Loading Human Reboots To Kickstarter With New Story

Now loading: some damn lowergarments.

Loading Human‘s plot just seemed a bit weird and tacky. It was about digging into the memories of a chap with Alzheimer’s disease–a delicate subject–but had you drag your dead wife’s scantily-clad twitchy ragdoll corpse around at one point. A bit weird and tacky. It wasn’t what caught our Adam’s eye when he slipped on VR goggles and took up a motion controller to play the adventure game either. No, he was far more taken with the wonders of reaching into virtual reality.

So blow that plot! It’s gone now. So long! It’s all change at Loading Human, as it’s now toting a new plot about love and rockets, and has switched from Unity to Unreal Engine 4. And it’s kicked off a crowdfunding campaign to help fund development.

Loading Human is still about dancing through memories, using VR and motion control tech to pretend you’re an actual real person picking up and turning over objects in your hands. That’s the impressive bit. Only now you’ll be doing it as a chap bound for a deep space mission, who fell in love with a lady who forgets to wear leggings or a skirt or trousers or anything at all on her legs.

The Kickstarter campaign is only looking for $30,000 (about £18 grand in real money), though the lowest tier that’ll get you a full copy of the game is $35. Still, people who’re buying expensive goggles and controllers are probably enthusiastic enough about VR (not to mention rich enough) for this to be fine. Developers Foofa Studios plan to launch the game alongside the first Oculus Rift consumer hardware, which they expect around the start of 2015.

Here, have a video about all that’s new with the game and its Unreal Engine 4 shininess:


  1. InternetBatman says:

    The real interesting story here is that they shifted from Unity to UE4. This seems to be happening a lot, but I have nothing more than anecdotal evidence for that. I hope the two keep up a strong competition.

    • KevinLew says:

      I also wanted to ask about that… Is Unity considered inferior already to the most recent graphics engines? If I recall, only Daylight has come out using UE4, and I wouldn’t call that your showcase game.

      • Baines says:

        Performance-wise, I’m pretty sure Unity *is* inferior to the other modern engines. In some areas it doesn’t even compare with older engines. Unity’s big selling point was ease of use for beginners.

        Unity’s minuses hurt it though. Unity’s best performance features are locked to the Pro version. It has some other annoyances that you have to work around. And once you’ve worked with Unity a while, long enough to really start running against its minuses with a serious game attempt, you’ve probably got the knowledge to move to a less plug-and-play engine.

      • Ksempac says:

        Well Unity has never been the most powerful engine.

        Unity’s value proposition relied on 3 main points :
        – Easy portability to a multitude of platforms, from PC to mobiles and consoles.
        – A rich asset store, to buy scripts, models and everything else you might need, allowing smaller teams to make richer games in less time
        – And then Unity also used to be the cheaper engine with a license in the thousand dollars, while Unreal was in the million.

        So it wasn’t as powerful as Unreal 3, but it was way cheaper and easier to use, especially if you targeted lot of platforms.

        That’s why Unity was the darling of indies, mobile phones developers, or projects that needed small teams/lower cost (IIRC Hearthstone engine is Unity…small team with need for iOS port). Meanwhile AAA games sticked to the more powerful Unreal Engine. But we all know the video game market is growing away from AAA.

        So during last GDC, Epic made a bold move by changing their pricing model. Now you can get Unreal Engine 4 for a cheap subscription (19$/month + 5% of royalties once your game is out), with the possibility of dropping in and out of subscription whenever you want. The day after that the new Cry Engine (another powerful one) was also announced to be available as part of a subscription system.

        I have no idea why this particular game switched engine, but what is clear is that now some teams (depending on length of project + technical requirements + size of team) find that Unity is now more expensive than Unreal 4 for their specific project. So they get a boost in visual for the same or sometime even lower cost.

      • tomimt says:

        Unity has never tried to be the most powerfull engine around, but they do seem to try to be one of the more versatile ones. What comes to graphics quality it’s far behind the AAA engines.

      • Shodex says:

        The Kickstarter page has a comparison video showing scenes from the game in Unity4 and then in the newer Unreal Engine 4. The difference speaks for itself.

  2. Premium User Badge

    Bluerps says:

    She couldn’t find her trousers, so she decided that she should at least wear heels?

    • Martel says:

      Sounds like her husband packed her away bag.

    • Shodex says:

      It’s a common theme in cyberpunk-y near future settings link to i.imgur.com
      Actually, to be completely honest it’s a pretty common theme with women nowadays, I’m not saying all women don’t wear pants. I am saying that short shorts seem to be getting shorter every year and I can very easily see a bikini bottom like piece of clothing becoming a popular thing for every day life in warmer climates. It’s a not a practice I personally enjoy (seeing not doing, I’d probably be arrested if I went out in a bikini), but a lot of women are wearing a lot less clothes than they should be these days.

      • KevinLew says:

        I wouldn’t exactly use Motoko Kusanagi as your example of proving that women don’t wear pants in cyberpunk storylines. That’s more like: “If I draw the Major in less clothing, then boys will buy my comics/DVDs more often.” If “less clothing is futuristic” was the actual reason, then Shirow would have drew Batou walking around in a Speedo all the time.

