The Infinite Zenith

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Tag Archives: Virtual Reality

Yuru Camp△ Virtual: Visiting A Thousand-Dollar View of Mount Fuji with Rin, Camping the Friendly Fields of Fumoto with Nadeshiko and Discussing Expectations on the Eve of The Yuru Camp△ Movie on Canada Day

“The joy of life comes from our encounters with new experiences, and hence there is no greater joy than to have an endlessly changing horizon, for each day to have a new and different sun.” –Alexander McCandless

Although Steam’s page indicates that one requires at least an i5-4590 and a GTX 1060 in conjunction with a HTC Vive or Valve Index to comfortably run Yuru Camp△ Virtual‘s two instalments, Lake Motosu and Fumoto Campsite, one can actually do so without a high-end desktop; despite the game being classified as a part of Oculus Labs, Yuru Camp△ Virtual runs flawlessly on the original Oculus Quest, which has a Qualcomm Snapdragon 835. Both titles together are quite pricy, costing a total of 50 CAD on Oculus Quest, but in exchange, one is able to fully immerse themselves in a virtual Yuru Camp△ environment. Gemdrops have fully recreated the first two campsites in Yuru Camp△ in this VR project: Lake Motosu has players see the experience from a more experienced Nadeshiko’s perspective, while Fumoto Campsite puts players in Rin’s shoes after she’s become more receptive towards group camping. Both experiences are quite short and possess the same technical sophistication as the UX in prototype for my Unity visualisation of microtubule dynamics (while the model itself was quite complex, being an agent-based simulation of tubule assembly and disassembly, one could only move around and interact with a limited set of items in a scripted manner). However, what Yuru Camp△ Virtual excels in is recreating the atmospherics of the anime: Nao Tōyama and Yumiri Hanamori return to voice Rin Shima and Nadeshiko Kagamihama, respectively. Moreover, in the SMS segments, Chiaki Ōgaki, Aoi Inuyama and Ena Saitō’s voice actresses all reprise their roles. Together with an art style that is consistent with the anime, and Akio Ōtsuka providing narration, Yuru Camp△ Virtual provides a chance for players to fully immerse themselves in now-iconic camping experiences with Rin at Lake Motosu, and Nadeshiko at Fumoto Campsite. Both experiences take place over the course of a day, and after sharing conversations (and occasionally, hot drinks), Nadeshiko will prepare a scrumptious dinner. Rin and Nadeshiko will continue enjoying the night together under the stars before retiring for the evening, and the next morning, prepare to head back home. Although lacking the interactivity of more sophisticated titles and possessing a very steep price point, Yuru Camp△ Virtual represents one more way for fans of the series to enjoy things. In fact, one could say it is the perfect way for us overseas fans to experience things before Yuru Camp△ Movie‘s theatrical première in Japan today – unlike the film, which will likely have a seven to eleven month delay before the home release becomes available, Yuru Camp△ Virtual is available for immediate purchase: Lake Motosu was published in March 2021, and Fumoto Campsite released a month later, in April 2021.

At present, only a handful of details have been published regarding the Yuru Camp△ Movie: some time has passed since everyone had met in high school. Rin works at a publishing company as an editor, and one day, she’s surprised to receive a message from Chiaki, who ended up joining Yamanashi’s tourism board. Chiaki is in charge of a new project to reopen a site that had closed some years previously, and Rin’s mind immediately flits towards camping. At this time, Nadeshiko’s taken up a job with a camping goods store in Tokyo, while Aoi’s become an elementary school instructor, and Ena is a pet groomer who works out of Yokohama. When they receive news of Chiaki’s project, together with Rin, they embark on an ambitious project to see Yamanashi’s latest project succeed. From organising meetings and planning out the logistics, to getting their hands dirty and working on preparing the site, the girls are reminded of their camping experiences together back when they were high school students. From this premise, the Yuru Camp△ Movie gives every indicator that it is going to be a moving, and touching story of both progress and reminiscence; the decision to do a large-scale project that allows everyone to bring their own unique skills, and their shared enthusiasm to the table in a way that had hitherto been unseen, represents a very large step forwards for Yuru Camp△. Until now, the story had focused purely on seeing the girls plan out and enjoy their travels, all the way adapting to things and making most of whatever unexpected event occurs on their trips. However, to now see everyone reunite, and moreover, apply their skill set towards a task that will help their home out in a meaningful way allows Yuru Camp△ to tread new grounds. Naoko Yamada had previously spoken about the challenges associated with bringing anime series to the silver screen – through Yui, Yamada felt that what a movie must accomplish is using its runtime to convey a greater sense of scale. K-On! The Movie had succeeded by framing the London trip as a chance to make everyone’s appreciation for everything Azusa had done for the light music club tangible. The Yuru Camp△ Movie appears to suggest that no matter what adversity one might face, facing it together, through a combination of passion and of experience, is what allows one to rise above their problems, and in doing so, one will gain both new memories worth treasuring, as well as further experience for whatever may lie ahead.

