Tom Hall Interview — Why Doom Co-Creator Is Making Virtual Reality Games

Tom Hall is a versatile game designer with over three decades of experience. He has worked on note games such as Doom, Duke Nukem, Rise of the Triad, Wolfenstein 3-D, and Anachronox (all traditional games). But he has also shown interest in the broader craft of making games for other platforms, working on the Diner Dash mobile games at PlayFirst and later at Glu Mobile.

Now he’s shifting his focus to virtual reality games. This week he announced he’s joining Resolution Games, the Stockholm, Sweden-based company that Candy Crush Saga co-creator Tommy Palm runs. Hall has joined as a senior creative director and said he’s happy to work on “de-stressors,” or games that reduce daily stress.

Hall started his career at id Software as one of four cofounders, making legendary first-person shooter games for the PC. He left to cofound Ion Storm and rode that company through its rise and fall. His colleague from the id days, John Carmack, became the chief technology officer at Oculus and pioneered mobile VR before moving to a consulting role last fall.

Hall’s endorsement comes at an interesting time for VR, which has struggled to find its footing. Initial sales are far below what advocates hoped for around 2014, but passion for VR abides, and headsets such as the Oculus Quest have been selling out during the pandemic. I talked with Hall about the arc of his career and why he was drawn to VR and augmented reality games.

Resolution Games has published VR games that include Bait, Acron: Attack of the Squirrels, Angry Birds VR: Isle of Pigs, and Wonderglade. The company employs 66 people and is working on Cook-Out: A Sandwich Tale and Blaston.

Here’s an edited transcript of our interview.

Above: Tom Hall worked on titles like Restaurant Dash With Gordon Ramsay

Image Credit: Glu

GamesBeat: What’s been going on? You left Glu not long ago.

Tom Hall: Yeah. It was a wonderful experience over seven years. The team felt like a family. Our studio was really special. I’ve been following VR for a very long time. With the team, I made a VR game in 1992, Wolfenstein VR. It was a nice peek at the future.

GamesBeat: Did that ever make it out into the market?

Hall: It was an arcade machine. You lowered a helmet over yourself and controlled it with a joystick. The field of view was a little bit wider. It was an interesting project to try, very early on. I’ve been interested in VR and AR for a long time. I have a ton of headsets, a ton of games. Back at Glu, we released VR titles and things with AR features. It’s a fascinating medium to explore as a game designer.

That’s one of the reasons I was thinking — there were the first early starts. “Gee-whiz, this is a shiny new toy.” Now we’re in companies that are serious about taking VR and AR into the future, thinking about what game experiences could be besides just playing basketball or things like that. Something a little deeper. It’s an interesting time to be in the space. AR is going to infuse our lives. VR is going to grow into a more mature medium. We used to ask if a game could make you cry, if the sense of personal reality could be so strong. With the right experience, you’re going to cry your eyes out.

This is a great time to be making VR content at a premier VR and AR developer. I’m really excited about it.

GamesBeat: Why have you been so open to new platforms throughout your career? You were in the PC world. You were in mobile. You’re moving to VR here. Other people tend to stick with the things they started around.

Hall: At id, we had a thing where we made Gamer’s Edge games and id games. We tried all sorts of games. That was exciting. As we sort of co-invented the first-person shooter, it was like — we made five of those, refining the process of it, from Hovertank on. To me, who [got] the honor of defining and refining the basics of what FPS controls are, how you move in 3D, how you take actions — that was a heavy honor to have.

Now we’re past the initial phase of that in VR, how you move and so on. But we’re still finding out what actions you can take in the environment, what actors and items in the space can mean. The emotions and experiences that we can draw out going forward need to grow beyond fear and vertigo. We want to explore how meaningful an experience you can have and get beyond just shooters that are scary. What experience can be novel, given this first-person, very intimate experience?

Resolution Games' Acron: Attack of the Squirrels.

Above: Resolution Games’ Acron: Attack of the Squirrels.

Image Credit: Resolution Games

GamesBeat: What titles did you work on at Glu?

Hall: I did Diner Dash, Cooking Dash, and Restaurant Dash with Gordon Ramsay, and I worked on Diner Dash Adventures. We had a new technology panel, also, so we kibitzed on various VR and AR features for games. My most recent title out was Diner Dash Adventures.

GamesBeat: In that case, where people would say “These aren’t real games, the real games are Quake and Doom,” what was your answer to that?

