‘Detached’ Review

Straight out of Early Access on May 18th, Detached (2017) promises to deliver that free-flying experience, complete with smooth-turning that only a section of the most hard-core first-person VR junkies crave. Offering a single-player mission based on navigation puzzles and an online capture-the-flag multiplayer, space pioneers hoping for a long-term solution to their need for exciting and comfortable zero-G fun may have to look elsewhere.


Detached Details:

Official Site

Developer: Anshar Studios
Available On: Home (Oculus Touch), Steam (HTC Vive, Oculus Touch, OSVR)
Reviewed On: Oculus Touch, HTC Vive
Release Date: May, 18 2017


Gameplay

A deserted space station seems like a real treasure for two scavengers looking for loot. Another routine salvage. Everything is going according to plan. Suddenly, system alerts indicate a problem in the cargo area. It turns out that a group of scammers has infiltrated the station and will do anything to seize its precious cargo. The startup procedure has been initiated… There’s no time for retreat…

Primed with TV series like Firefly (2002), Cowboy Bebop (1998), and films like Event Horizon (1997) and the Aliens franchise, going on a real life space salvaging mission sounds like serious fun. Unfortunately, the text above is little more than flimsy pretext for zipping around a single level filled with a small collection of space hubs—indoor environments that ultimately deliver humdrum, navigation-based puzzle-mazes.

Interiors, while beautifully rendered, are strangely aseptic in Detached besides the odd fuel canister or oxygen tank. While both fuel and oxygen are finite, there was only a single moment when I almost ran out of air, and that was only because I began to ignore all of the tanks littered throughout the game. With no real need to survive, my interest generally fell on the puzzles ahead.

the only task here is opening a single door, image courtesy Anshar Studios

Most puzzles are simple with the most difficult tending to be time trials which come down to how well you can maneuver in the zero-G environment. In the end, I felt like 3/4 of the hubs were overly consumed with tutorializing the various systems; boost, shield and rockets, than letting you genuinely explore.

Locomotion in Detached is achieved either through hand controllers or gamepad, the latter of which felt more natural despite the environmental suit (EV suit), flight stick theme the game is running with. The game is a forward-facing experience best piloted from the safety of a chair. I talk more about the game’s locomotion and some of its drawbacks in the ‘Comfort’ section.

get everything on-line and you’re done, image captured by Road to VR

The single-player mission took me about an hour to complete, and although the open space scenery promises some awe-inspiring vistas and a modicum of that ‘space pirate feel’ I was hoping for, I couldn’t help but feel like I was on rails going from hub to hub. Boost gates are placed tactically throughout the map, which promise convenience but also detract from the ‘found wreckage’ feeling the game professes in its description.

Finishing the single-player portion, I was then urged by the game to play the online multiplayer, a capture-the-flag mode taking place on two maps. Only the original map made for Early Access was available to me though, so I can’t speak to the quality of the second. Using shields, boost and your EMP rockets, you’re tasked with out-flying and neutralizing your opponent so you can grab and return a randomly spawning flag.

If multiplayer is supposed to be the star of the show, there’s still much that studio needs to do to ensure ongoing interest for old and new players alike. Despite offering a few truly fun sessions of hide and seek as you hunt down your opponent and reclaim the flag, I have some concerns about the overall health of the multi-player mode. It’s pretty straight forward, and admittedly much more fun then a the single-player game, but with only two maps currently available and only a capture-the-flag mode, replay value doesn’t look promising. Also, with no apparent ranking system in place, you’ll also be randomly matched with another person regardless of how much time either of you’ve been playing. And if you have mastered the game’s locomotion, the danger of your sole opponent rage quitting (ending the match) is a real barrier to creating a healthy player base.

Immersion

Scenery alone can go a long way in terms of creating immersion, and lower budget, albeit competently-built productions like Detached definitely capitalize in this area with some good-looking environments. Yes, they’re too clean to be believed, and yes, they’re obviously contrived for the purpose of being a puzzle and nothing more, but they do look quite good.

Your shadow projected on a nearby wall or asteroid certainly does the trick too.

image captured by Road to VR

Wearing your trusty space helmet, you’re given a heads-up display (HUD) populated with oxygen/fuel indicators and mission objectives, all useful in their own right. These near-field elements are projected at an uncomfortably close distance though, making me less willing to pay attention to them. This is because current VR headsets don’t let you see near-field objects like you would outside of the headset. Without going into too much detail, it has to do with the fact that your eyeballs are converging correctly on a digital object, but you’re not focusing the way you normally would because the light from the display is focused at the incorrect distance. Check out this article on dynamic focus tech in AR for the full explanation.

