Sony and Vince Gilligan Working on Breaking Bad VR Experience

breaking bad

Ever wondered what it'd be like to hold that smooth, blue glass in your hands? Ever wondered what it'd be like to suit up and hit the lab with Walter White and come face to face with the lords of the chemical underworld as depicted in Breaking Bad? It sounds like Sony is going to give you that chance. A Breaking Bad VR experience is in the works, and it will be coming to PlayStation VR... sometime.

According to Variety, Breaking Bad creator and writer Vince Gilligan is dedicated to bringing the project to life, but details are scarce at the moment. We do know that this will be a "non-game," so expect something like a Telltale game that you can watch from the inside. The project was initiated after Gilligan went hands-on with VR for himself and became inspired by the technology.

"We set up a day at our campus where we brought seven of the best show runners [Sony Pictures Television] work with, like David Shore of 'The Blacklist' and Ron Moore, who did 'Battlestar Galactica,' Vince and some other folks," says Andrew House, global chief executive of Sony Interactive Entertainment, the company's video game division. "And they just played around with VR. Several of them were intrigued, but Vince was the one who said, 'I really want to do something with this. I want to experiment with this.'"

Even though it's explicitly stated that this will be a "non-game," I mentioned that it might be something like a Telltale adventure because it will be developed using computer graphics instead of live-action filming. Because the technology for 360° video is still somewhat limited, using CG visuals will allow for a more immersive storytelling experience overall.

As virtual reality beings to find its footing as a mainstream platform, experiences such as this will be vital in attracting more casual gamers and non-gamers. "I think [this] could be another interesting way to see how VR can drive towards the mainstream," Andrew House remarked. For many, virtual reality is still somewhat prohibitively expensive and limited in its appeal. Hard-core gamers have to come to grips with its technological limitations, while casual crowds tend to be turned off by the process of procuring, setting up, and operating the technology. Must-see and must-play experiences based off of hit shows and licenses will go a long way in reaching mass audiences more effectively.

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