The Forest VR somehow manages to be both a clumsy VR port and a brilliant example of how virtual reality can improve a game. It does some things much better than the non-VR version: I want its clever watch-based HUD in every VR game, and playing with a headset is far scarier and more atmospheric. But it also feels like Endnight Games couldn’t break free of the constraints of the base game, and lots of its VR elements end up feeling like afterthoughts. The parts that do work—and even the ones that don't—exemplify just how much changes when you make a game for virtual reality.
VR wasn't an afterthought for The Forest, but the VR version that exists now was retrofit to the base game. Creative director Ben Falcone tells me that the team started testing The Forest VR way back in 2013, before the open-world survival game even entered Early Access. But it was a struggle—everyone on the team would get motion sickness from playing, which made both developing and testing for VR systems difficult and time-consuming.
Initially, they intended to put the game’s regular animations into VR, using headsets to make players feel more present in the world, but when they tried out touch controls for chopping a tree the right choice was obvious. "We knew we needed to convert all the weapons to this system," he says. And chopping a tree, along with other basic interactions, certainly feels more fun in VR. As you chop, the tree splinters based on the angle of your swing, and I like being able to crouch down to where I’ve started chopping, circle round the tree to find where the wood remains attached and take out the last chunk.
I love the way your stats are displayed, too. Everything useful is tracked in your watch, including hunger, thirst and energy. Your hunger is shown by a big meter shaped like a stomach that gradually empties, and it’s all big and bright and easy to read at a glance.
It’s a small thing, but it’s an example of how The Forest VR always keeps you grounded in its world. The base game already did that by putting its menus in-game: your inventory is just all your items laid on a mat in front of you, and the crafting menu is a book you pull out of your backpack. But being surrounded by the world on all sides in VR makes it more believable. "You’re instantly in the game and playing in VR from the first moment you turn it on, there are no tutorials, no forced missions," says Falcone. "In our minds this makes it the perfect type of game for VR."
The lighting looks excellent in VR, especially at night. Forests feel dense and unknowable, and the way the shadows flicker in the firelight is creepy. VR games are, in general, more scary than non-VR games because it feels like there’s no escape, and that holds true for The Forest: it’s terrifying with a headset. I’ve mainly been playing in peaceful mode, which removes enemies, because the first time I saw a cannibal in the distance I yelped aloud, ran back to my base and cowered in the corner. I’m always looking over my shoulder, and catching sight of something moving in my peripheral vision gives me the chills every time—something that doesn’t happen when I'm not wearing a VR headset.
It surprised the development team just how scary the VR version was, Falcone says. "Everyone on the team was pretty desensitized to the horror elements of the game by the time the VR version was in its testing stages, [but] we all had some jump scare moments seeing the enemies at actual scale, and actually feeling present in the world." Caves are especially spooky, and when you walk through one it feels like you’re being squeezed by rock on all sides. When the monsters start gurgling, I can’t help but panic.
But some of that atmosphere is undermined by clumsy mechanics, and the touch controls aren’t as slick as I’d hoped. You can’t squeeze your fist on demand, for example, or transfer objects from one hand to the other. You pick your preferred weapon hand in a menu, and all the other one can do most of the time is hold a lighter and open your inventory.
And when I’m forced to fight those enemies that I was so afraid of, the VR controls make it way too easy. The game doesn’t seem to care whether you’ve swung your weapon with any weight—it just cares about whether you’re making contact, so you can basically flail your weapon back and forth in front of you and deal tonnes of damage, constantly staggering the monsters you’re up against.
While I haven’t tested many of the late-game item interactions, the early game stuff often feels janky. When you chop down a tree, it splits into logs as it falls to the ground. You can load a couple of logs at a time onto your shoulder to carry them around—and apparently that doesn’t require you to use your hands at all. The logs just sit on your shoulder and swing around when you move your head, as if they weigh nothing. It’s floaty and awkward. The crafting menu is a nightmare because the only way to select anything is to point with your hand: you can’t scroll through its near infinite pages by squeezing triggers, which seems like a no-brainer.
The Forest VR also regularly switches viewpoint to the third-person, which is jarring. I like building treehouses, which you reach by climbing a rope. When you interact with that rope in VR, the camera pulls back slightly from your body so you see your character’s back, and you have to press the control stick to climb up. The camera then flicks to halfway up the rope, pauses for a bit, and then rejoins your character’s eyes when they’re in the house. All of these little things show how easy it is to break immersion in a VR game, and how many things need to be changed when adapting from one format to the other.
But despite the clumsiness of some of the VR elements, it’s still the version of the game I prefer. I haven’t played it multiplayer, but from the many playthroughs I’ve watched it looks brilliant—a mix of slapstick VR fun and a genuine sense that you’re relying on your teammates. "Seeing a player wave at you or dance around a fire is one of the coolest parts of the experience in multiplayer," Falcone says. "We think this was one of the most successful parts of the conversion to VR."