A big hit to immersion comes when you try to reach out and touch something, like batting away a canister. You’ll soon find your hands are nothing more than ghostly controllers, and fiddly ones at that.

Comfort

Admittedly the studio offers some forewarning when it calls Detached “an extreme VR experience that simulates sudden and dramatic acceleration, freefalling, twisting, and rolling,” but this advisory doesn’t excuse it entirely. While the game provides you with a helmet that offers the ‘anchored feeling’ of a cockpit, this isn’t a panacea to the zero-G locomotion scheme. Let’s talk about smacking into shit.

image courtesy Anshar Studios

In most first-person VR games, when you slam into something or otherwise encounter an immutable barrier, you’re treated with some degree of respect, which could mean a fade to black, or a reduction of physics so you’re gently slowed to a halt. But slamming into a wall or a simple fuel canister in Detached—which happens constantly because of the close quartersinvariably sends you head-over-heels on a spinning, wild ride that doesn’t stop even when you’re dead, making you scramble for the ‘reload’ button on the screen as your virtual POV is tossed about willy-nilly.

Since the game makes heavy use of the boost function and is chock-full o’ low ceilings and random pipework, you’re bound to hit something on accident eventually. The last hub, to my anguish, was exactly this—a sort of proving ground for every game mechanic you learned along the way. Disorientation due to the repeated us the same interiors and too many blunt force deaths forced me out of the headset and onto my couch for a few hours because I stupidly thought I had my “VR legs.” Reentry was a less attractive prospect.

To my surprise, there are actually two locomotion styles on offer, but neither seem to fix what was mentioned above.

It’s been a while since I’ve played a game like Detached, and although I personally think it has more in common with an Oculus Rift DK1-era PC port than a modern made-for-VR game, there is obviously still a group of people who prefer the front-facing, vestibular system-whirling wild rides it has on offer. I don’t think I’m wrong when I say most of us left those behind and never, ever want to look back.


This is a review of the full version of the game which is due on Thursday, May 18th. 

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Microsoft: “Holiday 2017 is Going to be Phenomenal”, E3 to See More Mixed Reality Announcements

Microsoft Technical Fellow and chief inventor of HoloLens, Alex Kipman, took the stage today at Microsoft Build 2017 to show off a number of upcoming mixed reality hardware and software streaming out of the company and its partners. Among the announcements—including pre-orders of Windows Holographic Headsets from Acer and HP and a new VR hand controller—was a teaser for more to come at E3 in June.

“Holiday 2017 is going to be phenomenal,” said Kipman. “We have a product lineup that customers really want. I hope you tune in to E3 to learn more about Windows Mixed Reality content story for this holiday.”

Many of the headsets taking part in the Windows Holographic program including Asus, Dell, 3Glasses and Lenovo have yet to receive a street date. There’s also no telling what bundle deals Microsoft will push to entice newcomers to their Universal Windows Platform-flavor of virtual interactions.

image captured by Road to VR

As it is, HP and Acer’s headsets are set to arrive to developers in August, which according to Kipman will be the exact same models shipping to consumers later in 2017.

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‘Battlezone’ Launches on Steam and Oculus Store

Battlezone (2016), the low-poly, high-action reboot of the classic Atari game, launched as a timed exclusive with PlayStation VR when it hit shelves in October of last year. Today owners of HTC Vive, Oculus Rift, and OSVR can now strap into the cockpit of the game’s sci-fi hovertanks.

Designed by Rebellion to work with gamepad (and Touch controllers for Oculus Store purchases), the new PC version of the game promises higher resolution textures, shadows, reflections—basically higher resolution everything to make good use of the graphical horsepower of VR-ready gaming PCs.

You can find it on Steam for all Steam VR supported headsets and Oculus Store for the Oculus Rift.

Here’s a peek into what Rebellion says is possible with Battlezone.

EPIC VR TANK WARFARE
Battlezone offers unrivalled battlefield awareness, a monumental sense of scale and breathless combat intensity.

