Phosphor Games’ The Brookhaven Experiment Ups the Difficulty with Major Update

Since developer Phosphor Games released its first-person shooter (FPS) The Brookhaven Experiment in July the team has ensured the title runs as smoothly as possible with several updates on Steam. This week the studio has unveiled its biggest update list to date, with new features as well as various tweaks and improvements.

For players that find The Brookhaven Experiment a bit too easy, now there’s Hard and Apocalyptic, which both apply to campaign and survival modes. Throwables such as grenades have had an overhaul, with items now detonating in a more consistent and reliable manner.

The Brookhaven Experiment screenshot

Its not just improvements to the videogame on HTC Vive that the studio has been working on. Earlier this week VRFocus reported on Phosphor Games confirming it would be porting The Brookhaven Experiment to Sony Interactive Entertainment’s (SIE’s) PlayStation VR headset, although no release date was given.

The full changelog of updates can be seen below and VRFocus will continue its coverage of The Brookhaven Experiment, reporting back with any further announcements.
Options screen for things like super-sampling, flashlight shadow-casting, and right vs. left-handed controls.

New difficulty levels! The “default” difficulty that you’ve all been playing is “Normal” difficulty; we’ve added “Hard” and “Apocalyptic.” Set difficulty from the options screen. Difficulty level affects both campaign and survival modes.

Major fixes to throwables; they now detonate reliably and affect all the enemies they are supposed to.

Molotov cocktail has been replaced by the “chemical grenade.” It works similarly: toss the chem grenade to create a puddle of toxic green goo that damages enemies who walk through it. It’s especially effective against arachnids.

You can now switch to special ammo using the menu button, and you get two full magazines worth for whatever gun you’ve chosen.

Campaign difficulty ramp has been tweaked.

New thumbpad menu is larger and easier to read. It only exists on the flashlight/knife controller, and allows you to quit to main menu and instantly swap hands.

Some content has been optimized for performance.

Updated “low health” post-effect to be less obtrusive.

Lucky charm has some new gameplay effects, which we will let you discover for yourself!
Survival Mode changes:

You still acquire SP at the end of every wave, but now the guns and upgrades you purchase stay unlocked – you don’t have to purchase them again every wave.

Throwables in survival mode are now acquired by finding and shooting the wooden “munitions crate.” There’s one in every wave. Maybe there’s a way to get two or three to appear?

The difficulty ramps up more aggressively.

You get a score and a grade when you die. High scores and grades are stored in your save file and displayed at the survival mode map screen. Try to get grade “SSS” in every survival map, we dare you!

Officially Branded PlayStation VR Accessories Revealed

The PlayStation VR head-mounted display is mere weeks from consumer release, and with that comes both anticipation and preparation for the launch. Many readers will have already familiarised themselves with VRFocus guide to the best accessories for PlayStation VR, but today comes the reveal of something altogether different.

The success of modern virtual reality (VR) has often been said to hang on the idea of convincing people to try it: those who have a good experience in their first instance quickly become believers. So what better way to get people to experience VR than through their early-adopter friends? Sony Interactive Entertainment (SIE) has already thought of this it seems, partnering with RDS Industries to manufacture the officially branded ‘RDS PlayStation VR Headset and Accessories Deluxe Carrying Case’.

RDS Industries PlayStation VR Case_1

The RDS PlayStation VR Headset and Accessories Deluxe Carrying Case features separate compartments for the PlayStation VR HMD with cable, processor unit and AC adaptor pockets. A removable mesh pocket holds PlayStation VR HMD Connection cable, HDMI cable and USB cable Hard Shell case for maximum protection.

Measuring 15 x 9 x 7.8 inches, the RDS PlayStation VR Headset and Accessories Deluxe Carrying Case is compact in design given the size of the HMD and necessary cables/processor unit, and has a top-mounted carrying handle for portability. It should be noted however, that there is no space within the RDS PlayStation VR Headset and Accessories Deluxe Carrying Case for software. Of course, it is generally expected that most PlayStation VR early adopters will purchase videogames and experiences for the HMD digitally, and thus can be accessed via any PlayStation 4 console upon which their PlayStation Network (PSN) account is installed.

