‘Drop Dead’ for Oculus Touch Review

When Gear VR games are ported to the Rift, you usually end up with is more of the same; a game with nicer graphics and the added benefit of positional tracking, but more or less the same experience. However with Drop Dread (2017), Pixel Toy’s port of their critically acclaimed Gear VR on-rails arcade shooter, the addition of Oculus Touch has brought the game to whole a new level of difficulty and hands-on action.


Drop Dead Details:

Official Site
Developer: 
Pixel Toys

Available On: Oculus Touch (Home)
Reviewed On: Oculus Touch
Release Date: March, 23rd 2017


I can hear you saying it: “Great, another wave shooter.” But hold on just a minute, because despite a few gripes, this one is actually fun.

Gameplay

Drop Dead plays on some pretty well-worn tropes; the evil German doctor (also somehow a Nazi when required) wants to create a master race, blah blah blah. He’s evil. You’re good. There are Zombies. The rub is you’re actually traveling through one of three discrete timelines and the apocalyptic future set before you can actually be stopped before it even happens. Each trip forward offers a new spin on the overall objective of the game: Stop the evil Doctor Monday from raising his apocalyptic army of zombies, get new weapons along the way, and blow up massive, and I mean massive amounts of zombies.

So while Drop Dead sounds a pretty basic in that respect, Drop Dead surprisingly boasts 27 single-player levels (throughout the three timelines), a broad swath of enemy units, and multiple guns to use (read: not keep or upgrade) along the way—not to mention some pretty good voice acting and a level of cheesiness to the story that’s entirely self-aware. Besides the obligatory online leader boards, single and online multiplayer survival mode also extend the game’s playability.

Graphics aren’t incredible, with the art style wandering somewhere into mobile game territory, but it is visually cohesive and overall very likeable.

the evil Doctor Monday
the evil Doctor Monday

As for the weaponry, all of the game’s buffs and guns can be found in-level and no market exists in the game, so guns, grenades and slow-mo power-up drinks (very Call of Duty Nazi Zombies-esque) are only obtained temporarily during the level.

Shooting zombies can be repetitive at times, but that may just be a relic of the arcade wave shooter genre than Drop Dead itself. Whether that’s good or bad to you, there are some definite flaws that start to infringe on my personal expectation of “fun”.

  • No dual guns, i.e. you’ll drop a shotgun automatically if you go for your holstered pistol
  • Exposition is non-skippable, meaning you will have to sit through Doc Monday’s diatribes over and over and over until you beat the level
  • Zombies sometimes “stack up” and clip through each other, making it tough to get a clean shot
  • You can’t bat away incoming Zombies to get an extra second before getting mauled to death

I was tempted to add too things to the list; Drop Dead’s reload mechanic because of how fiddly I found it at first—sort of a count down marker that you can jump if you hit it just right, giving you a quicker reload—but after a while it eventually fades into the background as you get the hang of it. The second is the difficulty level. If you’re a pretty good shot, this may not be an issue, but the game doesn’t provide any gun sight upgrades, so there’s no assistance for those long shots besides iron sights—on Gear VR it is as simple as gazing and taping a button, but Touch controllers require more tactility, which can be good or bad depending on your skill level. No variable difficulty level is available, so it’s either shoot the best or die like the rest.

Immersion & Comfort

Between having to hit the reload marker on time and prioritize running, trudging and flying targets, you really start to get into a certain flow with Drop Dead. Like all arcade shooters though, which by definition rely on scripted baddies popping up, it can lead to a certain predictability, making it less scary and more like a real-time puzzle, except the puzzle pieces are 8 screaming zombies coming at you while you only have enough time to fire off exactly 8 bullets.

Cowering from the hordes when you miss, which come at you in a little over 180 degrees (make sure to look to your extreme left and right!), is all but useless, so hitting the reload marker, executing headshots, grabbing guns and slow-mo drinks in concert really makes this game a fast-paced romp that immerses by sheer chaos alone.