LIMITLESS SOLO & CO-OP PLAY
Experience a thrilling campaign for 1-4 players where different environments, enemies and missions blend together across a procedurally generated campaign. No two playthroughs will be the same!

DEVASTATING ARSENAL
Unleash destructive weapons and awesome special equipment, from laser-guided missiles and rail guns to EMPs and shield boosts

CUTTING-EDGE UPGRADES
Unlock more powerful tanks, weapons and special equipment and pick from hundreds of deadly combinations!

CLASSIC MODE
Experience where it all started with Classic Mode – featuring original two-track controls and worldwide leaderboards to test yourself against!

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Google Acquires Owlchemy Labs, VR Game Studio Behind ‘Rick and Morty VR’, ‘Job Simulator’

In an interesting move, Google has acquired Owlchemy Labs, makers of the multi-platform hits Job Simulator (2016) and Rick and Morty: Virtual Rick-ality (2017).

As far as VR game studios go, Owlchemy Labs is not only one of the most senior, but one of the most successful out of the gate. While in no small part due to the fact that the studio’s breakout success Job Simulator was available at launch for HTC Vive, PlayStation VR and then later Oculus Touch, the company has become well-known for tackling some of the early problems in VR like creating believable, 1:1 object interaction. Of course, it’s not only a primo spot at launch and some refined mechanics that helped generate over $3M in sales for Job Simulator—the game is also worth plenty of laughs.

And the same goes for their latest game, Rick and Morty: Virtual Rick-alitywhich utilizes the same type of object-based interactions set to the ridiculous and off-beat stylings provided by show maker Justin Roiland.

image courtesy Owlchemy Labs and Adult Swim Games

But what does Google have in store? Are they going to be bankrolling VR games, acquiring more studios to produce a fleet of Google-made content, or do they have something else up their sleeves? Healthy speculation time: The reason for acquiring Owlchemy Labs may have had more to do with their unique understanding of VR interaction design.

The studio hasn’t shied away from experimenting with entirely new types of UI, in-engine mixed reality solutions, and creating a robust object interaction format upon which more VR content of all types, be it games or otherwise, can be produced. Having that, including the talent that created it, could be a serious asset in creating grander, wider-reaching VR applications in the march forward towards mass adoption.

Owlchemy says via the blogpost announcement that the acquisition means the studio will continue building VR content for platforms like the HTC Vive, Oculus Touch, and PlayStation VR. This most importantly includes a focus on hand interactions and high quality user experiences.

Job Simulator, image courtesy Owlchemy Labs

Google says that together, they’ll be “working to create engaging, immersive games and developing new interaction models across many different platforms to continue bringing the best VR experiences to life.”

Owlchemy sums it up: “We both believe that VR is the most accessible computing platform and that there’s a ton of work to be done, especially with regards to natural and intuitive interactions. Together with Google, with which we share an incredible overlap in vision, we’re free to pursue raw creation and sprint toward interesting problems in these early days of VR.”

We’ll no doubt see more from Owlchemy Labs in the years to come, and while we can’t say just yet what Google has in mind regarding the acquisition, one thing is for sure: whatever comes out of it is going to be exciting, ridiculous and absurdly polished.

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Valve and Pixvana Bring High-quality Adaptive VR Video to Steam, Beta Launches Today

Pixvana, makers of the cloud-based 360 video creation studio SPIN, today announced that their software services—integrated at the core of Valve’s own Steam 360 Video Player—will be launching today into beta. This effectively lets SPIN users publish their VR videos directly to the Steam Store, but more importantly means VR headset owners will be able to browse and watch high-quality streaming content (up to 12K) directly in Steam using their Steam VR-supported headset.

First announced at last year’s Steam Dev Days, Valve’s partnership with Pixvana and cloud computing company Akamai set out to create a VR video player that would let you watch adaptive, high-quality 360 video with the idea of only consuming a fraction of the bandwidth you might normally use.

To do this, Valve integrated Pixvana’s SPIN Play SDK, which enables playback and streaming of VR/360 content in multiple formats via the company’s free and open standard, the Open Projection Format (OPF). While the video player has the ability to chug through multiple types of encoded content including standard spherical video, the secret sauce of offering video at what Pixvana calls “up to 12K VR master at HD bitrates” (mentioned at Dev Days to be between 8K-10K) actually comes down to Pixvana’s own tile format, which streams the content in individual sections to reduce bandwidth usage. Pixvana calls its method Field-of-View Adaptive Streaming (FOVAS).

