Re:Knew KM VR Pictures
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See http://www.televirtual.com/news2.htm .
The first sign of a floor puzzle. Yay.
I was having a look at this site as i had heard a few of you and snowcat aswell mention it. as i was having a look at the pictures here i knoticed the last picture, No.7.
Anybody any idea what the thing near the front if the table is? it looks obsene!!!
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I read that KM VR players can see where they are going and dont need advisors. Correct me if I'm wrong, but doesn't that take out an integral part of the game?

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Well although it'll probably be consistent with the old series, it'll be effectively a brand new game. Chromakey for this sort of programme is way out of date now, as is blindfolded contestants, so they had to try something radically different to get it to work in the modern era.
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I'm not saying they shouldn't change some things. As great as the show is there are sre still alot of problems with it, but I don't think they should get rid of the helmet.
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I don't mind that a dungeoneer will be able to see, it's a necessity. But a helmet in a similar style to the original (horns) that allows the victim to see would be a nice touch, and would be in-keeping with a retro appearance.
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Well, the helmet was already replaced in the original series, so I guess we've left it about twelve years too late to complain about that.
We should try to remember that if it had been possible to allow the dungeoneers to see in the original version, it wouldn't have occurred to the makers to blindfold them in the first place. Perhaps this is just taking the game nearer to the original vision.
I disagree with most of the changes that took place over the years while the series was still running, but one thing I and many others always agreed on was that all action in the show looked very slow, clumsy and stilted because of the lack of outside vision for the dungeoneer. The VR goggles in the second helmet didn't help at all because the technology available at the time wasn't adequate for the task. Now that they can input avatars into the game to replace the old chromakey method, they can provide vision that helps rather than confuses the dungeoneer. In the end, that has to be a positive thing.
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At the end of the day, Knightmare has to evolve. There are loads of things that Knightmare 'isn't going to be Knightmare' without:
Same theme tune, original life-force, original helmet, Treguard, three advisors, death-knells, corridor of blades etc, etc.
No doubt many of these aspects will be dropped/changed, and this has to be accepted by Knightmare purists, myself included. The real basic gameplay (apart from dungeoneer's sight) seems quite loyal to the original.
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Yeah I know Hugo is rumoured to be coming back. I listed him as an example of what might upset Knightmare fans if changed.
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The live Knightmare VR gameplay session in London was really very revealing. We played with one dungeoneer who navigated the new virtual dungeon by standing in front of a 3 metre diameter parabolic dish, or Visiondome which gave him/her an immersive first person viewpoint as they moved through the dungeon.
The navigation method was via two waist high joysticks, though for production we'd hope to come up with something more intuitive. We played with only one adviser, who was stationed at a table-top monitor showing an isometric god's eye view of the dungeon below.
The gameplay was in most respects excellent, with the quality of the challenge forcing the dungeoneer/adviser relationship to engage. I think however that it may be even better with two advisers?
The play testers were year sevens from St George's Hanover Square school, Westminster, and year eights from St Marylebone school.
Most other paired teams said they found the experience quite scarey, and it sounded that way!
In the games room one entire wall was taken up with a huge screen capable of switching up dozens of different views in the dungeon. The parabolic (a small version of this is featured on the website, and the top-down were at the back of the auditorium.
Hugo Myatt, complete with costume was present in person and stood by the advisers with hints and tips.
Mark Knight had recorded his part in America. Other parts were played by Nick Collett, and I did a brief and not-to-be repeated guest slot as the Ogre.
Louise Milford was also present and as the elf-maid Ellisandre, grilled the teams from her voice-over station in a nearby office
So does it work?
Oh yes, and in many ways it's just as atmospheric, and certainly more frightening than where we left things in 94.
Will it be taken up for broadcast?
Too early to say.
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The live Knightmare VR gameplay session in London was really very revealing. We played with one dungeoneer who navigated the new virtual dungeon by standing in front of a 3 metre diameter parabolic dish, which gave him/her an immersive first person viewpoint as they moved through the dungeon.
The navigation method was via two waist high joysticks, though for production we'd hope to come up with something more intuitive. We played with only one adviser, who was stationed at a table-top monitor showing an isometric god's eye view of the dungeon below.
The gameplay was in most respects excellent, with the quality of the challenge forcing the dungeoneer/adviser relationship to engage. I think however that it may be even better with two advisers?
The play testers were year sevens from St George's Hanover Square school, Westminster, and year eights from St Marylebone school.
Most other paired teams said they found the experience quite scarey, and it sounded that way!
In the games room one entire wall was taken up with a huge screen capable of switching up dozens of different views in the dungeon. The parabolic (a small version of this is featured on the website, and the top-down were at the back of the auditorium.
Hugo Myatt, complete with costume was present in person and stood by the advisers with hints and tips.
Mark Knight had recorded his part in America. Other parts were played by Nick Collett, and I did a brief and not-to-be repeated guest slot as the Ogre.
Louise Milford was also present and as the elf-maid Ellisandre, grilled the teams from her voice-over station in a nearby office
So does it work?
Oh yes, and in many ways it's just as atmospheric, and certainly more frightening than where we left things in 94.
Will it be taken up for broadcast?
Too early to say.
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Thanks for the Good, no what am I saying, Excellant news TC.
It's great to see everything working.
Hugo Myatt back as Treguard, Amazing.
Mark Knight back as Lord Fear, as seen in the video clip and now known that It was him who did the voicing was Amazing as well.
Bring tears to my eyes.
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It'll be very interesting to watch. I don't suppose any of the quests were recorded, as it would be very knice to be able to view one in order to get a deeper insight of the new look. OK I'm just inpatient.
Hmmm Ellisandre sounds like 2 well known knightmare character names merged into one. So is she a rude maid? (Elita and Mellisandre)
I hope that it will be commissioned by a channel like BBC 2 so that it can be like the old knightmare ie. no ad breaks.
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