailed. Since the game has mechanics which includes map vision, the map is especially detailed of which are actually interacting and can affect a players decision during the game. Each character has an animation as well as sound. Furthermore, the game provides extra skins and poses for players to personalise their champion. 

Mechanics

The mechanics of the game is simple and straightforward. The strategy is what makes the game so unique with infinite possibilities. While it is simple to understand, it is hard to master. The game really takes a while to get used to and this may be daunting for newer players. Overall, MOBA is tried and tested (DOTA, Pokemon UNITE) and remains to be largely popular. 

Story

The story is where I felt lacked as the developer of the game had a backstory for each champion but never tied it all down. However, they recently released a Netflix series which linked champions together in a story. This made players more inclined to play the champions that they saw in the series as they could relate to the character. It must be noted that whatever happens in the game does not affect the storyline in any way. The storyline merely provides a backstory for the characters to have relatability to players. Perhaps they could have more stories and continue the series while introducing more champions so that players know how each champion is interlinked.

Technology

Wild Rift is played on a mobile phone. Personally I felt that this was game changing to me as I am usually on the move and this gave me the chance to game while I was out. The frame rate is stable and rarely any lag. The fact that League of Legends is able to be ported from PC to mobile shows the growth in technology and ability of mobile phones to handle games. 

Lens 27 The Lens of Time

The duration of the game is good. For this to be a mobile game, the developers made it such that one game lasts 15-20 minute. It does not feel too long nor too short. Furthermore, they introduced shorter 10 minute versions of the game.

Lens 32 The Lens of Goals

The goals of the game is understandable and progress is clearly defined. The progress can be based on the money earned, the jungle goals cleared as well as towers destroyed and kills made. As such, players can gauge how close they are to winning. The game also sets aside different mini goals for different champions. For example, those in the jungle should aim to keep the dragon while those in the lane should focus on taking down the towers. By having different goals, players actually work together to help each other clear these objectives. Sometimes it may not be as clear who is winning as some champions develop later in the game. Thus, while the goals can be estimated, the tide can turn just as quickly. 

Lens 46 The Lens of Reward

Rewards for playing Ranked Games

Reward of killing in the game is the money, which can be used to buy items to be stronger and thus to kill more enemies. The reward for playing the game is in game currency which can be used to personalise the game to make it feel uniquely yours. Currency can be used to unlock more unique champions as well to increase the replayability of the game. Furthermore, there is a level bar which increases with every game and provides rewards at every level. 

Lens 68 The Lens of Moments

Replay and statistics

As a new feature, Wild Rift now records key moments in the game. Triple kills and team fights are automatically recorded and can be downloaded. Statistics such as damage dealt and turrets destroyed are also saved and kept so that players can track their progress. Furthermore, there are various third party applications that track statistics such as total kills and deaths and allows players to compare themselves. As such, moments in the game can be tracked and saved.

Overall, Wild Rift is a game with many dimensions and lenses to consider. All these add up to a holistic and fun experience!

Don’t Starve Together

Don't Starve Together Details - LaunchBox Games Database

A standalone sequel to the well-received predecessor: <Don’t Starve>, <Don’t Starve Together> is a multiplayer survival game with cartoon-style graphics set in a scary yet quirky 2.5D world. Produced by Klei entertainment, it is available on Windows, macOS, Linux, PlayStation 4 and Xbox One.

Players have to survive in a randomly generated world with monsters lurking in the dark. Players will cooperate and gather resources to defend themselves against the harsh elements and enemies, eventually thriving in the dark and mysterious world. During their adventure into this dark realm, they will have to constantly monitor: their ever-depleting health, hunger and sanity statuses. Players can craft weapons to defend themselves against monsters and search for food to curb hunger. Players must gather enough resources in the day to sustain fire through the nighttime; otherwise, something in the dark will drive the player insane. As a rogue-like game, death spells Game over for the players. Thus, they will have to strategise and navigate the world carefully to survive for as long as possible.

Game Website:

https://www.klei.com/games/dont-starve-together

Game Demo:

Lens of Elemental Tetrad

Mechanics

1. Characters

There is a large array of characters to play from. Each of them has a unique perk and quirk. The quirk provides the player with a certain advantage during gameplay at the cost of the perk where the player will be faced with a certain constraint. An example will be a character called Wigfrid who deals additional damage to monsters but this character can only sustain her hunger status with a particular type of food. 

sc2XEG4.png

2. Monsters

There is a large variety of monsters that the player can encounter that has different abilities and methods to defeat. An example is a boss monster called the Spider Queen which can spawn smaller spider monsters. One of the creative methods in defeating her is through the use of the environment by luring it to a place that spawns pig monsters and letting them defeat her. 