Available to pre-order via Amazon, the RDS PlayStation VR Headset and Accessories Deluxe Carrying Case is priced at $59.99 USD and set for release in North America on 31st October 2016. No UK or European release has yet been announced, but of course VRFocus will keep you updated with the latest details on this and other officially branded PlayStation VR accessories.

New Trailer for Secret Sorcery’s PlayStation VR Launch Title Tethered Released

With Sony Interactive Entertainment’s (SIE’s) PlayStation VR only a few weeks away from launch all eyes will not only be on the head-mounted display (HMD) but also the videogames available on day one. PlayStation VR is due to have quite a sizeable selection of titles with Secret Sorcery’s Tethered featuring. The studio has today released a new trailer detailing more of the title and its story.

The debut virtual reality (VR) title from Secret Sorcery, Tethered is a magical strategy videogame where players have to save the world and its inhabitants ‘peeps’ from evil. The new trailer showcases the hand drawn artwork and aesthetics that players can expect to see, with floating worlds, distant waterfalls and the colourful creatures that populate the world.

Tethered - Screenshot18

On the PlayStation.Blog Alan McDermott, Creative Director, Secret Sorcery talked about some of the work that’s gone into Tethered: “As we approach master submission, our dedicated and passionate little team continue to pour all of our energy into polishing the game and ensuring it offers loads of entertainment and a real strategic challenge.

“We’ve added depth and complexity to the buildings, resources and combat systems. We’re also continuing to carefully craft the beautiful worlds of Tethered – delicately hand painting objects and landscapes and creating a lush audio experience to ensure we maximize the magical sense of wonder when you take your first steps in our universe.”

VRFocus got to preview Tethered back in June and also sat down with Managing Director, Scott Kirkland for further details on the project. For all the latest updates on Tethered and Secret Sorcery, keep reading VRFocus.

Unreal Engine 4.13 Released, Bringing VR Editor Improvements

Early last month Epic Games released a preview for the next version of its ever popular middleware software, Unreal Engine 4.13. Now the company has fully launched the update, bringing with it lots of new additions, including some virtual reality (VR) specific improvements.

Unreal Engine 4.13 features a massive amount of update information with all of the changlog listed on the Unreal Engine Blog. The main VR additions are: VR Mesh Painting, allowing users to paint on textures and mesh vertices; Foliage Painting, giving the option to paint various foliage types; Colour Picker, so users can change colour properties on lights and other actors as well as selecting colours for Vertex Painting and Texture Painting in VR.

There’s also Play from VR Editor, enabling developers to prototype projects; an improved VR Transform Gizmo; a VR Editor Flashlight and the ability to take screenshots directly in the editor.

Below is a further list of VR improvements in Unreal Engine 4.13, and for all the latest Unreal Engine news, keep reading VRFocus.

Unreal Engine Foliage Painting

VR:

New: Added a “Start in VR” project setting, which will force a project to try and start in VR mode, regardless of whether or not it has -vr specified on the commandline.

New: Added additional Motion Controller types, to allow for extension to devices that have more than just left and right trackers.

New: Added GoogleVR (Cardboard) support for iOS, updated SDK.

New: Added in “Get HMD Device Name” function to the HMD function library, which allows you to identify which plugin (e.g. Oculus Rift, SteamVR, PSVR) is currently active.

New: Added Oculus 1.6 runtime support.

New: Added fix for flickering shadows on translucent surfaces in VR.

New: Updated haptics system so that it can now take a buffer of values to playback asynchronously on devices.

New: Added PlayStation VR ‘2DVR’ reprojection mode.

2DVR is a way to display a static image on a quad temporarily while in VR output mode. Intended for loading screens, etc.

Exposed to blueprint through Morpheus Function Library.

New: Implemented HMD Setup dialogs for PlayStation VR at startup and if the HMD is disconnected at runtime.

New: Exposed PlayStation VR “Hmd Reprojection Set Output Min Color” function to blueprint.

Sets the minimum output color from reprojection processing. Can be used to mitigate certain vr artifacts (including dark smearing and rendered area edge visibility).

Note: Tone Mapping and Color Correction can achieve some of the same effects, but are cross-platform.

New: Added Steam VR Stereo Layer Support.