Depending on where you look within the 360 projection determines which tile is rendered at its highest quality—a clever trick to deliver good-looking video without having to render the entire sphere at top quality.

“We’re working hard to help all content creators and consumers create immersive experiences that look sharp and feel life-like. We are excited to partner with Valve to bring these solutions to a vast audience so that people everywhere can experience VR’s true potential,” said Pixvana Co-Founder and CEO Forest Key.

SPIN also includes a content management and encoding tool to let users prepare, review, and encode high-resolution mono or stereo content ready for playback on Steam with just a few clicks. If you’re interested in using SPIN, you can grab a free beta trial account today.

image courtesy Pixvana

“Pixvana’s SPIN SDK has been a great asset in our efforts to empower VR content creators and provide an integrated solution for experiencing linear VR content on Steam,” said Valve’s Sean Jenkin.

You can check out a selection of SPIN-powered content on the Steam 360 Video Player directly on Steam, including Fox’s Alien: Covenant VR experience, Warner Bros.’ LEGO Batman: The Batmersive Experience, Rooster Teeth’s Red vs. Blue 360 episodes, The Pacific Northwest Ballet’s Silent Resonance, and more.

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VirZOOM Partners With AMD to Bring VR Fitness Bikes to Locations Across the Globe

Pedaling a stationary bike is kind of a sad metaphor for life: try as you may, you’re never going anywhere. But thanks to virtual reality, there might be an exercise machine coming to your local gym or arcade that promises to gamify what many people not only find to be an existential commentary on their personal failings, but also a painfully boring experience. VirZOOM, makers of VR arcade exercise games and the VirZOOM Bike Controller, recently announced a partnership with AMD that promises to provide the graphical horsepower to drive VirZOOM experiences in gyms and arcades, bringing their collection of VR games to gym-quality upright and recumbent bikes around the world.

VirZOOM (pronounced ver-ZOOM) has created a collection of VR sports games designed to combine strategy, coordination, and fitness. The software itself can be downloaded at home for free, as it supports Oculus Rift, HTC Vive, and PlayStation VR headsets (with Gear VR coming later), but the company’s proprietary VirZOOM Bike Controller, an integral piece of kit, costs a little under $400—available at VirZOOMAmazon, Best Buy, Gamestop, Target, and Walmart.

image courtesy VirZOOM

While the compact bike is designed for in-home use, VirZOOM is branching out further by retrofitting their VR games suite to gym-quality equipment across the Discover Series Life Fitness SE3 fitness bike line, making VR fitness that much more affordable considering the cost of a gaming PC, VR headset and a special exercise bike.

“Virtual reality brings new excitement to traditional fitness equipment. One of our goals is to continuously enhance the immersive exercise experience on our premium products. Combining the interactive and engaging VR experience with the performance and durability of our Life Fitness products is an example of two innovative technologies coming together. Exercisers forget that they are working out because they are so in tune with what’s going on in the game, it’s been pretty fun to see. We want to continue finding new ways to keep people engaged and moving, and partnering with VirZOOM is a testament to that,” said Amad Amin, Life Fitness product director of digital experience.

The setup will use small form factor PC’s created by AMD to go along with HTC Vive VR headsets. Besides their partnerships with Life Fitness, HTC, and AMD, ViRZOOM is also partnered with Fitbit, providing integration into the app so you can keep an eye on your distance pedaled, workout duration, heart rate, and calories burned—all automatically patched into the Fitbit app on your phone.

Games include multiplayer games like traditional cycling, horse racing, F1 racing, tank battles, and even flying on the back of a pegasus. Competitive and cooperative matches can be played by up to 8 players, including head-to-head challenges and time attacks. To further gameify fitness, you can choose your own workout and goals while collecting coins along the way to upgrade your avatar.

image courtesy VirZOOM

“Partners like AMD, HTC and Life Fitness have been instrumental in making our vision of VR exercise games in a gym setting a commercial reality. The AMD and Radeon teams have gone above and beyond to create a powerful PC experience for high-end virtual reality suitable for a commercial gym environment,” said CEO Eric Janszen.

VirZOOM was founded in early 2015 by Eric Janszen and Eric Malafeew in Cambridge, Massachusetts. Since coming out of stealth, the company has raised over $4M in their first seed round from 3 investors.