Hall: Free-to-play games are fun, bite-sized de-stressors. You can enjoy a game loop over a period of days. In a way, it fits the VR session experience. People will play a session of VR and then pick it up the next day. That’s a natural move onward. I don’t think that it’s valid to say that these games are better than these other games. I love all kinds of games. Making Wolfenstein and Doom was an amazing experience, and making free-to-play games that millions of people play is an amazing experience too. I just want to put fun experiences that have strong character and personality in front of people, and I hope that they enjoy them.

GamesBeat: How many game companies have you worked at now?

Hall: I’ve been in the industry 33 years, and I’ve been making games for 40. I don’t have that count on me, but it was id, and then Apogee and 3D Realms. Ion Storm. MonkeyStone Games. Then I went to work for Midway, and then KingsIsle, Loot Drop. Then PlayFirst/Glu Play, which is now part of Glu Mobile, and now here.

GamesBeat: What did you consider to be the most fun, and why?

Hall: They’ve all been fun, awesome experiences. Maybe the craziest part was when we first got a check for Commander Keen and realized we could make games for a living. But we were also on a death crunch for years and years. It was great because we loved making games and we were young, but there’s something to be said for work-life balance. I’ve enjoyed every period because I’ve always tried to seek new challenges instead of sitting down. You talked about the variety of games. I like finding what’s cool and new each time, so there’s always a new challenge and I’m always learning.

GamesBeat: Do you feel you eventually hit that work-life balance?

Hall: I think so. The industry is maturing a bit. I still have that in me. If I’m going to sleep and I think of an idea, I’ll stay up and write it out. But it’s by choice, not because of the system.

GamesBeat: It doesn’t feel like we’re at a place where people are accepting all gamers and all games as “real,” I guess. I feel like we still have a ways to go to get there.

Hall: Some gamers are reacting to these new kinds of games. “Oh my gosh, this rock-‘n’-roll music is horrible!” But people enjoy these kinds of games. They’re having fun. They’re taking a break. You give them something they can pick up and let them have fun.

GamesBeat: What was it about Resolution Games in particular that was attractive?

Hall: As I said, with VR and AR, and Mike Booth coming on board, that was interesting. A friend mentioned they were making some cool games. One of the Anachronox team, Henrik Jonsson, is in Sweden working there on Amplifier Game Invest. He said that these were good people. I had a programmer friend who said they were making some cool stuff. I already had Angry Birds VR and AR, so I knew these were solid, polished titles. We kept talking, and it made more and more sense. I want to get in that forefront, changing the nature of what’s possible. This is a good marriage of talented, top-tier VR and AR developers. They just won an award for Angry Birds. What doesn’t make sense? I’ve been a passionate VR and AR guy for many years, and they’re making great games.

GamesBeat: As far as where VR is now and where you think it has to go — it still needs to find more of a mainstream audience. What’s going to get it there?

Hall: I liked what John Carmack said about Oculus Quest being in the Switch area of adoption. I think that’s smart. Weirdly, my former cofounder and I are working on a device that he brought into being. That’s been cool. These are all stepping stones toward AR being woven into our lives and VR having the potential for emotional connection, virtual connection. The pandemic is showing us a time where everyone is virtual. That would be more powerful altogether.

Everything is marching forward. Devices are getting more advanced. Control is getting more advanced. We’re hitting a sweet spot now where people have voiced what they want out of the experience, six degrees of freedom and all that. We’re about to see more mature stories told in VR. Jon Favreau did a great title, Gnomes and Goblins. It’s a movie-like experience. He took that experience and directed a digital movie in VR with the Lion King. It allowed him to be in the scene, to see the shots.

All these things are starting to click and elevate what can be done in the real world, what can be done in digital entertainment, and what can be done in VR. We’ll see that mature and broaden as creators make really touching things. You could see the artistry being applied to this new medium. You had Bjork making this wonderful video where she’s dancing around you. So many experiences are possible, the expression of an art piece into a new art form, a new medium. We’re learning how to use this first-person experience in bold new ways and convey more meaning to the player or the viewer.

It’s all very exciting. Each device and each step forward are marching toward a wonderful future where that’s possible. Whether it’s the Oasis, or whether we just use this as a connection so we feel like all the team members are all in one spot — it allows an experienced person to operate remotely. It’s going to be infused in our lives, just like AR. Being someone that determines where that goes and how it grows is exciting.