And besides, I never played the base game for the purity of its mechanics—I played it for the feeling of being lost in, and battling against, a hostile world. Wearing a headset makes me feel more lost in that world than ever, and I’m willing to put up with some awkward controls for that extra dose of atmosphere. Just don’t ask me to delve into any more caves, please.
hey, what do you think after experiencing the new update, I would prefer to keep the glass jar once the water inside it has been used for cooking.
Last edited by Cyjack; 04-04-2016 at 10:12 AM.
Realistic, but bad for player motivation. It's a gameplay conceit to keep you hungry (or thirsty) for loot and resources. I doubt it'll change.
After cooking something in the jar it will be dirty. Since the sinks no longer work you can not wash the jar. Who wants to reuse a dirty jar? Yeck.
In my Mod True Survival I have removed the ability to craft Glass Jars and I have made every item that uses a Glass Jar in the recipe and has a use function (Eat/Drink/Use) return a Empty Jar. This way Containers for food are important loot.
Jars are abundant.
You get jars all the time.
The recipe is so easy it's a joke.
Admittedly jars are not a huge issue given that forges are no longer so strongly gated behind RNG and sand can be found while mining even in forest biomes; however it does bug me because the main cost of recipes that involve water jars is creating the purified water, not the jar. I expect having the jar consumed is more to do with a limitation of the crafting system having only one output. A workaround is having a 'food-item-in-jar' item produced, that is then consumed leaving the jar - however the ubiquitous texture limit may well be the reason why this won't happen.
I pour the water from the jar to the cooking pot. I then smash the jar and grind the glass down for seasoning. That is why I lose the jar when I cook.
But stuffed to know what to do with all these jar lids lying about my cabin ....
Last edited by original; 04-05-2016 at 08:27 AM.
Is it really impossible to spawn a jar after crafting something that requires it?
Or maybe change the jar of water into an empty jar, rather than spawn a new one.
That's how Ark does it. If something requires a waterskin of water, the waterskin will just turn into an empty one.
You can edit the .xml files to return the jar after you eat or drink the item.
Crafting items | Resources and equipment The Forest Guide The inventory screen is also used to craft and upgrade items. - Crafting items | . Water Skin.
Crafting guide for all the craftables in the forest.
Crafting is a gameplay feature where new items can be created by combining crafting materials. To craft an item, place the item’s necessary components in the middle of the inventory by right-clicking each item individually. When done with the right items, a gear will appear below the items in the inventory. Right-clicking this gear will create the desired item, which can be put into the inventory by right-clicking it again.
For example, to craft a Molotov, place cloth and booze on the crafting mat in the center of the inventory. When the gear appears (It will appear instantly if done correctly), right-click it, and then right-click the Molotov that appears in place of the Cloth and Booze.
A full list of all the available crafting materials that are in the game so far can be found here.
Lizard Skin Armor
The most basic armor in the game that can be acquired by killing lizards – you just need to equip it on the character. A total of 6 pieces of this armor can be worn by the character.
A complete suit that serves the purpose of an armor, but also protects from the cold.
An armor with the same defensive capabilities as the one acquired from the lizards, but giving an additional bonus to stealth. Enemies will have a lower chance of locating you when standing in the bushes. A total of 6 pieces of this armor can be worn by the character.
Provides twice the amount of armor than the Lizard Skin Armor. A total of 6 pieces of this armor can be worn by the character.
Shoes that are used to move on the snow – they allow the character to move faster on that terrain. They cannot be worn together with Rabbit Fur Shoes.
Rabbit Fur Boots
Shoes crafted from rabbit fur, providing protection from cold and a bonus to stealth. They cannot be worn together with Snowshoes.
Allows the character to store berries and mushrooms so that they can be consumed and/or used later (without it the character consumes them once collected).
Allows the character to carry 20 Sticks (instead of 10).
Allows the character to carry 10 Stones (instead of 5).
Throwable Rock Bag
Allows the character to carry 25 Throwable Rocks (instead of 10).
Allows the character to carry 20 more arrows.
Allows the character to carry 5 Spears (instead of 1).
Allows the character to store and transport water (normally it is consumed once collected).
Basic axe, used in combat and to chop down trees.
A basic and easy to craft ranged weapon, using small rocks as ammunition.
Basic bow that can be used to fight cannibals and hunt from a distance.
Upgraded version of the Stick, dealing slightly higher damage.
Upgraded version of the Rock, with which the player is able to deal considerable amount of damage.
Basic spear that can be used in combat and in fishing.
Upgraded version of the Spear, extremely effective when dealing with lone cannibals.
An upgrade to the Upgraded Spear that allows you to set enemies on fire with attacks.