Drop Dead Oculus(1)

This, however, is where the overall comfort of the game breaks immersion. Because this is an on-rails shooter, you’re necessarily swept from position to position across the map, and the game accomplishes this in two ways; ‘normal mode’, which automatically transitions your POV to each shooting position, or ‘comfort mode’, a removal of the sweeping camera in favor of automatic teleportation. Neither are really great in terms of immersion, one less so, one more so.

If you haven’t guessed where I was going with that, I’ll just come out and say it. Normal mode is downright sickening. Oftentimes I found myself being moved laterally, forward and being stopped without warning—a recipe for nausea if I’ve ever seen one. If you happen to have an iron stomach and a penchant for non-controllable locomotion, this may not bother you as much as it did me, but I could only play a two 10-minute levels before I gasped for the relief of comfort mode.

While the automatic teleportation of comfort mode also infringes on immersion by not giving you control over your own movement, it is much less jarring even though it left me feeling uneasy about when and where I would be whisked off to next.

That said, Drop Dead was surprisingly fun despite these flaws, and is an easy game to pick up for short excursions into zombie carnage. Take a look at our ’10 minutes of Gameplay’ for Drop Dead to get an eyeball-full of the intense action of this on-rails wave shooter.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

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Walmart Focuses On Future of VR/AR at New Silicon Valley Tech Incubator

Wal-Mart Stores Inc, the big-box retail giant, is focusing on the future of VR and AR, along with other emergent technologies, with its newly unveiled tech startup incubator.

According to a Bloomberg Technology report, Wal-Mart is creating the incubator to “identify changes that will reshape the retail experience, including virtual reality, autonomous vehicle and drone delivery and personalized shopping.”

The incubator is simply called “Store No. 8,” a name that Bloomberg says is in reference to a previous Wal-Mart location where the company experimented with new store layouts. Wal-Mart CEO Marc Lore announced the incubator on Monday at ShopTalk, an eCommerce and retail conference in its second year.

According to Wal-Mart, Store No. 8 is focusing on robotics, virtual and augmented reality, machine learning and artificial intelligence, and will be partnering with startups, venture capitalists and academics.

Like many in-house incubators, the goal is to produce new and innovative technologies internally, one that in Wal-Mart’s case will likely focus on the future of its numerous retail locations that, thanks to the power of everything listed above, may change drastically in the years to come.

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‘Ghostbusters VR’ Experience Comes to PSVR, from Makers of Acclaimed ‘The Walk’ Demo

It seems the Ghostbusters franchise isn’t done capitalizing on the video game market just yet, because the first installment of a new Ghostbusters experience is heading to PlayStationVR today. The experience (read: not game) was developed by CreateVR and Sony’s in-house VR production studio, and is entitled Ghostbusters VR – Now Hiring, Act 1: Firehouse.

In the experience you meet Mooglie, the iconic ghost from the franchise’s logo, who takes you on a tour of the Ghostbusters’ firehouse where you get to meet the mean, green and highly insatiable Slimer. Sony says you also get to paw around the Ecto-1, assemble and fire a proton pack, check out the basement where the Ghost Containment Unit lies, and according to the trailer, get to trap a big ugly ghostie. Of course, all models and scene work were patterned after the 2016 franchise reboot.

Ghostbusters VR – Now Hiring, Act 1: Firehouse will be available for download from the PlayStation Store for $6.99 starting today. PS4 system, PS VR headset, and PS Move controllers are required for use.

Project developers CreateVR are well-known for their work on The Walk demo, a VR version of the Robert Zemeckis’ 2015 film featuring a death-defying saunter across a tightrope strung between the World Trade Center buildings circa 1974. CreateVR have also recently developed a VR experience for Ouija 2: Origin of Evil (2016) for Universal Pictures International.

Sony Pictures Virtual Reality develops narrative VR content including Ghostbusters: Dimension, a mixed-reality experience currently hosted at out-of-home VR park The VOID. Sony’s in-house production studio most recently published Passengers:
Awakening, a VR adventure inside the Starship Avalon, drawing on the Academy Award-nominated production design of the 2016 film.