For more info in upcoming locations, visit VirZOOM.

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Microsoft Shows Windows in VR, Gives Acer VR Headset to Vision Summit Audience

Brandon Bray, Principal Program Manager at Microsoft, took the stage at Unity’s Vision VR/AR Summit 2017 to show a little more of what Microsoft has planned for the VR side of things when the first Windows Holographic headsets come later this year. And to wit, Microsoft is giving away a free Acer Windows VR headset to everyone present at today’s Unity Vision VR/AR Summit.

After reporting to the crowd that currently 91 percent of the ‘holographic’ apps built for Windows headsets (including HoloLens) were constructed using the Unity game engine, Bray showed off an app that looks uncannily similar to something you might see in a HoloLens demonstration, but this time entirely virtual in nature and intended for the fleet of Windows-centric headsets coming later in 2017.

Called Cliff House, the virtual home is meant to act as a showcase for the Windows operating system as imagined in virtual reality. According to Bray, it allows you to place and arrange your apps around the space where you can create a number of customized areas like a gaming basement, a productivity room or an entertainment hub on the balcony overlooking a mountainous landscape—essentially mirroring the HoloLens usecase of choosing which Windows apps you want to use and sticking them around your house.

“Mixed reality allows me to place a hologram in a room, and walk around it, interact with it, and engage with it as if it were really there. It also allows me to take objects, people and places from the real world and bring them into the digital world and create entirely new experiences,” said Bray speaking about the capabilities of the Microsoft HoloLens.

As we’ve seen it today, Cliff House is almost entirely copying the HoloLens usecase of app-centric spaces. Without the power of gesture recognition, it’ll be interesting to see if these apps hold the same level of usability when used within a VR headset, and if they can ultimately foster he sort of ‘productivity room’ Microsoft envisions.

According to a Windows Central hands-on with Cliff House, you move around the virtual home using the Xbox One controller. Windows Central reports that the VR-capable Windows 10 UI and shell are “very much like HoloLens but a little more polished.” Gaze-based interactions control the UI and locomotion is achieved via teleportation, the report says.

image courtesy Unity Technologies

The Acer-built Windows Holographic headset is one of the first to arrive, with similar headsets coming from Asus, Dell, HP, Lenovo and 3Glasses later in 2017, and Microsoft wants to tap further into the Unity dev community by giving away a free Acer headset to all participants at Unity VR/AR Summit, arriving in the summer. Audience members will receive more detail on their free Acer headset sometime in June.

Windows Holographic VR headset users will reportedly gain access to more than 20,000 UWP (universal Windows platform) apps in the catalog, along with 3D objects from the web using Microsoft Edge to drag and drop into their physical world. Immersive WebVR content via Microsoft Edge and 360 degree videos will also be available in the Movies & TV app.

You can check out the full keynote on Unity’s YouTube channel here (link is time-stamped for Bray’s talk).

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Adobe Shows Method to Create Volumetric VR Video From Flat 360 Captures

With a new technique, Adobe wants to turn normal monoscopic 360-degree video into a more immersive 3D experience, complete with a level of depth information that promises to give the user the ability to shift their physical vantage point in a way currently only possible with special volumetric cameras—and all with your off-the-shelf 360 camera rig.

Announced by Adobe’s head of research Gavin Miller at National Association of Broadcasters Show (NAB) in Las Vegas this week and originally reported as a Variety exclusive, the new software technique aims to bring six degree of freedom (6DoF) to your bog standard monoscopic 360-degree video, meaning you’ll not only be able to look left, right, up and down, but also be able to move your head naturally from side-to-side and forward and backward; just as if you were actually there.

According to a group of Adobe researchers, giving the video positional tracking is done via a novel warping algorithm that can synthesize new views within the monoscopic video—and all on the fly while critically maintaining 120 fps. As a consequence, the technique can also be used to stabilize the video, making it a useful tool for those looking to smooth out those jerky hand-held captures that are generally unattractive to VR users. All of this comes with one major drawback though: in order to recover 3D geometry from the monoscopic 360 vid, the camera has to be moving.

Here’s a quick run-down of what’s in the special sauce.