Bugfix: Fixed crash when running with an HMD with no microphone.

Bugfix: Fixed a crash with the Steam Controller plugin enabled where applying a dynamic force feedback to the controller could crash the editor.

Bugfix: Fixed crash when polling for position and orientation of an HMD from animation skel controls.

Bugfix: Fixed crash with Gear VR when transitioning levels with an active HUD.

Bugfix: Fixed bloom artifacts when changing screen percentage in VR.

Bugfix: Fixed module loading race condition in Steam VR plugin.

Bugfix: Fixed assert on Google Daydream soon after startup (likely related to heat-induced throttling).

Bugfix: Fixed Motion Controllers on remote clients using data from attached motion controllers. Can now replicate motion controllers across the network without having local devices interfere.

Bugfix: Fixed outstanding issues with OSVR rendering performance and stereo convergence in the headset.

Prevented the output log from being spammed for every single shader compile when instanced stereo is enabled for a shader platform that doesn’t support it.

Updated Steam VR detection code to now use a lighter weight function, which will not launch Steam VR unless it is chosen as the active platform

VR-EDITOR:

New: Updated foliage mode to now be fully integrated with VR Editor mode. You can paint down foliage while in VR!

New: Added World button to the Quick Select menu to allow access to the World Settings menu.

Bugfix: Fixed an issue where duplications could not be undone.

Bugfix: Updated laser double-click events to now be sent when the trigger is pressed rather than when it is released.

Bugfix: Fixed an issue where the Mesh Paint tool was not showing the Brush Preview.

Bugfix: Fixed an issue where Foliage tools were active even without the controller’s trigger being pressed.

Foliage reapply tool.

Foliage Lasso tool.

Bugfix: Fixed an issue where the laser’s hover point in the VR Editor actor wasn’t projected onto the corrected plan while rotating, translating, and scaling using gizmo.

This fix snaps the hover point to the nearest line or plane according to the transformation.

Bugfix: Fixed an issue where the brush preview was still present while using a Foliage brush and hovering on top of the UI.

Removed the “Simulate” button in the toolbar of the blueprint editor while in VR Editor mode because we currently cannot simulate in this mode.

 

FOVE to Showcase 3 New Demos at Tokyo Game Show 2016

The Tokyo Game Show 2016 takes place in Japan in a couple of weeks time and today virtual reality (VR) head-mounted display (HMD) manufacturer FOVE Inc. has announced it’ll be in attendance. The company will be showcasing its newly designed headset alongside three new titles that make use of its built in eye-tracking.

The three videogames at TGS 2016 will be Project Falcon, Judgement and Functions. Project Falcon is a first-person shooter (FPS) in which players manoeuvre using eye tracking as well as locking on to an enemy.

FOVE new design Black

While Judgement is a story driven escape game where progress is made by what a player is looking at and focused on rather than given various options to choose from. Starting with the player being imprisoned there’s an interrogation to go through, and depending on what catches their eye a different ending awaits.

The final title Functions is a collection of mini games with FOVE’s latest eye tracking technology applied, such as controlling the character with eye movements or changing aspects of the environment by the opening and shutting the eye.

At the recent SIGGRAPH Computer Graphics and Interactive Techniques Conference and Exhibition, FOVE revealed a redesign of its headset. The new design features a more lightweight construction, removing the solid side panels and replacing them with straps instead. This will help to reduce weight and size and also improve wearability and comfort whilst making the product more efficient to produce. TGS 2016 will see the introduction of a new colour variation as well, with the new HMD now sporting a black finish.

TGS 2016 will be taking place from 15th – 18th September at the Makuhari Messe, Tokyo, Japan, with the first two days dedicated to trade and industry professionals while the final to days will be open to the public.

VRFocus will continue its coverage of TGS 2016, reporting back with any further VR announcements.

FOVE to Showcase 3 New Demos at Tokyo Game Show 2016

The Tokyo Game Show 2016 takes place in Japan in a couple of weeks time and today virtual reality (VR) head-mounted display (HMD) manufacturer FOVE Inc. has announced it’ll be in attendance. The company will be showcasing its newly designed headset alongside three new titles that make use of its built in eye-tracking.

