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Gamexplore > My Bookmarks > VR News > VR Design Unpacked: This 2019 Game Still Sets the Bar for Open World VR
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VR Design Unpacked: This 2019 Game Still Sets the Bar for Open World VR

November 14, 2025 12 Min Read
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12 Min Read
VR Design Unpacked: This 2019 Game Still Sets the Bar for Open World VR
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Table of Contents

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  • Weapons
  • Multi-modal Locomotion
  • VR-centric Open World Design

Our collection Inside XR Design examines particular examples of nice immersive design. At the moment we’re trying on the intelligent design of Stormland’s weapons, multi-modal locomotion, and open-world.

Editor’s Word: Stormland was launched six years in the past as we speak! In celebration of the its launch anniversary, we’re bumping this episode of Inside XR Design again as much as our entrance web page to focus on the sport’s intelligent strategy to weapons, multi-modal locomotion, and its distinctive open-world structure. Regardless of its age, there’s nonetheless heaps to study from Stormland’s considerate design.

You’ll find the whole video under, or proceed studying for an tailored textual content model.

Stormland is an open-world action-adventure recreation with co-op help from Insomniac Video games. It’s obtainable on Oculus PC (playable on SteamVR headsets by way of Revive); take a look at our full evaluation right here.

By the point the studio started growth on Stormland, it had already constructed three VR video games prior. That have exhibits via clearly in lots of Stormland’s cleverly designed programs and interactions.

On this article we’re going to discover the sport’s distinctive tackle weapon reloading and stock administration, its use of multi-modal locomotion, and its novel open-world design. Let’s begin with weapons.

Weapons

Like many VR video games, one of many major modes of interplay in Stormland is between the participant and their weapons. For essentially the most half, this works such as you’d count on: you pull your gun out of a holster, you may maintain it with one hand or two, and also you pull the set off to fireplace. However when your gun runs out of ammo, you do one thing completely different than we see in most VR video games… you rip them in half.

Ripping weapons aside provides you each ammo for that weapon kind and crafting supplies that are used to improve your weapons and skills within the recreation. In that sense, this gun-ripping pulls double-duty as a option to replenish ammo and gather helpful sources after a battle.

Most gun video games in VR use magazines to replenish a weapon’s ammo, and whereas this may definitely work effectively and really feel reasonable, it’s additionally pretty complicated and liable to error, particularly when the participant is beneath stress.

Dropping {a magazine} to the bottom in the course of a firefight and needing to bend over to select it up may really feel cheap in a slower-paced simulation recreation, however Stormland goals for a run-and-gun tempo, and due to this fact opted for a reloading interplay that’s visceral, enjoyable, and straightforward to carry out, regardless of which weapon the participant is utilizing.

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This ‘ripping’ interplay, mixed with some nice visible and sound results, is truthfully enjoyable regardless of what number of instances you do it.

Curiously, Stormland’s Lead Designer, Mike Daly, instructed me he wasn’t satisfied when one of many recreation’s designers first pitched the thought for ripping weapons aside. The designer labored with a programmer to prototype the thought and finally offered Mike and the remainder of the workforce on implementing it into the sport. They appreciated it a lot that they even determined to make use of the identical interplay for non-gun objects like well being and power canisters.

A streamlined strategy to weapon reloading isn’t the one factor that Stormland does to make issues simpler for the participant so as to preserve a run-and-gun tempo; there’s additionally a really deliberate comfort added for weapon dealing with.

If dropping {a magazine} in the course of a combat can damage the tempo of gameplay, dropping the gun itself can cease it outright. In Stormland, the designers selected to not punish gamers for by accident dropping their gun, by as an alternative having the weapon merely float in place for just a few seconds to offer the participant an opportunity to seize it once more with out bending down to select it up from the ground.

And in the event that they merely go away it there the gun will kindly return to its holster. This can be a nice option to preserve reasonable interactivity with the weapons whereas avoiding the issue of gamers shedding weapons within the warmth of fight or by by accident not holstering them.

Permitting the weapons to drift additionally has the additional advantage of creating stock administration simpler. In case your weapon holsters are already full however that you must shuffle your weapons, the floating mechanic works virtually like a useful third-hand to carry onto objects for you whilst you make changes.