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The VOID Opens Mixed-Reality Location in Dubai

The makers say the new park, located on the high-rent shopping area of The Beach on the Dubai Marina, is however a “limited engagement” with a presumably finite amount of slots available to the public before it closes. The park opens on March 24th, with tickets going on sale the 23rd. No definite closing date has been reported.

void-building
photo courtesy The VOID

The Void combines a real world environment—i.e. a predetermined play space and objects within it—with corresponding virtual imagery shown via the platform’s powerful backpack-mounted PC and modified Oculus Rift headset, making it an entirely untethered, free-roaming VR experience. With additional smells wafting your way and other special effects like wind, heat, cold and vibration, The Void promises to offer a uniquely immersive ‘4D’ mixed-reality experience.

Cliff Plumer, CEO at The Void and former president of cinematic VR company Jaunt’s Santa Monica studio, said: “At THE VOID we are committed to allowing everyone, everywhere to step beyond reality, and into the most immersive entertainment experience imaginable. We are excited to partner with Meraas to bring THE VOID to Dubai, one of the most innovative leisure and entertainment destinations on the planet. The cutting-edge innovation we’ve seen in Dubai is a natural fit for the hyper-reality experience THE VOID will bring residents and visitors.”

The Dubai location was created in partnership with Meraas, a UAE-based holding company and owners of several locations including Dubai’s The Beach.

the void ghost busters dimension (5)
photo courtesy The VOID

Road to VR contributor Paul McAdory stepped into The Void’s Ghostbusters: Dimension experience in New York last summer, saying that while it isn’t the most graphically intense VR experience he’s ever seen (and was remarkably short), the uncanny immersion of feeling virtual objects while he tracked and trapped supernatural enemies through a New York apartment complex brought the entire experience together. Check out his detailed hands-on here.

The Ghostbusters: Dimensions experience is said to last between 10-15 minutes including suit-up and suit-down. Dubai pricing and ticketing information hasn’t yet been released yet, but can be found on The Void’s website starting March 23rd.

The company maintains a test facility just outside of Salt Lake City, Utah—still closed to the public and by invite only.

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‘Raw Data’ Early Access Review, Now with Oculus Touch Support

Raw Data, a first-person combat game from Survios currently in Early Access, is one of the most fast-paced and exciting games out for HTC Vive and Oculus Touch right now. Far from being a simple shooting gallery, Raw Data gives you an impressive range of abilities and physical agency, making you feel like you’re in real danger. And if you can master the controls, you’ll feel like a superhuman badass too.


Raw Data Details:

Official Site
Developer: 
Survios
Publisher: Survios
Available On: HTC Vive (Steam), Oculus Touch (Home)
Reviewed On: HTC Vive. Oculus Touch
Release Date: July 15th, 2016 (Vive) – March 16th, 2017 (Touch)


Note 03/16/17: The article has been updated to include impressions of the game’s recent support for Oculus Touch. You’ll find those impressions in a section at the bottom. The article is otherwise untouched, save the insertion of ‘Oculus Rift/Touch’ where needed. Because of the herculean effort of updating every Early Access review to reflect changes, you’ll see that initial impressions are left intact, but you’ll also find a section below discussing updates since the game’s July 2016 launch on Steam.

Note 07/18/16: This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.


Eden Corp, your standard “we’re not evil” evil corporation, is oppressing the world, and it’s your job as a member of hacker group SyndiK8 to infiltrate them. Choosing your character—the gun-wielding ‘gun cleric’ Bishop or the katana-swinging ‘cyber ninja’ Saija—it’s your job to extract massive amounts of data and defend vulnerable data cores so you can expose Eden Corp for what they really are, a “we say we’re not evil, but in all actuality we’re super evil, and you probably should have known that already” type of company.

Oh. And they have killer robots.

Gameplay

Although Raw Data is essentially a wave-shooter, it’s anything but simple, as it presents an engaging blend of tower defense elements, special unlockable moves, and a multiplayer mode that will have you battling alongside your friends on Steam or Oculus Home. Yes, that’s cross-platform, folks.