Adobe’s researchers report in their paper that they first employ what’s called a structure-from-motion (SfM) algorithm to compute the camera motion and create a basic 3D reconstruction. After inferring 3D geometry from captured points, they map every frame of the video onto six planes of a cube map, and then run a standard computer-vision tracker algorithm on each of the 6 image planes. Some of the inevitable artifacts of mapping each frame to a cube map is handled by using a field-of-view (FOV) greater than 45 degrees to generate overlapping regions. The video heading this article shows the algorithms in action.

Photo courtesy Adobe, Jingwei Huang, Zhili Chen, Duygu Ceylan, and Hailin Jin

The technique isn’t a 3D panacea to your monoscopic woes just yet. Besides only working with a moving camera, the quality of the 3D reconstruction depends on how far the synthetically created view is from the original one. Going too far, too fast can risk a wonky end result. Problems also arise when natural phenomenon like large textureless regions, occlusions, and illumination changes com into play, which can create severe noise in the reconstructed point cloud and ‘holes’ in the 3D effect. In the fixed view-point demonstration, you’ll also see some warping artifacts of non-static objects as the algorithm tries to blend synthetic frames with original frames.

Other techniques to achieve 6-DoF VR video usually require light-field cameras like HypeVR’s crazy 6k/60 FPS, LiDAR rig or Lytro’s giant Immerge camera. While these undoubtedly will produce a higher quality 3D effect, they’re also custom-built and ungodly expensive. Even though it might be a while until we see the technique come to an Adobe product, the thought of being able to produce what you might call ‘true’ 3D VR video from consumer-grade 360 camera, is exciting to say the least.

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‘Wilson’s Heart’ Review

Wilson’s Heart (2017) is a psychological thriller that takes you on a wild first-person adventure through the mind of a hospital patient recovering from a curious surgery, one that has replaced his live-beating heart with a strange machine. Ripping it from your chest, you find it gives you a growing number of abilities to help you not only fight against your personal demons, but also some very real ones that have passed into the world thanks to experiments done by the brilliant, but clearly insane Dr. Harcourt.


Wilson’s Heart Details:

Official Site

Developer: Twisted Pixel Games
Publisher: Oculus Studios

Available On: Home (Oculus Touch)
Reviewed On: Oculus Touch
Release Date: April 25, 2017


Gameplay

Robert Wilson is a hard-boiled WW1 veteran who’s clearly seen some shit in the 67 years he’s walked the Earth. Voiced by actor Peter Weller (Robocop, The Adventures of Buckaroo Banzai Across the 8th Dimension, Star Trek Into Darkness), his gravelly, steady voice is strangely assuring as you stalk down the corridors and mind-bending rooms of the abandoned hospital complex—all of which would scare the living daylights out of anyone in their right mind. But that’s the thing; you don’t really ever know if Wilson’s in his right mind, or if the whole world around him is gone topsy-turvy. And his whirring, mechanical heart is to blame.

pulling electrodes from your head, image captured by Road to VR

Either way, he’s just that sort of classic tough guy you’d find in a dime novel detective story or comic book. In fact, the game is brimming with these sorts of ’40s tropes and archetypes, not to mention your standard selection of vampires, werewolves, lagoon monsters, and mad scientists ripped straight from the silver screen. Being rendered in black-and-white and featuring classic movies monsters might sound too campy at first blush, but the reality is Wilson’s Heart is a dirty, bloody mindfuck in all the best ways, so don’t be surprised when reality crumbles around you.

And the world of Wilson’s Heart isn’t just weird, it’s brutal too. Moving realistic-looking dead bodies to get to clues is a normal occurrence, and doing it in VR only multiplies the emotional effect. That said, jump scares happen, but they’re few and far between, leaving more room for the monsters, the bump-in-the-night atmosphere, and the supporting cast to do the scaring. Suspicious behavior from the group of survivors you meet will keep you guessing as to who’s on your side.

image captured by Road to VR

Because the adventure genre is usually heavy on narrative and scripted action, but tends to deemphasize combat, the fight sequences were a welcome bonus at first, adding more danger to an already skin-crawling universe. And while Wilson’s Heart is one of the most visually impressive VR games to date—and I can’t emphasize enough just how truly good it looks—the world’s monsters offer lack-luster combat which can become very predictable after the first encounter. Over the course of the game, the sense of danger I felt in the beginning slowly degraded into apathy as monsters follow the same attack patterns over and over throughout. Then again, you may not be in it for the combat aspect at all, which is just fine.