Additional Remarks and Commentary

  • I still vividly recall writing about anticipation for the Yuru Camp△ Movie a year ago: back then, we’d only known that there would be a movie, but beyond this, details were scarce. In the time that has passed, we now know that the Yuru Camp△ Movie is going to have a two hour runtime, and that it is set after high school. Given that Rin and the others are working now, it’s fair to say that everyone’s probably graduated from post-secondary, as well. The change of timeframe means that the Yuru Camp△ Movie opens things up to hitherto unexplored territory.

  • The decision to set the movie a few years after the original manga gives the story nearly unlimited potential, and this is what makes the Yuru Camp△ Movie so exciting: the film could take any number of ways to show viewers how Chiaki will, together with Nadeshiko, Rin, Aoi and Ena, solve the problem of repurposing previously unused land into a campsite for Yamanashi. Because of Yuru Camp△‘s commitment to reality, one cannot help but wonder if there was a real-world inspiration for this story; it is possible that a real-world location might have precisely undergone this route, although such an undertaking would likely involve a committee, on top of city planners, engineers and other members of the community.

  • For me, the biggest piece I look forwards to seeing in the Yuru Camp△ Movie is seeing how everyone’s skills come together in order to get things done. From the premise alone, it is plain that we have a multidisciplinary bunch, and one thing that anime is fond of showing is how it takes a combination of skills to overcome great challenges. Series like Koisuru Asteroid, ShirobakoSakura Quest and The Aquatope on White Sand all had characters with different backgrounds collaborating to achieve goals that were seemingly unattainable. Some fans are not fond of these approaches and are quick to deride the series, but like my undergraduate faculty, writers have spotted the importance of having diversity in skills.

  • This is something that I am constantly reminded of; when I began my current position a year ago, I entered with the expectation that there’d be a chance to learn different technologies, and in the present, the one skill I am glad to have begun cultivating is Android development. While I’m, in the words of the internet, an Apple fanboi through and through, working with Android has given me an appreciation of how Google’s paradigms towards mobile developers result in some choices that are more intuitive. Of course, there are many areas where Apple excels, and while Android development is far tougher than any equivalent in iOS, working with Android gives me a better understanding of how apps are built, and more confidence in dealing with things like fragments and activities.

  • I jokingly remark that working with Android also gives me legitimacy when I say iOS development is superior in every way. However, the reality is that having familiarity with Android means that I’m better equipped to work on existing apps, whether it’s sorting out bugs or developing new features, allowing my mobile skillset to reach out beyond just iOS. In the Yuru Camp△ Movie, seeing all of the characters as adults means being able to see this sort of growth – I’m not expecting Nadeshiko to be a competent mobile developer at the film’s end, but one of the aspects in the film worth keeping an eye on is seeing how everyone begins to take learnings from their experiences and bring it back into their own careers.

