This time visiting Seattle for PAX West I was overwhelmed by the amount of games and more worried about not having enough time for all of them. While there I played an interesting game with lighttrails, futuristic architecture and hovering race boats. That game is Lightfield.
Lightfield is a hyperfuturistic racer where you play as racer ships; you can either race against AI or your friends. But the reason I picked this title is the freedom it gives you as you play. Being exposed to these outerspace-esc maps, you are given the opportunity to race anyway you want with no invisible walls to stop your flow.
The demo I played was set on an track that seemed to be in an alien cavern with different towers and platforms set throughout it. And like the other maps seen from the game’s trailer, the color painted on the map all stood out, giving the world life to embrace even for it being a race map. First hands on was difficult at first to grasp, but getting the hang of how to play was the best part of the demo. After the second lap, I seemed to know my way and had a set path that worked for me as I chased the other race ships ahead of me. Jumping from platforms and racing along walls got simpler with the more precise I got with how I raced. Gaining speed when grabbing the surface at the right time felt great as I raced by each ship. Around the end of my playtime another person wanted to play and grabbed the second controller. Once the controller was on it landed them right into the game playing as one of the AI ships with no load time.
After the demo I spoke Simon Waller, the CEO/Co-Founder for Lost In The Garden, the team behind Lightfield based in Vienna, Austria. With some eager questions, I started with the inspiration of the world. How did they do it? Waller mentioned that the creative director for the game would create random shapes and expanded on them to form the worlds that sets the maps. Which lead to the discussion on one of the most difficult parts when designing the game, and it was the actual tracks. Stated by Waller:
Way finding was one of the biggest problems when making the game. Making the paths for the player while finding their way between checkpoints was a big obstacle. With the freedom the player is given, it was pretty difficult leading them through the track.
Asking him about the feedback from others who stopped by, a lot of it was just like mine and how enjoyable it is when learning how to actually play. As well as the fast paced racing and the game’s take on local play. Closing up on the interview I asked what was left out from the playable demo. He replied, that there are more maps to choose from when the game launches. And to possibly add a ship creator once the game is fully released. But he denied my question when I jokingly asked if the Bratwurst racer would be making its way into the game from one of their demos on their YouTube channel.
I highly recommend looking into this game if you like driving electric music, stimulating environments and splitscreen play. Lightfield will be available for Xbox One and Playstation 4.