You may be in it for the story. I finished the game in a little over 5 hours, and that was with plenty of deaths and faffing around with some of the world’s literature, however if you read every comic book, newspaper, and rustle through every drawer for clues, you could take longer. These can be informative, silly, and downright creepy as the comics slowly enter the weirdness factor that is your constantly changing reality. While playing off its patented brand of 1940s camp, dialogue is well-scripted and its phenomenal voice acting help to keep it on the modern-side of storytelling.

You may also be in it for the puzzles. Because you straddle the line between figuring out if the world is crazy or if it’s all in your demon-addled brain, puzzles become more and more surreal as you go. From turning on lights to scare away demons, to the gravity-defying act of flipping an entire room to get to a stubborn door that keeps disappearing, puzzles are usually interesting. I did however find them oddly placed, bordering on completely arbitrary. Oftentimes I would walk into a random room, find a puzzle, solve it, and leave not knowing why I had entered in the first place.

Immersion

It’s clear from the start that the developers paid lots of attention to getting characters to emote naturally and look alive—something that is more important in VR than on traditional monitors because you’re actually face-to-face with a person, and can naturally tell when something’s off. Characters in Wilson’s Heart make eye contact and seemingly talk directly to you, grounding you further in the narrative. Character design is still cartoonish though, keeping it safely out of the uncanny valley.

This leads me to my least favorite part of the game: the lack of agency. As a player, you’re constricted to node-based teleportation, meaning you only have a few choices on where to go. Walking into a room, you immediately see the hot spots for clue locations and all important drawers are highlighted, which takes away some of the joy of exploration personally.

image captured by Road to VR

Inconsistent object interaction also adds a layer of frustration on top of this, as one moment your mechanical heart can fly out of your hand and directly hit a demon, and the next it literally avoids an important target because the game has a better idea of what you’re supposed to do. In this regard, I kept butting my head against the game. A monster has to die in one way and one way only, because the game demands very specific interactions. And that wouldn’t be a problem if the game’s demands were consistent. Hand-to-hand combat with one enemy can differ wildly across similarly-sized enemies for seemingly no reason at all. One moment you can block a punch from a demon, and only a short while later the blocking mechanic is no longer effective. You’re then punished with death until you can find that one item in your periphery that you necessarily must use to continue on with the sequence.

And the heart. Your mechanical heart, although gifted with several abilities, will also activate in only a few ways deemed useful during a fight. Using the abilities when you’re prompted oftentimes culminates in the most cinematic death possible, but leaves zero room for player creativity.

learning your new ability, image captured by Road to VR

Comfort

Because the game features node-based teleportation, and no other artificial locomotion scheme, Wilson’s Heart proves to be an exceedingly comfortable experience.

As a standing experience, the two-sensor Rift set-up is enough to get you by, as nodes tend to put you either facing the action or the object of interest, so nearly always a forward-facing experience. That said, a 3-or-more sensor set-up can certainly give you more mileage in terms of facilitating smoother object interaction and greater room-scale immersion.

Lastly, the inventory system is a simple, ‘on-rails’ experience, as important items are stuck away into the ether and later retrieved automatically when needed, so there’s no fumbling through submenus to find what you need. In fact, there are no menus, health gauges, or HUDs to distract you on your quest to retrieve your heart and escape the hospital.

The post ‘Wilson’s Heart’ Review appeared first on Road to VR.

Watch the First 10 Minutes of ‘Rick and Morty: Virtual Rick-ality’

Rick and Morty: Virtual Rick-ality (2017) is finally here, launching today on HTC Vive and Oculus Rift. And yes, it’s all the wonderful weirdness of the show mixed in with some seriously fun object interaction courtesy of the game’s spiritual predecessor, Job Simulator (2016).

Rick and Morty: Virtual Rick-ality was created by Owlchemy Labs and Adult Swim Games. Voiced by show creator Justin Roiland, the VR game is everything Rick and Morty fans need to calm their nerves before the rest of season 3 comes out later this summer.

*insert ‘blaze 4/20’ joke here*

If you’re looking for an extended look at the game or more information, check out our full review here to find out why we gave it a 9/10.

The post Watch the First 10 Minutes of ‘Rick and Morty: Virtual Rick-ality’ appeared first on Road to VR.