Vader Immortal was supposed to be a big deal. Developed by Lucasfilm’s ILMxLAB, the three-episode Star Wars VR series was described by famed writer and executive producer David S. Goyer as his “dream come true” — an immersive narrative about legendary villain Darth Vader “conceived and executed specifically for the VR medium,” launching on Oculus Quest. But when an article described Vader Immortal as a game, Oculus reached out for a correction. This was neither a game nor a series of games; rather, it was an experience.
Wait, what? “Experience” suggested that I might conclude the three episodes with a greater depth of knowledge about my character than a game, or have a stronger sense of involvement in the story than a movie. Or perhaps it implied less of a sense of play and more of a sense of being there. Maybe, some suggested, Vader Immortal could not be a “game” because only Electronic Arts had the rights to make Star Wars games.
Unlock premium content and VIP community perks with GB M A X! Join now to enjoy our free and premium perks.
Join now →
Sign in to your account.