There’s a real sense of immediate danger in Raw Data too. I don’t know if it’s the fact that the game’s robot adversaries are well over 2 meters tall, or that they creep forward with seemingly no regard for their own safety, or that they’re constantly firing lasers at my face, or that when they come up to you they start punching you in the face—but it’s safe to say that Raw Data put me in a real panic the first few times I played.

bishop-and-saija-raw-data-social

If you choose Bishop, it’s best to practice with your pistol back at the starting point before you jump right in, because once you’re in a mission the learning curve gets steep fairly quickly. Because robots. Are. Everywhere. And if you don’t immediately understand how to reload consistently, you’re due for a robo-beating.

Later on in the game I learned how to reload my pistols instantly by touching them to my hip/ lower back, but the early manual reloading—using one hand to pull out a magazine and slide it into my pistol—was pretty frustrating. Several times while ducking behind a barrier to hide from an onslaught of baddies, I ended up swapping my empty pistol into my non-dominant shooting hand somehow, which is super frustrating when you have a load of enemies firing laser and punching you in the face. It happened consistently enough to make me more aware of how to carefully reload, and also keep an eye on my bullet counter so I didn’t run dry of bullets in time of need.

Then again, if you do screw up somehow by reloading, you can always punch them. No, really. You can punch a robot in the face to death. This is great when it works, which isn’t all the time though, and the same goes for Saija’s swords.

Raw Data - Screenshot - Dual Wield

Using the sword should probably be the easiest, and most gratifying of the two, and Saija’s energy katanas sound good on paper if you’re the sort of person who wants to dispatch your enemies up close and personal ninja-style. I didn’t feel like they always worked as they should though, as slashing at a target sometimes didn’t register a hit. Thankfully you can also fire range weapons like ethereal shurikens, and even toss your swords like boomerangs, which are both reliable. If only up-close combat was.

Whether you’re slicing or shooting though, detaching an evil robot’s head from its body and seeing purple fluid spurt out gives me a clear sense of accomplishment. And getting through all four, which took me well over 3 hours, was an even bigger one, requiring me to recruit the help of a friend to accomplish.

Since it’s in Early Access, there are currently only two heroes (see update section), but Survios told us that at least two more are coming out with the game’s full release. They also gave us a better look at the individual abilities and weapons in our deep dive with the Raw Data devs if you’re interested in a more detailed look at the game.

Immersion

As far as VR first-person shooters go, Raw Data is probably the most feature-rich out there. The world is cohesive and clearly approaching what I would call ‘AAA level’ of polish. That said, there are a few things that may thwart your attempts at feeling fully immersed in the space, all of which are no real fault of the game itself.

bishop-and-saija-raw-data-social
See Also: 5 Minutes of Blistering ‘Raw Data’ Gameplay, Steam Early Access July 14th

Avatars in multiplayer are kind of wonky. Because both the Vive and Oculus Rift only has three tracking points (the headset and two controllers), Raw Data is essentially making its best guess at the position of your full body. It does this by using inverse kinematics (IK)—a method of predicting how your joints bend—and then cleverly blending animations to smooth out any accompanying strangeness. That doesn’t always stop elbows and knees from bending the wrong way though in VR, making you look weird to your friends in multiplayer. This is however pretty much unavoidable when dealing with full body avatars using the Vive’s provided gear, so you certainly can’t knock Survios for putting their best effort forward.

Robots sometimes clip through you. On one of the levels (I won’t say which as to avoid spoiling the fun) you’re introduced to crawling, zombie-like robots. Their beady glowing eyes stare at you as they crab-walk in from the darkness, predictably scaring whatever bejesus you may still have retained from the previous level. That is until they jump at you and clip through your body, breaking the illusion. It’s clear that AI just isn’t good enough yet to guarantee that enemies will react to your physical movements, or anticipate where you’ll be next.

These are relatively minor gripes when talking about immersion, and aren’t unique to Raw Data.