Multi-modal Locomotion

Locomotion design in VR is complicated due to the necessity to preserve gamers snug whereas nonetheless attaining gameplay targets. Being an open-world recreation, Stormland wanted an strategy to locomotion that might permit gamers to maneuver giant distances, each horizontally and vertically.

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As an alternative of sticking with only one strategy, the sport mixes distinct modes of locomotion and encourages gamers to change between them on the fly. Stormland makes use of thumbstick motion once you’re on agency floor, climbing when that you must scale tall buildings, and gliding for giant scale motion throughout the map.

Thumbstick motion works just about the way you’d count on, however climbing and gliding have some good design particulars value speaking about.

Climbing in Stormland works very equally to what you will have seen in different VR video games, with the exception that your hand doesn’t have to be immediately touching a floor so as to climb. You possibly can really ‘seize’ the wall from a number of toes away. This makes it simpler to climb rapidly by requiring much less precision between hand placement and grip timing. It additionally retains the participant’s face from being proper up towards the wall, which is extra snug, and means they don’t have to pressure their neck fairly as a lot when trying up for his or her subsequent hand-hold.

After which there’s Stormland’s gliding locomotion which lets gamers rapidly journey from one finish of the map to a different. This quick motion looks like it might be a recipe for dizziness, however that doesn’t appear to be the case—and I’ll discuss extra about why in a second.

With these three modes of locomotion—thumbstick motion, climbing, and gliding—Stormland does a wonderful job of creating gamers really feel like they’re free to fluidly transfer wherever they need and every time they need, particularly due to the way in which they work in tandem.

VR-centric Open World Design

Open world VR video games are very difficult to make as a result of filling an enormous map with attention-grabbing issues to do is extraordinarily useful resource intensive for builders—to not point out that slowly strolling lengthy distances in VR isn’t that a lot enjoyable. However feeling such as you’re exploring a big atmosphere is a key a part of the open-world style.

Stormland got here up with a genius compromise which provides gamers the sensation of exploration with out anticipating them to stroll for minutes at a time with nothing to do. The sport achieves this by representing its points-of-interest as literal islands, after which spreading them far aside whereas giving gamers a quick and enjoyable option to navigate between them. All through the sport gamers are given upgrades that make their traversal expertise much more enjoyable, like the flexibility to create a ramp within the clouds to launch themselves onto an island.

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Most VR video games by no means transfer the participant as quick as Stormland’s cloud gliding. Upon first seeing it you may understanbly assume there’s no method it might be snug. But it surely seems to be very snug, and that’s thanks to a couple intelligent methods. First, let’s speak about vection.

Vection is the sense of movement implied by what’s in your visible subject. Usually once we’re shifting via the world we visually see issues shifting previous us and this aligns with the remainder of our physique’s senses of movement. In VR, you probably have a lot of movement in your visible subject however your physique’s different senses suppose you’re static, the battle between these sensations can result in dizziness.

That’s why VR video games the place you solely stand nonetheless are usually completely snug, whereas video games with a lot of movement may be dizzying.

In an effort to preserve consolation, Stormland is cautious to keep away from extreme vection when utilizing high-speed locomotion. It does this by minimizing the quantity of fast-paced imagery throughout your visible subject.

The sport’s quick motion is barely accessible on the clouds; which means that solely the decrease a part of your visible subject is shifting rapidly, and even then, the flat, low distinction texture of the clouds reduces the sense of vection. Alternatively, having bushes whizzing previous the participant’s head for too lengthy would result in vital vection and probably dizziness.

One other key consolation trick is that the high-speed gliding is managed not with the thumbstick, however along with your arms. Stormland’s Lead Designer, Mike Daly, instructed me that this was a really intentional alternative. Bodily involving the participant’s physique in locomotion has been persistently demonstrated to be extra snug than the identical locomotion with much less bodily involvement. Each velocity and path whereas gliding are managed by how far the participant outstretches their arms and which path they level them.

There’s lots extra nice VR design to be present in Stormland, however that’s all for as we speak—perhaps we’ll revisit the sport sooner or later.


Loved this breakdown? Try the remainder of our Inside XR Design collection and our Insights & Art work collection.

And in the event you’re nonetheless studying, how about dropping a remark to tell us which recreation or app you suppose we must always cowl subsequent?

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