3. Crafting

Players can craft various tools and weapons that serve different functions that can help them further the game.

4. Day/Night cycle

There will be a perpetual day and night cycle where the players will have to carry out resource gathering in the day and survive the night time with gathered resources and fire where the monsters are more active.

its not dark in night time - Don't Starve Together: Return of Them - Klei  Entertainment Forums

5. Seasons

There are different seasons such as summer and winter where they will have a different environmental effect on the player. For example, winter will cause the player to freeze thus they will have to regularly seek a heat source to maintain the character body temperature otherwise their health will start depleting quickly.

Don't Starve Winter Guide [+ Mods] | DS & DST - Basically Average

6. Randomly generated map

The random and procedural generated map with different monster spawns provide the player a unique experience with every game play.

STORY

The characters lore are not directly discoverable in the game but instead embedded as puzzles in various animated update trailers to entice the player to discover and piece together the backstory for the different characters.

AESTHETICS

The style of the graphic is gloomy yet comical similar to a movie based on Tim Burton novel: “The nightmare before Christmas”, effectively setting an eerie tone yet a palatable experience even for the faint of heart. The environment and monsters appearance change with the varying season. Players can also discover and update the skins of their different characters to spice up their gameplay.

Steam Workshop::DST Cosmetic Mods

TECHNOLOGY

This game is developed using a custom-build in c++ engine which has since ported to numerous platform. As most of the gameplay scripts were written using LUA, it has high portability which allows the game to be available on numerous platform. Adobe Flash are largely used for the art of the game and it uses FMOD as its sound effects engine.

Lens of Skill

  • The game expect the players to have a good micro-management skill as there are numerous status and resources for the player to manage.
  • The game expect the players to have the standard gaming skills such as kitting and side stepping when they are dealing with monsters.
  • The game expect the players to strategies and plan the direction of gameplay they will adopt depending on the player spawn area and the type of resources make available to the player at the start of the game. The players have to be flexible and take in consideration of the random factors when they are coming up with tactics.
  • Large amount of knowledge to be learnt for the game

The large number of skills that is required from the player to be good at the game helps to create a steep learning curve.

Lens of Chance

  • Varying rarity of skins to customise different character are obtainable from simply playing the game. It serves as an additional motivation for the players to continue playing the game.
  • Monsters have varying drop rate. Boss monsters have a low chance of dropping extremely useful items that player can use to craft advance tools to further advance the game. Players have to constantly weight their risk and reward with their current status as boss monster can easily make or break their current gameplay.
  • There are various type of terrain with their associated monster that can be randomly generated as the player explore the map. Only certain monster drop items that the player required in a certain point of time.

The randomness are well balanced to give the player a mixed sense of excitement and challenge. It also helps to create a unique experience with every gameplay and ultimately helps in retaining the game’s player base.  

Lens of Challenge

  • The game has a balanced level of difficulty where it gets progressively more difficulty in the form of seasons where the constraints becomes more unforgiving.
  • With so many verbs and objects that a player can interact with, there is a steep learning curve for a player to be good in the gamer.

The steep learning curve ensures that when a player becomes better at the game, the player does not get bored quickly as the player will eventually progress into a point in the game where he will not be able to survive due to the increasing difficulty. This motivates the player to get better at the game such that the player can advance further into the game. The game has balanced difficulty and skills really well as the progressive increase in difficulty ensures that the player does not experience anxiety because of a large gap in skills and difficulty level.

Lens of Freedom

  • Players are allowed to do anything they want, free to explore any part of the map without direct constraints.
  • Players are allowed to craft any tools, use their creativity to survive the game as there are no one correct method to play the game.
  • Indirect constraints like the character quirks and perks, day/night cycle and seasons

The game has indirect control over the player through constraints and goals. It forces the player to player the game in a certain manner and carry out certain task within certain time interval. However, a sense of freedom is created by leaving it up to the players to figure out new and interesting ways to meet the restrictions and goals. Players will not daunted by the large degree of freedom the game provides as they have a clear goal to head towards using the freedom given.

Lens of Community

  • The game allows players to host their own servers and play with their friends and even strangers from different parts of the world.
  • Dedicated forum for the game where players can share their experience and knowledge of the game.

With so many different factors in the game influencing the gameplay, there are too many interactions for one player to discover on his own. Players are encouraged to play with different people and learn from each other to tackle the steep learning curve. This helps foster a knitted community of players.   

Conclusion

In summary, this game is known to be difficult and I definitely recommend it to anyone who likes a good challenge.