Comfort

Teleportation is one of the best ways to get around in VR in terms of comfort, and Raw Data has a special take on it that has some interesting trade-offs. You don’t actually blink-teleport, but rather you quickly glide to your chosen spot. Because the game uses plenty of particle effects, and the transition is quick enough, danger of motion-induced VR sickness (aka ‘sim sickness’) is pretty minimal, but more than you would experience with blink-teleportation. This, I felt, keeps you more present in the game by letting you keep an eye on the action as it happens around you so you can better plan your next split-second attack.

With the exception of Saija’s jump move, which launches you in the air for high-flying downward strike, the game is surprisingly comfortable for what is shaping up to be one of virtual reality’s greatest first-person shooters.

Oculus Touch Impressions

According to Survios, the Oculus version of Raw Data—which for now only seems accessible through Oculus Home and not Steam— has been “completely optimized and reengineered specifically for its two- and three-camera tracking and Touch controls.”

If you have three or more sensors, you’re likely to experience the game’s room-scale glory just like the Vive, letting you turn around and slash and shoot with nary a care for your IRL direction. However, if like most people you only have two sensors, you’re in for a bit of a learning curve to get past the Touch controller’s biggest out-of-the-box limitation: occlusion.

To combat this, Survios has enabled a 90-degree snap-turn, aka ‘comfort mode’ to go along with the game’s frenetic teleportation scheme as well as an ‘arrow guardian’ to help you recognize when you’ve turned completely around and are about to lose Touch-positional tracking. The arrow guardian isn’t at all annoying thankfully—i.e. no audio cues, or big ‘TURN AROUND’ signs to block your line of sight so you can take a quick shot at an incoming robot. It simply flashes a neon arrow to get you turned back around, something that may seem garish in any other game, but works well in the high stress, 360 environment of Raw Data.

Raw Data is still in early access, meaning small things like button mapping aren’t final. That said, I had trouble with this aspect of the Touch-compatible game.

oculus-touch-3

To snap right, you press the ‘A’ button on your right controller; and to snap left, the ‘X’ button on your left—logical and simple. In the thrill of the fight though, I kept instinctively wanting to use the joy stick for this like many other games. Also, because the left snap is mapped to ‘X’, I kept accidentally mashing ‘Y’ which brings up a menu screen, effectively rendering my reloading hand useless until I could figure out what I did wrong. I concede that sometimes I have what is called in the medical field as ‘dumb baby fingers’. Again, three sensor setups won’t suffer my dumb-baby-fingered plight, as you can play the game with the knowledge that your Touch controllers will be tracked in room-scale.

Despite the dumb-baby-finger learning curve and having to pay closer attention to the new arrow guardian, Raw Data on Oculus Touch can be just as fun as the Vive version.

Updates

Survios has pushed several updates for the game while still in Early Access, including a new shotgun-wielding hero (‘Boss’), greatly improved multiplayer, and a new mission called Cataclysm which the studio promises is “the most challenging level to date.” According to Survios, players on both platforms also gain access to several brand-new features, including a balancing of new and reworked abilities for heroes Saija and Boss.

You can check out all of those any more on Raw Data’s Steam announcements page.


Summary: Raw Data is a heavy-hitting, fast-paced game that’s more than just a simple wave shooter. While it presses all the right buttons with atmosphere and feel, the game is on the bleeding edge of virtual interaction, which sometimes doesn’t work as well as it should. Despite its technical flaws, it’s one of the best VR shooters for HTC Vive and Oculus Touch out currently.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

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‘Chess Ultra’ is Bringing its Luxurious Game Environments to PSVR, Oculus Rift, and HTC Vive

Ripstone Games, makers of Pure Chess (2012), are bringing their upcoming sequel Chess Ultra to PlayStationVR, Oculus Rift and HTC Vive. The classic chess game features a number of beautifully rendered environments that will finally make you feel like the rich and magnanimous Grandmaster you always knew you’d become—or a streetwise criminal who’s broken into a closed museum to host underground chess games to the death. That last one sounds way more fun actually, but sadly not a part of the game.