  • With this being said, what Yuru Camp△ excels in most is its ability to combine an educational component alongside character growth: the TV series had felt like a hybrid between Les Stroud’s SurvivormanMan v. FoodRick Steves’ Europe and even Jamie Oliver’s cooking shows, teaching both bushcraft and cooking alongside showcasing some of Japan’s most scenic campsites and attractions. As such, the Yuru Camp△ Movie is also likely to deliver some of this. Because the premise has everyone working on a larger project together, one possibility is that we could see some flashbacks as the characters reminisce on past experiences and draw upon learnings that are applicable to the present.

  • Alternatively, in order to draw inspiration for a particularly tough challenge, Rin may have a chance to go camping alongside Nadeshiko, Chikai, Aoi and Ena again – I’ve found that one of the best ways to learn and get out of a rut is to experience something from the end user’s perspective. Seeing things from end-to-end give insight into the bigger picture, and this will, in turn, guide one’s decisions in how they want to fit one piece of a solution into the entire process. As I continue to work in software, I continue to see parallels between my work, and the sorts of methods for troubleshooting in other occupations.

  • While the media may present technology and software occupations, especially mobile development, data processing and AI, as a Silicon Valley-like occupation, the reality is that the soft skills in these disciplines are actually not too different than those of finance, engineering, trades and the like; at the end of the day, working is about generating value by solving problems. I’m therefore curious to see Yuru Camp△‘s portrayal of this; the TV series had shown how a bit of creative thinking and willingness to reach out to others for help is the key to averting crisis, so seeing an extension of this in the Yuru Camp△ Movie feels logical.

  • While I’ve given my thoughts on what I’m hoping the Yuru Camp△ Movie will deal with, the reality is that I’ve got naught more than the premise and a trailer to go off of. Having said this, the Wikipedia article is surprisingly detailed, and the only editor of the article apparently already translated the entire soundtrack’s tracklist into English. I’d ordinarily doubt the authenticity of this, but my own experiences have found that someone with a basic knowledge of Japanese and access to Google Translate can now produce reasonably accurate translations without too much effort.

  • The Yuru Camp△ Movie soundtrack released on June 29, along with the opening and ending songs, and this dulls the pain surrounding the wait for this movie somewhat. Having said this, knowing Yuru Camp△‘s thematic elements, I can rest assured knowing that no problem will be insurmountable, and that throughout the film, viewers will be treated to Nadeshiko’s warm smiles. The eagle-eyed reader will have doubtlessly noticed that everyone’s rocking shorter hair now: shorter hair is easier to care for and dries much more quickly, being an essential when one’s life is so busy.

  • Now, I change the programme out and switch over to screenshots from Yuru Camp△ Virtual – I picked this up last year to experience Yuru Camp△ on my Oculus Quest headset, and while the interactivity is about as limited as what I’d implemented into my agent-based model of microtubule assembly and disassembly (the model itself had been a term project I finished two weeks into the semester), the game itself fully captures the atmosphere of camping with Rin and Nadeshiko. Gameplay is comprised of looking around at things in the environment, which trigger a dialogue that offers insight into the characters.

  • The Oculus Quest captures images in 1440 by 1440, so screenshots are square. However, the sharpness leaves much to be desired, and the built-in mechanism by which screenshots are captured is cumbersome. In something like SUPERHOT VR, it means I’ve found it quite difficult to take good pictures – there’s a bit of a delay, so I can’t just capture a moment. On the other hand, in Yuru Camp△ Virtual, the laid-back pacing means I’m free to push the screenshot button and casually wait for an image to be taken.

  • Some events will change out the context and character models: it is possible to make a hot drink for Rin on the shores of Lake Motosu and obtain new dialogue, for instance. Once one has exhausted all of the interactive event in their environment, the next chapter can be reached simply by looking at an object that brings up a clock icon. Yuru Camp△ Virtual will ask players if they want to move ahead. This is about it for the gameplay, but my favourite feature of Yuru Camp△ Virtual is the ability to disable all of the event prompts, which allows one to chill.

  • Both Lake Motosu and Fumoto Campsite feature a cooking segment: narrated by Akio Ōtsuka, they give insight as to how that particular evening’s dinner is prepared. With Rin, Nadeshiko whips up a delicious curry that looks absolutely amazing. Unfortunately, the world’s most sophisticated virtual reality technology has not yet figured out the art of simulating taste – there is no way to taste what Rin’s eating. On the flipside, since Yuru Camp△ Virtual does provide one with the recipe, an inquisitive player could simply copy down the recipe and try things out for themselves.