GamesBeat: What sort of role do you have within the team? How do you like to work in terms of team size and so on?

Hall: My official title is senior creative director. It’s interesting because Sweden is like, “Well, we have to figure that out.” We have people on the team that have 25 years of experience, and they’re just “game developer.” It doesn’t matter as much, culturally. But it’s cool. The teams tend to be smaller and more experienced, which matches my style. At id, we were all experts in our lane. We did our stuff. “OK, I need to know this, and I need to know this. OK, do it.” We’re working the same way here. We come up with a bunch of stuff and link it up. It’s surprisingly effective and wonderful.

GamesBeat: Did the team at Glu wind down, or did you decide to leave on your own?

Hall: It had been seven years. I just thought it was a good time to explore. I’d learned all I could learn there. It was time to move on and explore somewhere else. This is a perfect destination for that. They were all amazing, almost above every other team I’ve experienced before. They were a real family. It was special. But I thought it was time to do it.

GamesBeat: Are you still based in San Francisco?

Hall: The cool thing about this is, since it’s remote, I can be free to — if I want to move on with my family I can do that. But it’s wonderful to have that remote working. In this pandemic, everyone is in it, but it’s nice to be able to do that. Once the air clears, I’m sure I’ll be hopping over to Sweden once in a while. But for now, it’s fantastic.

GamesBeat: As far as making games during the pandemic, it seems like it’s still possible.

Hall: It’s very natural. We don’t have any watercooler conversations, but it’s almost easier to ping people on Slack or do a quick video call. It works very well so far. It’s been a fantastic experience getting to know Tommy and the team, everyone there. It was surprisingly nice and natural. “You’re doing great stuff, I’d like to work with you.” “OK, let’s do this.” I respect the games Resolution has made, and I can’t wait to join forces.

GamesBeat: Hopefully, the game industry will — I don’t know … I can’t say “calm down.” It’s been crazy in the last few days, the last few weeks, the last few months.

Hall: I just hope it results in a kinder, gentler game industry. That’ll be a good thing.

This post by Dean Takahashi originally appeared on VentureBeat.

The post Tom Hall Interview — Why Doom Co-Creator Is Making Virtual Reality Games appeared first on UploadVR.

How Resolution Games Is Making Multiple VR and AR Titles At Once

After deciding he wanted to do more with his life than Candy Crush Saga, Tommy Palm cofounded Resolution Games in 2015. He started the company to make virtual reality games for mobile virtual reality, starting with the fishing game Bait!.

VR platforms kept morphing under his feet, but Palm has expanded his reach to augmented reality and still kept a focus on VR. Resolution Games has raised a lot of capital, grown to multiple teams with a total of 58 people, and published a lot of games. So far, the company has created Acron: Attack of the Squirrels!, Angry Birds VR: Isle of Pigs, Bait!, Wonderglade, Narrows, Angry Birds for the Magic Leap One, and others.

VR hasn’t taken off as fast as anyone had hoped, but Palm’s belief in it is unwavering, thanks to the strong engagement of the wireless VR headset Oculus Quest.

I caught up with Palm at the Oculus Connect 6 event in San Jose, California, where he showed off Acron: Attack of the Squirrels, which uses both a VR headset and smartphones in the same game.

Here’s an edited transcript of our interview.

Acron: Attack of the Squirrels

Tommy Palm: We’re releasing Acron: Attack of the Squirrels. One person is in VR as a tree and trying to defend their acorns against a bunch of angry squirrels, played by mobile players. It’s a great way to get a multiplayer experience together where not everyone has to have a headset. If you have a Quest, you can bring your friends over and show it to them. It’s a great way of introducing people to VR.

GamesBeat: It’s a kind of crossplay.

Palm: Yeah. It’s a great way–you start understanding the game on your mobile phone, which is a very familiar device. Once you go into VR, there’s not too much you need to learn. You already know the rules of the game.

GamesBeat: Does everybody wind up taking a turn, then?

Palm: Yeah, exactly. It can also be played online, but it’s best enjoyed in groups of friends. It’s perfect for the Quest. You can throw it in a bag and take it to your friends’ house like you would a board game. Anyone can get into it quickly and start playing and having fun. We have a short trailer that shows off the concept very nicely.