Coming this spring, Chess Ultra will offer the discerning chess Wunderkind 10 different AI levels to battle against, a variety of finely crafted chess sets, and online play, something Ripstone promises will have “plenty of game modes to keep you and your friends entertained online.”

The developers are remaining tight-lipped on any specific features beyond the ones detailed above, but if the game’s PS3/PC predecessor Pure Chess can give any clues, it’s probably going to be packed with the standard smattering of chess puzzles, tournaments, and likely a robust tutorial to teach you all the ins-and-outs of the King’s Game—not to mention environments spanning the usual offerings of posh penthouse apartments, English sitting rooms, and private libraries straight from Harry Potter. Although still unannounced, I’m personally hoping for online avatars, specifically one with a captain’s hat and ascot so I can cosplay as the rich guy from Gilligan’s Island (1964).

Ripstone producer Kelly Willoughby says in a PlayStation blogpost announcing the game, that the company still has “big surprises up our sleeves that we can’t wait to shout about!”

The game is also coming to PS4, Xbox and PC via Steam. There’s currently no official word on if the game will be cross-platform.

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Hands-on: ‘Paranormal Activity: The Lost Soul’ is Poised to Become VR’s Next Big Frightener

Jump scares are universally hated by horror film and game enthusiasts alike for being ‘cheap thrills’, and are oft considered the low-hanging fruit of the genre. Suspense and existential dread however are much harder to manufacture in a horror game, and from what I’ve seen at this year’s GDC, Paranormal Activity: The Lost Soul has it in spades. As it stands, this isn’t some short ‘brand engagement’ piece like we’ve seen in the past either, but rather a true game that’s clearly intending to approach AAA status.

Descending the dark staircase to the basement, a thought crosses my mind: I don’t really want to do this. Despite being reassured that the level I was playing wouldn’t have the sort of jump scare nightmares you’d expect from a VR horror game, and instead would feature the game’s puzzle elements, I couldn’t help but really hate my new reality.

Opening a creaky door with my Vive controller, I walk down the stairway. The atmosphere is thick with possibility of screaming ghouls, and I’m more than a little intimidated by the thought of coming face-to-face with whatever it is that I’m sure to meet in the grubby little cellar. At least I have a flashlight to guide my way. Suddenly an unseen force snaps the flashlight from my hand. Great.

Rounding the corner, I’m confronted with a Satanic pentagram on the floor lit with candles. The sense of danger is real, and my heartbeat is irregular.

paranormal activity

There’s a small altar with an open book, instructions on how to ‘wake the beast’. For Pete’s sake, a beast? Can I… not?

The strange book instructs me to burn a ancient parchment with a monster inscribed on it. I don’t even want to look around, I’m so wary of a demon popping out of the dark corners of the room. Against my better judgement, I find the page on the other table, and now have to place 5 golden coins on the edges of a smaller pentagram etched into the altar. The coins, like the page, are strewn about the dank basement. The fear of the unknown has me quickly grabbing them and matching the symbols.

Suddenly a wild-eyed little girl, her face and elbows smudged with dirt, comes out from under the stairs, telling me to hide quickly before “she” gets here. Physically crouching under the stairs, a gaunt middle age woman storms into the basement, screeching and scanning the room for signs of life.

My palms are sweating, I’m crouching in the fetal position on the floor and the PR rep who was running my demo was laughing at me. The horrible woman looks my way. I can feel her make eye contact with me and she lurches closer. “You have to come with me!” she screams.

Yeah. That’s not happening.

A loud groan issues from above, seemingly coming from the belly of the house and recalling the woman back up the stairs and out of the basement. I’m alone again, but the only way for me to leave is to follow her. Returning to the stairs, they appear much darker than I remember, the door a little creakier than before. I get to the top of the stairs where it’s pitch black. No door can be seen. I slowly turn back down to face the stairwell to find … well, you’ll just have find out.

house paranormal activity

Created by VRwerx in cooperation with Paramount Pictures, Paranormal Activity: The Lost Soul has changed from when we first saw it at last year’s GDC. Controls, which left something to be desired in the game’s earlier incarnation, have significantly improved. Object interaction, which was somewhat of a pain, seems to be a complete non-issue now that the game has undergone extensive polishing. Graphics are on the high end too, and reflect a clear wish by VRwerx to create a AAA ‘VR-native’.