  • In the morning, Rin thanks Nadeshiko for having joined her on this camping trip. The events of Yuru Camp△ Virtual are set after the second season’s events; by this point in time, the characters’ interactions convey a sense of closeness, and while everyone’s still rocking winter clothing, there’s a hint that winter is drawing to a close in the environments. I’d be interested in seeing whether or not Yuru Camp△ ventures into the summer for camping – this would represent a dramatic departure from what the series is known for, but the summer also has its advantages. For one, one would get to see Yamanashi and its surroundings with verdant vegetation and deep blue skies.

  • Fumoto Campsite is Yuru Camp△ Virtual from Rin’s perspective, and plays identically to Lake Motosu. The scenery here is similar to that of Morley Flats, about 20 minutes east of Canmore. On Canada Day most years, the family tradition has been to go over to Banff and enjoy a day in the mountains, since National Park fees are waived on Canada Day. However, this also results in congestion of a level that one doesn’t see, so this year, the plan is to head over to Drumheller and do a walking tour of the Atlas Coal Mine.

  • The weather today looks solid, so I’m hoping that things hold out for the remainder of the day. However, there is such a thing as “too much of a good thing”; last year, temperatures on Canada Day topped out at 36ºC, and having taken my second dose, I was feeling a little under the weather, so I spent the whole of the day resting in the cool of home. At the time, I thought that my lethargy was caused by the high temperatures, but back in February, after picking up the third vaccine and becoming so bushed I slept a full half-day, I conclude that the exhaustion I experienced last year was probably a consequence of the vaccine.

  • We’re actually set to start the drive in an hour, so my goal now is to finish off this post and then hit the open road. Back in Yuru Camp△ Virtual, Nadeshiko enjoys cabbage rolls with Rin – like Lake MotosuFumoto Campsite has Nadeshiko cooking for Rin, and the resulting dinner is so delicious that Rin makes room for seconds, as well as promising to one day make something for Nadeshiko as thanks. Once dinner is done, Nadeshiko and Rin enjoy the beautiful evening weather before turning in.

  • Motosu Campsite is set in a more traditional camping location, and I found myself getting immersed with watching the night skies. By morning, it’s time to take off, and for both instalments, Rin and Nadeshiko are standing up. I played through Yuru Camp△ Virtual sitting down, so to keep consistent with things, I stood up for both games’ final act. It was a little surprising to see how small the character models for Rin and Nadeshiko are – I’m of average height, but I tower over Rin and Nadeshiko anyways.

  • In this post, I’ve briefly discussed my expectations for the Yuru Camp△ Movie and finally share some screenshots from Yuru Camp△ Virtual. I do hope to have the chance to write about the former at some point in the future once it comes out, and in the meantime, it’s time for me to enjoy the fantastic summer weather on this Canada Day, as well. I’ll return tomorrow to write about Tari Tari and my thoughts of the first episode since it aired ten years ago, as well as share some photos of my travels; regular programming resumes on Monday as I delve into the first of the summer anime. Luminous Witches has my eye at present, and I am rather looking forwards to writing about this one.