The three videogames at TGS 2016 will be Project Falcon, Judgement and Functions. Project Falcon is a first-person shooter (FPS) in which players manoeuvre using eye tracking as well as locking on to an enemy.

FOVE new design Black

While Judgement is a story driven escape game where progress is made by what a player is looking at and focused on rather than given various options to choose from. Starting with the player being imprisoned there’s an interrogation to go through, and depending on what catches their eye a different ending awaits.

The final title Functions is a collection of mini games with FOVE’s latest eye tracking technology applied, such as controlling the character with eye movements or changing aspects of the environment by the opening and shutting the eye.

At the recent SIGGRAPH Computer Graphics and Interactive Techniques Conference and Exhibition, FOVE revealed a redesign of its headset. The new design features a more lightweight construction, removing the solid side panels and replacing them with straps instead. This will help to reduce weight and size and also improve wearability and comfort whilst making the product more efficient to produce. TGS 2016 will see the introduction of a new colour variation as well, with the new HMD now sporting a black finish.

TGS 2016 will be taking place from 15th – 18th September at the Makuhari Messe, Tokyo, Japan, with the first two days dedicated to trade and industry professionals while the final to days will be open to the public.

VRFocus will continue its coverage of TGS 2016, reporting back with any further VR announcements.

Ninja Theory Launches Virtual Character Company Senua Studio

Back in March at the Game Developers Conference (GDC) 2016, Ninja Theory in collaboration with several other companies held a technical showcase of live performance capture for Hellblade: Senua’s Sacrifice. Today the UK-based developer has announced Senua Studio, a new division offering specialised services to bring real-time virtual characters to life for stage, film, broadcast, videogames and virtual reality (VR).

With Senua Studio offering solutions for live capturing and rendering of realistic digital characters in virtual worlds, companies working with the studio will be able to rely on an entire technical pipeline. From the creation of realistic digital characters to making virtual sets, the Senua team allow cutting edge animation technologies to be accessible without the need for internal expertise.

Hellblade Senua's Sacrifice

Speaking of the announcement, Tameem Antoniades, co-founder of Ninja Theory said “We have demonstrated working solutions today, and want to push forward the future of real-time entertainment, be it live performances of digital characters for stage or broadcast, shooting fully-rendered CG scenes in real-time for previs, or interacting with believable characters in VR.”

While Nina Kristensen, co-founder of Ninja Theory and CEO added “With Senua Studio we are offering our considerable technological, artistic and production expertise to visionary partners excited about the impact real-time technology could have for their business”.

There are four key areas that Senua Studio can now cater for: Live Performance; Realtime Cinematography; Pre-Visualization and VR Experiences. With the studio’s real-time tech the team can capture actors, music artists and performers straight on to digital characters for stage or broadcast. Its real-time cinematography expertise allows shooting, editing and rendering final or near-final quality cinematics quickly, rather than the weeks or months it takes with traditional methods. While VR will be a key area for Senua Studio as the real-time virtual human technology will help deliver richer more immersive experiences.

For all the latest VR related news from Ninja Theory, keep reading VRFocus.

15 Titles Confirmed for OSVR HDK Through Developer Fund

A couple of months ago Razer, one of the main companies behind the Open Source Virtual Reality (OSVR) head-mounted display (HMD), announced the creation of the OSVR Developer Fund. The fund encourages studios to make content for the OSVR headset and today Razer has announced fifteen new titles that will be coming, or are already available to HMD owners.

Of the 15 videogames announced today some will be instantly familiar to virtual reality (VR) enthusiasts, with titles such as Radial-G: Racing Revolved, The Brookhaven Experiment, PolyRunner and A-10 VR already available for HMDs such as Oculus Rift, HTC Vive and Gear VR.