The game is preferably played standing up, and requires you to physically turn your body instead of using a snap-turn comfort mode, which can lead to some predictable cable snags. Realism factor is high in both set design and characters, and by keeping artificial locomotion confined to forward movement, you really start to feel grounded in the reality.

Paranormal Activity: The Lost Soul is slated to release on Steam Early Access on March 14th, and will be coming immediately to Oculus Rift and HTC Vive with PSVR support coming shortly after. The developers say the game will be 10-20 hours in length.

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Hands-on: ‘Duck Season’ is a Beautiful and Nostalgic Spiral into Madness

Is Duck Season a game? Is a Hot Pocket a meal? Who needs labels anyway? Created by Stress Level Zero, developers of multiplayer shooter Hover Junkers (2016), Duck Season is something, that’s for sure. Part shooting game, part theater piece, part exploration experience, Duck Season defies the genre pigeonholing that would make this article easier to write.

Hosted at Valve’s booth at this year’s GDC, I met studio co-founder Brandon Laatsch to show me Stress Level Zero’s latest development, something that initially surfaced two weeks ago without context on Laatsch’s YouTube channel featuring a weird dog mascot getting shot to death behind a house.

I would later meet that weird dog-person as he fills the role of the hound from an uncomfortably realistic version of the Nintendo lightgun classic Duck Hunt (1984). The minigame, realized as an actual 3D duck shooting game, plays a central role in how the whole thing unfolds. Although there is a simple Duck Hunt-style game, there’s much more going than meets the eye. You certainly didn’t bet that the dog, who you invariably always took a shot at, would come back for revenge.

Playing the room-scale game on the HTC Vive, there’s a warm sense of familiarity sitting on the rug in front of the TV with the obligatory melange of lovingly worn game cartridges, VHS tapes, and gummy snacks strewn about. Picking up the Duck Season cartridge and placing it into my nondescript 8-bit home video game console (i.e. not Nintendo), I’m transported to a marshy world beyond the CRT’s screen and given a shotgun, plenty of ammo and a bunch of ducks to shoot.

dog duck season
inspiration for the dog mascot at Stress Level Zero’s studio

The demo offered me a look into three different points in the game; my first encounter in the Duck Hunt minigame with pump shotgun and real ducks, a slightly harder level of the minigame, and a disturbing snap back to reality where the dog-person makes the jump from my imagination to the real world.

Laatsch told me the game has several different endings depending on what you do or how you anger the creepy dog mascot, which he says runs at about 90 minutes of gameplay once through. Endings range from “kind of good” to bad, he says—probably an understatement considering how creepy the deranged character comes off. Laatsch maintains that if you go back and explore each of the storylines, it could bring you to about 4 hours total of gameplay.

I couldn’t help but think of the hit Netflix series Stranger Things (2016) as I played through the demo given its otherworldy interludes and clear nostalgia for the past. Laatsch however maintains that development started before the series was released and draws on the same longing to recreate the atmosphere of the Steven Spielberg-esque ’80s films of his youth.

Duck Season is still in development, so there’s no hard release date yet. Stress Level Zero is currently advertising the game as a Vive exclusive.

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Amazon Lumberyard Boosts Realism with Impressive Anti-aliasing

Amazon announced VR support for Lumberyard, their free of cost CryEngine-based game engine, at last year’s GDC, but this year the company is pushing the feature specs of the engine, maintaining that Lumberyard is the first game engine to directly integrate temporal anti-aliasing, specular anti-aliasing and order-independent transparency.

Showing off Lumberyard’s default chops at NVIDIA’s day-long off-site GDC event, we got a peek at just how good the world can look when all three filter/rendering techniques are flipped on in a complex, glass and reflection-heavy scene.