In this way, the Yuru Camp△ Movie may represent unexplored ground for the series, but the series’ impressive execution (a consequence of being able to successfully present meaningful lessons, accentuate the beauty in the outdoors, showcase Japan’s travel spots and generally create a sense of catharsis) has resulted in Yuru Camp△ being immensely successful, both in Japan and internationally. Very few slice-of-life series gain such universal acclaim, and as a TV series, it did feel as though Yuru Camp△ had already succeeded so wholly that there isn’t much in the way of new direction to explore. However, the second season of Yuru Camp△ ends with volume nine, and the manga is still ongoing. At first glance, it would be logical for a movie to continue covering the manga’s events, which follows Rin and the others on new camping adventures as winter turns to spring. A summer camping trip with everyone, including Ayano, would have been the logical, showing how Rin’s experiences with everyone opens her to experience camping during a time she previously avoided. However, such a story is more befitting of a third season. In choosing to go with all-new material, the Yuru Camp△ Movie is truly stepping up its game to, in Naoko Yamada’s words, fill the scale and expectation that accompanies the silver screen. Yuru Camp△‘s reputation means that expectations for this film are going to be high, but with two seasons of anime, a short anime series, two seasons worth of live-action dramas, a visual novel and a pair of virtual reality games setting the precedence for what’s possible, it is reasonable to suppose that viewers’ expectations for the Yuru Camp△ Movie will be exceeded: it goes without saying that viewers in Japan and abroad alike will greatly be looking forwards to this film, although for those of us internationally, the wait to see the Yuru Camp△ Movie will likely correspond with when the BDs become released. To ease the agony of this wait, I’ll likely spend more time admiring the sunset on the shores of Lake Motosu, or sharing another conversation with Nadeshiko in the middle of Fumoto’s seemingly-endless grass plains.

Project Wingman: Reflections on A Virtual Reality Experience

“VR is so immersive, and when it works, it draws you into the story in a way that is truly unique and powerful.” –Doug Liman

When Project Wingman is launched in VR mode with Oculus Link, and one is in possession of an Oculus Quest, the resulting experience is unparalleled – Project Wingman was developed with virtual reality in mind, and unlike Ace Combat 7, offers full support for every mission in the game, from the opening mission to the final duel against Crimson One. Within moments of donning the headset, I found myself immersed fully in the Cascadian conflict. While I was lacking a dedicated HOTAS or even a controller, muscle memory allowed me to utilise my keyboard for flight, Upon entering my first mission, I found that the ability to shoulder check and freely look around may seem extraneous, this ability soon became an integral part of my gameplay as I look around to keep an eye on enemy fighters and missiles on my six. Behind the cockpit of a multi-million dollar combat aircraft, surrounded by panels of sophisticated controls, the landscape surrounds me as I fight to keep my gunsights trained on an enemy fighter. A short burst of 20mm cannon fire later, my foe detonates, and I fly through the wreckage. Although I know it’s a simulation, for a fraction of a second, I faintly feel the flash of heat from the explosion. However, there’s no time to celebrate the kill – my warning indicator lights up, and I glance down at the radar. A bogey has just launched a missile straight at me. I immediately bleed off my speed and break left. To my surprise, I’m not experiencing motion sickness: I’m comfortably seated, and my eyes are on the horizon. Fifteen minutes later, the mission’s completed: the Cascadians have finished evacuating Presidia, and I take the headset off, thoroughly impressed with just how smooth everything was. I’ve long been looking for an arcade air combat simulator for my headset, and while the Oculus Quest’s app store did come with a wide range of apps, the most impressive of which is SUPERHOT, I’ve longed for a chance to fly the skies, Ace Combat style. No dedicated app offering this specific experience exists for the Oculus Quest, and while there are some apps that come close, their experience feels decidedly limited. As such, Project Wingman‘s VR capabilities and Oculus Quest represents a chance to see what an arcade air combat experience is like – it is a gripping experience that takes things up a notch, to the point where one could say that it is the next best thing to Top Gun.

