How game developers approach the graphical limitations of virtual reality can be interesting. The GPU demands of VR necessitates the need to turn away from photo realism to another artistic choice. When you begin Zoink Games’s title Ghost Giant, you find yourself in a carefully crafted world of cardboard and paper nailed together into a vibrant world.

The game begins with the anthropomorphic cat Louis crying into a pond, his tears glowing on the surface of the water, the glow collecting into your plump, three-fingered hands. He sees you and reacts with surprise, hiding his face from you in fear.

Pressing the center Move button your hand can take on a pointing gesture and you poke him with your index finger. Louis freaks out realizing that you are real, and hides behind a large rock. With the Move’s trigger button you make a pinching gesture and so you grab the rocks out of the way, which shocks him more. A few more interactions, and he runs from the forest to the family farm.

Once you follow Louis there, the player, as the Ghost Giant or so he names you, begins a relationship with Louis. Louis is a talker, constantly telling you things and asking for things. He jokes that you never talk back. Given his ongoing discourse with you, I found myself nodding and waving in response. Even talking back. I don’t believe the game picked up on it, but according to the exec from the game’s publisher Thunderful, the game will interpret some of your responses at certain times.

Your relationship with Louis is also built on action. As a ginormous specter, you begin to help Louis work the farm, deal with obstacles, and continue the story of this particular day in his life. Other characters can’t seem to see you, as you interact with the cardboard objects around you directly or via their suddenly appearing brass knobs, for you to grab with your floaty ghost hands.

Read the full article at UploadVR.