The demo spans a number of spaces, including an interior of a French bistrot filled with glasses and several light sources and an outside scene, a freshly soaked Parisian street that features a large amount of high frequency detail.

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Amazon Lumberyard supports Oculus Rift, HTC Vive, and OSVR—and it does it free of charge with no seat licenses, royalties, or subscriptions. The video below gives you a better look at all of the features announced at the NVIDIA event, although it’s missing expert commentary.

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Hands-on: ‘ARK Park’ is Like Jurassic Park Before Things Went Wrong

ARK Park is a VR spin-off of ARK: Survival Evolved (2017) from Suzhou, China-based Snail Games. Letting you explore the habitats of the world’s wild mix of fictional and non-fictional pre-historic creatures, ARK Park is betting big on the pure wow-factor of coming face to face with dinos in what promises to be an experience brimming with possibilities for exploration.

Like a veritable pre-disaster Jurassic Park (1993), ARK Park lets you go out on what the game calls ‘Excursions’ into a number of habitats. The control scheme is primarily based on teleportation, but the game promises to serve up some scenes with rideable dinosaurs as well as vehicles. According to Snail Games, ARK Park isn’t going just be a walk (or ride) in the park though, as you’re tasked with collecting the disparate dino-genes scattered throughout the game’s various biomes. Snail says the world is populated with more than 100 unique species.

Stepping into the experience at the Valve booth at GDC 2017, I was first shown the world’s hub, a sort of museum where you can read about the dinosaurs, see holograms of them up close and learn about what they eat–knowledge that you’ll have to take with you on your way through the different areas. This is the first place where you confront the truly massive creatures of the world, with one side of the museum lobby showcasing a holographic Tyrannosaurus Rex and on the other a truly massive Brontosaurus reaching to the museum’s high ceiling.

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holographic Brontosaurus eat holographic food from your hand

Teleporting over to a holographic map in the center of the giant domed museum, I pull up a menu selection of several orbs, physical object that you can pick up and enter which act similarly to how you change locations in Valve’s The Lab (2016). Putting the a ‘pre-hstoric swamp’ orb up to my face takes me to the biome.

The swamp is filled with chittering life. Moving closer to an old wooden signpost holding a map of the area, my obligatory robot companion points out a giant spider blocking my way. While not historically accurate, it’s daunting just the same.

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your buzzing robot buddy

Heading the opposite direction I encounter a giant snake that  I’m forced to fed in order to keep from attacking, and my new snake buddy doesn’t eat fruit, rather a helpless frog that saunters my way with nary a care in the world. I didn’t want the chubby little swamp frog to die, but this is the world of ARK Park, a relentless snake-eat-frog reality.

Next was a pair of giant beavers, which were about the height of a dining room table and the length of motorcycle. The two were busily chomping on fish they had caught from a nearby body of water. Walking into the water nearby, I grab a fish barehanded and toss it to one of the beavers to eat. I have become death, destroyer of pre-historic worlds.

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fictional knee-high spiders

Like the much beloved Pokémon Snap (1999), ARK Park lets you snap pictures of the creatures, which might appeal more to people who’d prefer not to manhandle and chuck little frogs and fish to their demise.

My next adventure was much more dinosaur-heavy, as this time I was transported to a lush Urwald filled with ferns, buzzing insects the size of your palm and a range of terrible lizards (and reptiles) from Velociraptor to Tyrannosaurus Rex. While elements are scripted, the dinosaurs follow you with their gaze, making it feel less like a scripted vignette and more like a real world encounter.

I’m wary of the educational value of the game, as it liberally mixes fact with fiction, and although some parts seem right (what do I know), there’s no guarantee that the actually historically correct creatures are indeed historical contemporaries and not just a mix match of a bunch of dinosaurs from different eras. Taking that aspect of the “museum” with a grain of salt, the game was a fun dive into the surreal and ultimately tickled my dormant childhood curiosity with the long-dead beasts.

ARK Park is slated to arrive sometime this year on HTC Vive. In the meantime you can follow the game on Steam for updates and announcements from the developers.

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