Virtual Reality technology has always represented a curious subset in video gaming – the technology had gained a resurgence of interest when Oculus VR launched a Kickstarter to build a virtual reality headset in 2012. The concept of virtual reality is not new: Sega VR had been exploring VR technology back in 1991, but primitive display technologies meant that they never took off. Oculus wasn’t doing anything particularly novel, but they had come during a time when displays were beginning to approach a point where they could render sharp images with a refresh rate approaching the limit of what the mind can perceive. Their early device was cumbersome and unwieldy, being little more than two screens strapped to one’s face. By 2015, the second iteration of the Oculus Rift had improved the resolution and refresh rate, making it a viable tool for experimental use. As a graduate student, I utilised the DK2 to create a 3D environment for my biological visualisations as a part of my thesis work, and towards the end of my programme, I would attend a Virtual Reality conference in Laval, France. Here, I had the chance to try the HTC Vive – this headset was leaps and bounds ahead of the Oculus Rift in capabilities. With room-tracking cameras, the headset was able to reliably respond to controller movements, and the high-resolution display allowed me to play something like Arizona Sunshine with ease. However, the drawback was that setup was especially cumbersome: one needed an entire room to set the environment up for usage, and the headset still needed to be tethered to a computer. Both Oculus and Valve would come up with competing headsets for use in the coming years, but Oculus would pull ahead with their revolutionary Oculus Quest, a wireless headset that came with built-in room tracking cameras. The Quest represented a major leap in the technology, and in practise, it proved to improve accessibility to VR in a way previous headsets could not – one was no longer tethered to a computer, and while lacking in processing power (the Quest has its own onboard hardware rather than counting on a computer’s hardware), it offered unparalleled freedom. While unable to play more demanding games on its own, the Oculus Quest opened VR up in new ways. When Oculus Link was introduced, this was the final piece of the puzzle in making VR accessible in an unprecedented way: one uses their desktop to stream the video feed over to their device wirelessly, providing the best of both worlds. Being able to play Project Wingman this easily shows how far the technology has come in a decade, and while we’re still a long way from the NerveGear in Sword Art Online, at the very least, I can now fulfil a childhood fantasy of hopping into the cockpit of a warplane and blowing stuff up with it, just like in movies such as Top Gun.

Screenshots and Commentary

  • What both Ace Combat and Project Wingman do particularly well is the reproduction of details in all of the different cockpits for each of the aircraft available in their respective games. When playing in VR mode, Project Wingman understandably locks players into the cockpit view. Previously, I only played Ace Combat and Project Wingman in third-person mode, since that allows me to maintain a better awareness of my surroundings and respond to threats more effectively.

  • Sitting in the cockpit itself gave me an idea of how much spatial awareness pilots need to have: parts of the canopy can block one’s view of the airspace, and this was actually no different than when I first learnt how to drive: in video games, I have a much greater sense of comfort when playing in third person, and first person feels really constraining. Over time, one does end up learning tricks for estimating, with great consistency, where their vehicle is. However, my experience is with cars, rather than combat aircraft, and it did take some getting used to.

  • Remaining inside the cockpit made me appreciate the designs of certain cockpits over others, and here, I attempted a mission with the F/E-18, which has a relatively spacious canopy and good visibility. The frame around the HUD is light, so I can see more of the area in front of me. When I played my first mission, I crashed into a ground target because I’d grossly miscalculated my position: from a third person perspective, I can see clearly where my plane is, but this information is absent from a first-person perspective.

  • Once I got used to deriving information off the HUD and looking around, flying became much easier, and I really got to appreciate the subtle details that were placed into Project Wingman. When one flies through clouds or rain, water droplets and streaks appear on the canopy. They’re actually visible in this screenshot here, and similarly, sharp-eyed readers might also spot reflections from inside the cockpit in an earlier screenshot, as well. Similarly, small scratches can be seen on the canopy itself: these details first appeared in Battlefield 3 and impressed players greatly, showcasing just how much the Frostbite Engine was capable of rendering.

  • For my VR experience, I’ve chosen to play the earlier missions, where dogfights are less intense, and therefore, less likely to induce motion sickness – against Crimson One, there’s a plethora of aerobatics one needs to pull off in order to survive, and this might be a little much to handle for me – the most intense VR experience I’ve had until now was SUPERHOT VR, which has players stand in-place. While seated in a comfortable chair, and with my eyes focused on the horizon, things haven’t been too bad, but making sharp-turns and loops could be quite taxing.

  • For my second mission, I’ve gone with the F/D-14. The visibility in the cockpit is reduced compared to that of the F/E-18 because the frame is larger, and this makes it tougher to spot foes directly ahead. Seeing the complexity in each cockpit is a reminder of how much training it takes to effectively operate combat aircraft – video games are able to abstract out everything into a few buttons on a keyboard, or a HOTAS, because modern aircraft are designed so that most of the plane’s functions can be done without the pilot ever taking their hands off the throttle and main control stick.

