How âVader Immortalâ became Lucasfilmâs âStar Warsâ bet on the future of VR and memory design
This summer, visitors to Disneyland in Anaheim and Floridaâs Walt Disney World will be able to enter the universe of âStar Warsâ with the opening of Galaxyâs Edge, a 14-acre land with ambitions to offer unprecedented levels of play in the theme park space.
Fly the Millennium Falcon, build a droid, construct a lightsaber or even engage in a battle, via your mobile phone, for control of the land itself.
For the record:
2:35 p.m. May 9, 2019An earlier version of this post said âVader Immortalâ was the first of four planned virtual reality episodes. It is the first of three planned episodes.
But there are limits. You wonât be able to take the landâs fancy new lightsabers into immediate duels. And since Galaxyâs Edge is set in the timeline of the current trilogy, donât expect to play alongside Darth Vader, at least until Disney concocts a special event to make that happen.
For now, re-creating certain aspects of the world of âStar Warsâ will be left in the digital space. And that doesnât just mean the usual console and mobile video games. Lucasfilmâs relatively secretive ILMxLab this month will release âVader Immortal: A Star Wars VR Series â Episode Iâ for the new Oculus Quest headset, the Facebook-owned companyâs latest bid to prove that virtual reality can be a medium for the masses.
ILMxLAB has become something of a corporate outlier after Lucasfilm parent Disney largely shifted to a licensing model for interactive experiences outside the theme parks that can happen inside the home.
The division experiments with interactivity in storytelling and has developed âStar Warsâ and âWreck-It Ralphâ experiences for the Void, a Utah-based technology firm whose location-based VR can be found in malls and Anaheimâs Downtown Disney. Due later this year is one related to the Marvel franchise.
While VR has been seemingly hyped as the next big thing for what feels like multiple decades now, what draws Lucasfilm to the medium, says Mohen Leo, a visual effects veteran who serves as ILMxLabâs director of experience development, is that, when done right, it can be transformative.
Much of what continues to happen in the space is experimental, making it a playground for early adopters but largely a curiosity to the public at large. The hope is that the relative smoothness, and story-focused, nearly hourlong length of âVader Immortal,â could start to change that.
âOne of the most sort of unique things about VR is that it can give you personal memories of fictional things,â Leo says. âYou actually remember being in a place in âStar Wars.â And I donât think any other medium can do that, that you actually remember something that didnât happen. We get to design memories for other people.â
We get to design memories
— ILMxLabâs Mohen Leo
Though the very nature of the VR medium means the audience for âVader Immortalâ will be significantly more limited than a âStar Warsâ film or theme park attraction, the Oculus Quest, due May 21, could be a major step in making high-end VR more accessible.
Priced at $399 for a 64 GB edition (a larger 128 GB edition sells for $499), the Quest is cord- and computer-free, eliminating a major stumbling block â the need for a top-priced PC â in making VR appealing to the average user. Even Leo admits that while he wanted his extended family to see his work, he wasnât going to spring for pricey, complex gaming PCs for everyone.
âIn 2015 and 2016 there was a yearâs worth of glossy front covers of tech magazines talking, âGet ready for the world to change!â And then, when this wave of commercial headsets launched and the world didnât completely change, people started to see it as a disappointment,â says Oculus executive Colum Slevin.
The âVader Immortalâ experience â donât call it a game, all of its principal creatives insist â will last 45 or so minutes, depending on your skills with a saber. Itâs pegged to be the first of three episodes written by veteran film, television, comic and game writer David S. Goyer (âDark City,â The âDark Knightâ trilogy), and, at least in the first episode, showcases a more vulnerable side of Vader.
Set between the events of âRevenge of the Sithâ and âA New Hope,â this can be thought of as a short film with some game-like elements. Players will adopt the role of a smuggler, one who gets intercepted by the evil Imperial Empire and taken to Vaderâs home planet, the hellish volcanic world of Mustafar, a spot seen in the narratively connected project for the Void, âStar Wars: Secrets of the Empire.â
Players will slowly discover their own Force powers and will be joined on the quest by a mostly trusty droid sidekick, the Maya Rudolph-voiced ZO-E3, a legless floater with wires exposed who seems to realize it has escaped death probably a few more times than most. If needed, ZO-E3 will provide some instructional help, but much of the interactivity in âVader Immortalâ â wielding a lightsaber, climbing some stairs â is relatively intuitive.
Left unknown, however, is the true nature of adventure. âVader Immortalâ aims to show a slightly more personal side of the beloved villain. We initially meet him in a prison cell, where weâre briefly intimidated by a spherical torture droid.
Ultimately, we learn the playerâs character has a deep connection to Mustafar, which we also discover wasnât always shrouded in lava. There are hints that Vader is after some sort of connection to the humanity that he lost when he was reborn as a mechanically enhanced masked menace.
âPart of the promiseâ of âVader Immortal,â says Goyer, is to discover whatâs going on inside Vaderâs mind. âMost people donât spend their entire waking lives thinking about dominating the galaxy for an abstract reason.â
âWe expected people would be frightened or intimidated by Vader,â he adds. âAnd they were â I was, the first time we did the tests. But we also thought it would be interesting to see if you would connect with him emotionally and remember that there was a human being behind the mask.â
âVader Immortalâ is designed with the knowledge that it will likely be someoneâs first VR experience. In that sense, says Ben Snow, the director of the project, expect future episodes to experiment with using the Force and other interactive elements.
And with storytelling in VR still a relatively undeveloped area, Snow, who worked on visual effects for âStar Warsâ prequel âAttack of the Clones,â says now that the company can create digital worlds, itâs time to look at how to live inside them.
Whether VR ever fulfills its promise as the future of gaming is perhaps irrelevant. With play starting to enter all forms of mass entertainment, from theme parks at Galaxyâs Edge to interactive Netflix specials, projects like âVader Immortalâ provide opportunities to tweak traditional storytelling.
âI started out in film and TV, and the good news/bad news of that is film has been around for over a century,â Goyer says. âItâs a mature art form, relatively speaking, and on the one hand, thatâs cool. But on another hand, I think, certainly on the studio sides, people have gotten a little bit lazy.
âThereâs not as much innovation going in the form of storytelling itself,â he continues. âWeâve settled into a lot of rhythms that itâs hard, even with the best of intentions, to break ourselves out of. In VR, none of those rules have been set in stone yet. They havenât even been written in sand.â
Follow me on Twitter: @toddmartens
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