OSVR HDK 2 headset

Below is the full rundown of the videogames coming to OSVR HDK in the next few months:

Limb by Interdiction Studios – Available Q4 2017

Abduction by Red Iron Labs – Available Oct 31st 2016

PolyRunner by Lucid Sight – Available TBA

RC Soccer VR by Beatshapers – Available Q4 2016

StarDrone VR by Beatshapers – Available Q4 2016

Theme Park Studio by Pantera Game Studio – Available TBC

Alice VR by Carbon Studios – Available Oct 2016

Infinite by Project: Gateway VR Studios GmbH – Available Sept 2016

The Hum: Abductions by Totwise Studios – Available TBA

Redout by 34BigThings – Available Sept 2016

The Brookhaven Experiment by Phosphor Games – Available Q4 2016

A-10 VR by Futuretown – Available Q4 2016

Descent: Underground by Descendent Studios – Available Now

Radial-G: Racing Revolved by Tammeka Games – Available Now

CDF Starfighter by Mad About Games Studios Ltd – Available Sept 2016

These titles are just the first, the OSVR Developer Fund has received hundreds of applications and further content will be announced in Q3.

Razer has also announced support for WebVR. This means owners of the HDK 1.x, HDK 2 or any OSVR supporting devices can now experience VR apps via their browser.

VRFocus will continue its coverage of OSVR, reporting back with any further announcements.

Psychological Thriller Weeping Doll Seeks Steam Greenlight Support

Steam Greenlight has been a useful avenue for virtual reality (VR) developers seeking to gain notice of their projects and to succeed in launching a videogame on the popular retail platform. Today Chinese developer TianShe Media’s debut VR title Weeping Doll has arrived, looking for community support.

Weeping Doll is a psychological thriller where players are cast as the titular weeping doll, uncovering a storyline about a missing family and the empty house in which it resides.

Weeping Doll screenshot

Designed from the ground up for VR and supporting both the Oculus Rift and PlayStation VR head-mounted displays (HMDs), Weeping Doll mixes exploration with puzzle solving as players need to search the home, scour every room and scrutinise over every detail to piece together the story. The videogame will reward players curiosity, unravelling more layers of the story the house is explored, not just by looking but also keeping an ear open.

Created using Unreal Engine, TianShe Media has created what it calls the Shadow Step system. This the studio claims reduces simulator sickness, allowing the player to move around the environment using the controller while seated comfortably.

A VR specialist studio, TianShe Media was founded in early 2015 to create unique experiences for VR players. The team comes from a diverse range of backgrounds and skills: from seasoned game developers from the likes of 2K Games China (Civilization, Top Spin, Borderlands Online) to Escape Room designers.

The title was first revealed at Sony Interactive Entertainment’s (SIE’s) PlayStation VR Asia Conference, as part of the Chinese developers section. These also included Ace Banana; MIXIP; Kill X VR; Pixel Gear; Dying Reborn, Phantom World. Then earlier this week Oasis Games, a Chinese publishing partner of Sony Computer Entertainment Shanghai (SCES) revealed Weeping Doll along with four other titles coming to the headset during the launch window.

Weeping Doll is scheduled for release in Q4 2016, and for all the latest Steam VR news, keep reading VRFocus.

Sign Up for Dragon Front Beta Tomorrow

Yesterday VRFocus reported on developer High Voltage announcing that when customers bought its first-person shooter Damaged Core they would also get access to the beta build of upcoming collectible card game (CCG), Dragon Front. Now the studio has announced it’ll be accepting sign-ups for the closed beta build from tomorrow (2nd September).

For anyone interested in joining the beta for Dragon Front all you have to do is head to DragonFront.com and fill in the required details. Players can also try the game out and sign up for beta in-person at the High Voltage booth at PAX West, Washington State Convention Center, Seattle.

Dragon-Front-Screenshot700

High Voltage and Oculus Studios are collaborating on Dragon Front which the two announced back in February 2016. Immersing players in a world of diesel-punk high-fantasy where each spell cast, minion summoned, and fortification built is rendered in a fully-immersive battleground, the title features 280 characters, 80 different encampments, and more than 100 spells among four thematically diverse armies. Dragon Front allows opponents to challenge each other face-to-face with head-tracking and Voice Over IP on a 4×4 grid. As players engage in war the battle field comes battlefield alive with mobile squads, rampaging giants, intimidating war machines, soaring projectiles, fire-breathing dragons and much more.

Earlier in the year VRFocus caught up with Keith Hladik, Producer, High Voltage at the Game Developers Conference (GDC) 2016 to get further details of the project.

Dragon Front is scheduled to launch later this year but High Voltage hasn’t yet confirmed a solid date. As VRFocus learns more about Dragon Front we’ll report straight back.