  • The remainder of the switches and buttons are analogue circuit breakers for manually restarting systems that are a part of the aircraft, operate the landing gear, and communications equipment. Similarly to cars, aircraft have gauges for things like airspeed, altitude, turn coordination, fuel levels and the like, while more advanced aircraft have what are known as a glass cockpit and display the information on screens. The sheer sophistication in aircraft mean that a flight simulator for aircraft can cost tens of millions per unit, and even the most advanced flight simulator games cannot match the real deal in terms of detail.

  • Much as how first person shooters reduce the act of reloading a firearm to pressing the “R” button, arcade air combat games simplify controls significantly so players can immerse themselves in the story. I admit that operating every switch and button will be overwhelming, but having spent the past eight years playing Wolfire’s Receiver, being made to be mindful of every single step in reloading a handgun made me appreciate how much complexity there is in everything.

  • This would in turn heighten my awareness that every occupation has its nuances: this is why I tend to be understanding of mistakes that are occasionally made. There is exactly one occupation I do not count to be meritorious of this respect, but I will leave it to readers to determine what exactly this is, and back in Project Wingman, I remark that the single toughest part about the cockpit-only view was that it was tricky to keep an eye on my aircraft’s status: normally, I have an entire HUD that gives me all of the information I need at a glance.

  • Inside the cockpit, everything is condensed onto the HUD UI, and the biggest piece of information I found less accessible was the hull integrity. Ironically, while I tend to take more damage in VR than I otherwise would, I’ve never actually crashed or been shot down yet – I imagine that this would be quite terrifying. A subconscious fear of having this happen meant I flew with more caution than I otherwise would, which was a nice touch.

  • While I’ve yet to unlock every aircraft in Project Wingman, I now have most of the planes available to players early on, including the MG-29. In most arcade air combat games, I tend to go with American planes owing to their familiarity, and because American aircraft are built with survivability in mind. This means that compared to their Russian equivalents, American aircraft are generally superior in weapons capabilities, ergonomics and maintainability. By comparison, Russian jets emphasise durability and ease-of-production. In-game, these differences are not quite as apparent, but overall, I would probably be more comfortable behind an American fighter.

  • Project Wingman‘s MG-29, the in-game equivalent of the MiG-29, is a solid all-around fighter for the mid-game, with good performance in all of its categories and providing hardpoints for a mix of air and ground weapons. I ended up kitting the MG-29 out with multiple lock-on anti-air missiles here to simplify things – in practise, while being able to carry a good mix of weapons means having versatility for missions one has no knowledge of, once a player has finished the game, one can begin tuning their loadouts and optimise it for the mission at hand.

  • The deep blue skies in Project Wingman never grow old for me, and while missions give the most in terms of excitement, like Ace CombatProject Wingman also offers a free flight mode where one can fly around a map without the demands of shooting down enemy forces. Free flight modes are the single most enjoyable way of enjoying VR, and one can completely kick back without worrying about being shot down. In the absence of any foes, small details in the map can be appreciated.

  • One other thing I particularly enjoyed in VR was flying through explosions after gunning down enemy aircraft. In real life, one would never fly into a wreckage: pieces of fuselage can damage one’s airframe with the same viciousness as an exploding missile or 20 mm rounds. Project Wingman excels in this area – wreckage can one-shot players, and I found this out the hard way when playing through the game for the first time. To avoid this, I tend to bank and move away from destroyed aircraft now as a reflex: Project Wingman‘s lack of checkpoints makes the game very unforgiving.

  • With a VR headset, flying above the clouds and seeing the deep blue skies above felt even more immersive than it had when playing Project Wingman conventionally. When on an airplane, I’m particularly fond of looking at the scenery below and wondering what a routine would look like for the folks on the ground. On the ground, it’s also fun to gaze skyward and wonder what destination a plane is headed towards.