        • Shodex says:

          My points were actually separate. That having been said, Batou not being in a speedo all the time might be one of the biggest flaws of the franchise. Though sex appeal is common in cyberpunk settings due to it traditionally being set in a seedy part of the city, another example of pantsless cyber-girls link to i.imgur.com

          My actual (non-Ghost in the Shell related) point was just that historically, we’ve seen women in particular wearing less and less conservative clothing. Where exposed ankles was once considered risque, women’s shorts are now commonly closer to the waist than the knee. It’s not unreasonable to assume this trend that has continued for over a century now, won’t continue in the future.

          Is it easy sex appeal for potential teenaged fans? Of course. But it’s not entirely unbelievable either.

          • LennyLeonardo says:

            True, though “believable” and “necessary” aren’t the same thing.

      • Dave Tosser says:

        The lass from Sabotain also had an aversion to trousers in promotional material:

        link to magnetica.ru

        I don’t believe that it’s some trait of cyberpunk, though. And Sabotain isn’t even worth looking up.

  3. TychoCelchuuu says:

    Hopefully they earn enough money to afford pants for that woman.

    • Sinomatic says:

      Perhaps it’s a stretch goal…

    • Jambe says:


      I find heels sillier than pantslessness by dint of their inherent, well, goofiness. Wearing no trousers (or indeed wearing pants indistinguishable from undergarments) can at least be non-silly in some contexts, whereas heels seem funny in any context.

      That’s not to say the pantslessness here necessarily makes sense in context, but… maybe? I wouldn’t be surprised if such a getup became fashionable since forms of outerwear with hemlines at the crotch are already popular public attire.

      If it’s just “conventionally-attractive woman with much exposed skin, buy our game!” then yes, predictable, boring, vaguely sad (and I say that as person who likes pin-up art, porn, etc; context is important, dammit).

  4. rexx.sabotage says:

    Even Mondo McHairdo™ must abashedly avert his eyes!

  5. pepperfez says:

    That picture is hilarious. Is that a Christmas tree in a glass elevator in back? Does the window overlook a zoo’s bear exhibit? Is she singing an aria?

    I love it all and want to be surrounded by it.

    • The Random One says:

      It feels like a screen capture from a Mexican soap opera.

  6. Terragot says:

    “…You will meet Alice, a woman you will fall in love with and you will never want to leave again…”

    Seems while playing god and making a VR experience, he’s forgetting that, as a designer, you cannot control player will, only influence it or justify excusing it entirely.

    It’s all well enough having the player play a character who is in love or falls in love, but it feels as though we are being asked to play ourselves in this game. With the story relying on the player feeling specific emotions, I think I may find myself suffering an existential crisis during my playthrough.

    That is, if I ever get all the peripherals to play the thing.

    • Jeroen D Stout says:

      Is it not just timeless marketing language?
      “You will SHUDDER as Zod fights Superman!”

      Not that games have a bit of an iffy relationship with the ‘you will…’ language, but that stems from (I think) a long tradition of making games all about the players where Interesting Things Will Happen To You And You Will Feel Great.

  7. satan says:

    Alzheimer’s disease could make for an interesting story… in a Kafkaesque way…

  8. Jerppa says:

    Is this one of those artsy fartsy “games” that don’t let you kill hundreds of foreigners?

  9. Shazbut says:

    The CEO seems like a nice guy.

  10. mxxcon says:

    I’m suspicious of this…
    11 developers are asking for only $30k to release a game that’s a year away…
    Avg developer gets paid $80k+/year.
    Math does not make sense.

    • Shodex says:

      You know, Kickstarter should require campaign posters to visually show what the money is going into. So that we really know what the investment is.

      Like if we click the money count at the side, it slides down and reveals a series of smaller money counts with labels just saying what each cut of the pie is being fed to. “Art”, “Voice Acting”, “Marketing”, etc.

    • Baines says:

      The Kickstarter doesn’t claim that the game is the full-time job of 11 people, just that there are 11 people involved.

      Nor does the $30,000 being asked for necessarily supposed to cover all costs, as they just say that they have “a lot of passion but not so much money”. This isn’t Skullgirls, with LabZero asking people to fund full business expenses and industry salaries. It is more like Yatagarasu.

      And the frills are all stretch goals. An additional $35,000 for voice acting in three more languages. Another $35,000 for multiple solutions to puzzles. Another $15,000 for motion capture animations. Another $15,000 for a full time composer. Another $20,000 for professional sound effects. (Note that none of the 11 people are listed with audio-related job titles.)

      And there is at least this:
      Q: “What if the guy in your cool pitch video takes the money and vanishes to a comfortable retirement in Hawaii where he feigns a humble existence driving a bus?”
      A: Flavio is an known international actor, he can’t disappear that easily. You’ll always be able to find him and kick his ass.

    • fish99 says:

      I don’t think the average indie developer earns 80k. Many will be doing it part time while having another job, or living off savings, or even with parents, and they won’t be drawing a salary.

      (btw I’ve no idea if these guys are indie, CBA to look at the kickstarter page)

  11. Dinjoralo says:

    I feel that making a game that requires two really expensive peripherals is a bit… silly, I’ll just say.

  12. Ahtaps says:

    “digging into the memories of a chap”
    “it’s now toting a new plot about love and rockets”
    To The Moon’s getting an Oculus Rift port? I’m only half being facetious, but it does sound a bit familiar on the surface of it all.