Laser Dance是Quest 3及更高版本混合现实潜力的令人难以置信的展示。继续阅读以获取我们的完整印象:
Even if you don't watch spy or heist movies, you're probably familiar with the idea of people dodging lasers in order to take the prize. Whether it's Vincent Cassel dancing through Ocean's Twelve or Catherine Zeta-Jones carefully avoiding detection, Entrapment makes it fun to imagine yourself skillfully dodging these traps to secure a prize.
Laser Dance, created by Cubism developer Thomas Van Bouwel, makes me feel like a spy through the use of room-scale mixed reality. There's still a long way to go, but Laser Dance is definitely becoming a strong testament to the fact that mixed reality will fundamentally redefine our understanding of "room-scale" gaming.
From Superhot VR and Space Pirate Trainer to Beat Saber and Pistol Whip, there's a story in VR game design that reveals clever ways to make it fun to move around the environment, and Laser Dance looks like it could be the start of MR's next chapter.
In fact, Laser Dance joins Creature's upcoming Starship Home as one of the first games to eschew the Quest 2 in favor of the Quest 3 headset, which features more advanced sensing technology and processing power.
While Cubism works better when you can see your physical environment, you don't need to see it. With Laser Dance, however, the simple act of dodging lasers can make you move so fast that you really need to see your physical environment before you finish the level or hit your palm hard against the wall.
Van Bouwel says he fondly remembers the early room-scale PC VR game Unseen Diplomacy, which involved diving into mazes and dodging lasers.
You need free space, so it's a very difficult game for people to play, but you can see the enthusiasm for a room-scale experience. Using mixed reality, we can bring back some of that magic. That's why I'm here, I'm very excited to build for MR. It brings back the early excitement of working with the Rift DK2 and the early Vive dev kits.
Currently available as an alpha test demo for Quest 3, there's no hidden treasure waiting to be emptied into your pockets, and there's no secret information to save the day. You won't even find a story explaining why you need to dodge the laser. You'll find a flashing red button on the other side of the room that needs to be pressed while encountering a field littered with lasers.
"You want to minimize friction as much as possible, so that's why there are only laser levels," Van Bouwel told us." I want [Laser Dance] to be something that you or your friends can easily join and play."
Laser Dance requires you to select locations on opposite walls to determine alternate start and end points. The key requirement for the demo build is that these positions should be at least 3 meters apart from each other. For the demo version, I played around with six different tasks, divided into individual stages, with a simple introduction to ease you into it. Each stage is procedurally generated to suit your environment, so two people won't get exactly the same course. Start with simple fixed lasers and work your way up to complex patterns.
It's a fascinating concept that is both highly immersive and really lends itself to mixed reality. Seeing my living room turn into an obstacle course was more fun than I expected, thanks to the memorable sound design that allows you to hear those lasers buzzing as you brush against them. You can use hand tracking for the game, but with the controller you can feel subtle vibrations when your hands get too close, adding a faint sense of tactile danger that quietly warns you to be careful.
The different types of lasers allow you to be as strategic as you need to be. Yellow lasers move in a set pattern, blue lasers fade away and reappear after a certain time interval, and green lasers only move when you do. Ultimately, stages often combine several types at once, building up to a gradually increasing challenge. If you fail a level, you must return to the starting area and try again.
If you complete the task and stay within the time limit and avoid hitting any lasers, you will be rewarded with up to three stars. I tested it in a smaller area and my colleague Ian Hamilton tested it in a long corridor, both were smaller but I was told that the target time automatically adjusts to the size of your room. Because of this program-generated approach, Van Bouwel explained that he takes testing very seriously.
"You have to make levels that are adapted to very different spaces, and there are all sorts of rooms people might play in." He told us. "That's the thing about being an MR developer, you can only build and test something in your own room, and then when you go to test it with other people, it suddenly doesn't work or doesn't work the way you expect it to."
Because of its forward-thinking approach to environment design, Van Bouwel says you won't be playing this game on Quest 2 or Quest Pro. Like Starship Home, which also launches on Creature's new tab, Laser Dance requires your room to be scanned using Meta's latest Quest 3-specific APIs, and it's for this reason that, as Van Bouwel puts it, "in the Quest ecosystem, it's only available on the Quest 3 and future helmets."
Over the past few months I have implemented many new Quest 3 specific APIs. the main one is the Mesh API. you can now also track your upper body using internal and external tracking. When you touch the laser, you see this ghostly image, like a model of your skeleton, so you can also observe body tracking. It tracks your hands, head, elbows and shoulders. If the laser passes through your arm, it will detect it.
Even at this stage, Laser Dance's execution feels heartfelt, transforming a seemingly simple idea into an enjoyable experience that only mixed reality can provide. It's a promising demonstration of MR's future potential, and we can't wait to see what the full version offers.