  • In reality, I’m not a big fan of flying because the lower cabin pressure causes some discomfort for my stomach – in recent years, I’ve taken to drinking flat beverages like water and apple juice, which has a tangible difference. VR eliminates this and lets me to enjoy flying without those challenges. Here, I’m rocking the Sk.25U for the assault on the communications facility. Thanks to the Gulf War, deserts are synonymous with ground attack missions, and while Project Wingman has no A-10 Thunderbold, the Su-25 Frogfoot offers an equivalent experience; strafing ground targets with its cannon is immensely satisfying.

  • The weather and lighting conditions in this mission is reminiscent of the weather in Calgary during the summer – back in March, I wrote of wishing to experience this mission on a hot summer’s day. However, I’ve not yet played this mission on a day where the thermometer rose above 25ºC; since the move, I’ve been busy capitalising on the weather to take walks around the new neighbourhood, visiting the local mall or browsing books at the local bookstore. I will likely revisit this mission on a day when I’ve finished tending to the housework, and it’s a shade too hot to be out and about.

  • At this time last year, we’d broken several temperature records as a result of the heat dome that had settled over interior British Columbia. The temperatures reached 35ºC, and I vividly recall heading out to get my second Pfizer dose under sunny skies. After taking the vaccine, I became quite tired and proceeded to spend a quiet Canada Day resting up. This year, heat is less of a concern; it’s been relatively mild in my neck of the woods, and the hottest days so far have been quite comfortable.

  • Having said this, the new place is a ways better equipped to deal with heat: we have air conditioning for when things get really hot, but the first line of defense is the fact that we have energy-efficient windows, which prevent radiant heat transfer. Because air conditioning is very power consuming, we’ll likely leave it off except for days where things rise above 32ºC, and for now, I am rather looking forwards to playing this mission on the sort of day where I could look outside and see identical weather from my window as I do on my screen.

  • We’re rapidly approaching the end of June now, and this means Machikado Mazkoku: 2-Chōme will be wrapping up. I will be writing about what my thoughts are for this series before the summer season kicks off. The Steam Summer Sale is also under way now, and while I’ve hit a sort of gaming saturation, a few smaller games have caught my eye. I am looking to purchase Routine FeatFirewatch and Симулятор Одиночества В Русской Деревне (“Simulator of Loneliness in a Russian Village”): my interest in these loneliness simulators comes from the fact that these act as very cathartic experiences that stand worlds apart from my usual games.

Having finished Project Wingman back in April, I’d unlocked about a third of all the aircraft. However, I’ve not even touched the conquest mode yet, which is where the fun is supposed to really begin in Project Wingman. Before I look into conquest mode, I aim to unlock all of the aircraft – of note is the PW-Mk.I, Project Wingman‘s super-plane, and the SP-34R, a fighter equipped only with guns. If the description for these aircraft are to be believed, these aircraft would fundamentally change the way one plays Project Wingman and turns Monarch, already a fearsome pilot, into an unstoppable monster. The developers have indicated that they are looking at adding more aircraft into Project Wingman, and even working in previously unfinished missions. New content for a game is always exciting, and I’ve long found that the promise of new content is always an incentive to finish things up so one has a clean slate for when an update does become available. Beyond this, it would be nice to cut my teeth with the conquest mode: this mode is supposed to be endlessly replayable and is a true test of a player’s skills. It is clear that there is no shortage of things to do in Project Wingman, and having now tried the VR mode out, I am quite impressed with how well things work. Beyond the initial work of opening Oculus Link, connecting my headset and then running Project Wingman for Oculus, the game runs out of the box without further effort. Project Wingman thus sets the bar for what Project Aces must accomplish with their next Ace Combat title – unlike Project Wingman, which was developed by three people and a budget of around a hundred thousand dollars, Project Aces has teams of talented developers and millions in budget. There isn’t really an excuse that VR levels need additional resources and effort to craft, now that we’ve seen how games can be made to work flawlessly in both traditional screens and with VR headsets. This represents a very exciting possibility, and at present, the anticipation for both Project Wingman‘s update and a new Ace Combat title is tangible.