A pack of basic arrow that can be used as ammunition for the Crafted Bow.
Bone Arrow (5x)
A pack of bone arrows, 40% more powerful than the regular arrows.
Poison Arrow (5x)
A pack of poisoned arrows – when struck, the enemy will have decreased attack and movement speed for several seconds.
Fire Arrow (5x)
Incendiary arrows that can set enemies on fire.
An explosive known to everyone, an improvised bomb with alcohol inside. Capable of setting all enemies in the range on fire. Note: You need to light (with a Lighter) the “fuse” of the cocktail for the bottle to explode!
The basic bomb that can be crafted. The weakest of all of the explosives in the game, but still strong enough to kill most enemies in a single explosion.
An upgraded version of the Bomb, the most powerful explosive in the game. Capable of killing almost all enemies in a single explosion.
A sticky bomb that can, quite obviously, stick to the first target it reaches. Extremely effective against cannibals and mutants.
Increases the damage of the weapon by 0.1 points, while decreasing the attack speed by 0.05. The upgrade can be applied to the weapon numerous times.
Increases the damage of the weapon by 0.2 points, while decreasing the attack speed by 0.1. The upgrade can be applied to the weapon numerous times.
Increases the attack speed of the weapon by 0.1, while decreasing damage by 0.05. The upgrade can be applied to the weapon numerous times.
An upgrade applying poison to the weapon. The weapon will deal additional damage over time, slowing the attack and movement speed of the enemy at the same time.
An upgrade allowing the weapon to set enemies on fire.
The enhanced version of the upgrade described above.
An upgrade allowing the player to attach a Flashlight to the weapon. Thanks to that, you will be able to light up the surrounding area while still holding a weapon in your hands.
Allows you to craft Rope.
Allows you to craft Blue Paint.
Allows you to craft Orange Paint.
Blue Painted Weapon
Allows you to paint one of the three weapons blue. It does not give any additional benefits.
Orange Painted Weapon
Allows you to paint one of the three weapons orange. It does not give any additional benefits.
Allows you to create a tool that can be used to repair damaged buildings.
An energy drink that works exactly the same as Soda, restoring energy.
An upgraded version of the energy drink, capable of restoring the entire energy bar.
Restores a portion of lost health.
Completely restores the health points of the character.
Upgrades can be applied to the following weapons: Plane Axe, Crafted Axe, Rusty Axe, Modern Axe, Club, Crafted Club and Upgraded Stick.
As anticipated, there has been some resistance to the idea of thirst being implemented in Wayward; however, I think most of this stems from the complication of distilling sea water into a drinkable form. It’s definitely not a perfect system yet and I wanted to do a blog post to discuss the following:
There’s two new environmental items for water distillation including:
Stone Water Still
With this one, you have to pour unpurified water into it (right click), light it on fire, and wait until it burns out to grab the now distilled water.
With a solar still, you have the pour unpurified water into it, then wait a couple hundred turns. This will only work during the day. After it’s done, you can grab the distilled water.
You can also use a direct recipe method:
A Purified Filled Waterskin
Using a flask, you can distill water directly from your craft menu.
There’s some other thirst-reducing foods as well including:
Most of this will appear in beta 1.5, so stay tuned!
He guards the cedars so well that when the wild heifer stirs in the forest, . in the evening dig a well, and let there always be pure water in your water-skin.
Plane Axe: Found in flight attendant on the main plane
Climbing Axe: Found in cave, used to climb up rocks
Stone Axe: Crafted with one stick, one rope, and one rock
Modern Axe: Found on beach inside a rock
Flare Gun: Found in the nose of plane in dead pilots hand
Timed Bomb: Crafted with 1 booze, 5 coins, 1 circuit board, and 1 wrist watch
Molotov: Crafted with 1 cloth and one booze
Cannibal Leg and Arm: Dismember cannibal after death
Bow: Used with arrows, crafted with one stick, one cloth, and one ropeBone: Produced after burning a cannibal arm or leg
Arrows: Used with bow, crafted with one stick and 5 feathers
Cannibal Club: Dropped by cannibal carrying one
Stick: Found throughout the forest or by cutting down small trees
Skull Club: Crafted with one skull and one stick
Katana: Found in victim in the woods
Weak Spear: Found bodies of water
Upgraded Spear: Crafted with 3 bones and 2 cloth
-Weapons can be upgraded with feathers (+speed), teeth (+damage), bottles (+damage), and cloth to add fire (press L while holding to light on fire)
-Crafting Recipie for weapon upgrades: 1 tree sap, (feather, tooth, glass, cloth) + Weapon
- All falling and poison damage bypasses armor and causes direct damage to the player
Welcome to The Forest! Unlike other open world crafting games The Forest actually has an interesting .. Waterskin (2 Deer Skin, 1 Rope).