We did a lot of work around character design. We’ve been getting much better at that as a studio. There are four squirrel characters, each with different abilities. One of the squirrels can dig tunnels. Another one can build bridges. You have to collaborate. “Go build a tunnel over there so we can get next to the tree!” There are also little props with gameplay mechanics, like planting a mushroom and using it to jump over things. Each level — there are six of them — has its own components, where you have to cross a river or move around other features.

I’ve always loved games where people can communicate. Games are so good at creating a topic to talk about.

Marrying mobile and VR

Above: Acron: Attack of the Squirrels marries VR and mobile.

Image Credit: Resolution Games

GamesBeat: How long did you work on this? Where did the idea come from at the start?

Palm: It’s been about a year and a half. We wanted to do an asymmetric game, where it’s a different game when you’re playing in VR compared to playing on mobile. We tried another direction first, and then some of the guys came up with this much simpler game. It turned out really well.

GamesBeat: Are mobile players just using the touchscreen for controls?

Palm: Yeah, you have a virtual joystick for one hand and buttons for throwing acorns and things like that. In VR, as the tree, you have different objects that appear in front of you, like a boulder, chunks of wood, or sap balls. The boulders roll around the field of play. You’re trying to smash them as they come at you. You can pick the squirrels up and throw them in the water, or throw them way back to the beginning of the level

GamesBeat: If you were, say, a PC player on a 2D screen doing this, would it be any different from the VR side?

Palm: The VR player has hands. You’re really good at throwing. It becomes physical. My favorite thing is when you have one hand throwing like this all the time, and then the other hand throws things more slowly. People seem to have reacted very positively. You really are the evil boss of the game. Being able to have hands that can grab things is very intuitive.

The timed nature of the levels, too–when we were doing public demos at PAX, people were realizing that there’s a huge contrast between the player in VR and the players on mobile. When it gets down to the wire, where there’s just one more acorn to grab and one squirrel left and you’re in sudden death mode, with no one else to help, the last player is scrambling around trying not to get nailed and people are just, “AAAH!” We had crowds of people cheering. It was really intense, really cool.

Above: Resolution Games’ Acron: Attack of the Squirrels.

Image Credit: Resolution Games

GamesBeat: What platforms is it out on now as far as the VR part?

Palm: It’s on Steam, Quest, Rift, Vive. It’s not on PSVR yet. That would be pretty good. [Laughs]

GamesBeat: How difficult is it to do it on all the platforms right now?

Palm: In this case it was actually a very hard technical challenge, because of the mobile game. You have such a variety of Android phones. There’s a lot of testing to do there, especially with the online component. The testing phase was pretty daunting for the team. I’m very glad we didn’t take on PSVR at the same time. The last three months or so were spent on making ourselves feel more secure about certain bugs and other things we ironed out.

GamesBeat: How many more levels do you have for Angry Birds now?

Palm: We have 78 out now. We just released 26 new levels.

GamesBeat: How is that going, generally?

Palm: It’s going very well. It seems to be something that people really enjoy. They’re coming back to it and talking about in positive terms. We’ll continue working on that title. It’s been going much better with the Quest launch. Both of our games, that’s the device that dominates downloads right now. As they were saying today, retention is very high. People are coming back to the platform to keep playing, which is great.

The outlook for VR

GamesBeat: Looking forward, did any of these announcements today look interesting to you on the platform side?

Palm: I was blown away that you’ll be able to use USB-C to play from your PC. That’s fantastic. I saw that as a rumor at first, but I never connected the dots. I didn’t think that could be possible. That’s fun, that they were able to keep that secret and just announce it. “But wait, this is what you’ve got for your Quest as well!” It’s such a great device already. I love my Quest. It’s everything we were hoping for. The only big thing now is eye tracking and foveated rendering. That’s something I think is going to be very good for developers and consumers.

GamesBeat: Are you able to stay entirely focused on VR at this point? Are you doing more AR?

Palm: We do a little bit of AR as well. AR and VR are very tightly connected. But VR is by far the majority of our production right now. We’ve grown to 58 people in the office now. We’re quite a large studio as far as VR is concerned. We’re working on seven projects in parallel. We have a lot of things going on.

GamesBeat: A lot of smaller projects, then? Shorter experiences?

Palm: Not necessarily. Like we did here with Acron, we have teams working for longer amounts of time. This team was pretty small, only six people. That’s been a very successful method of working for us. We owe a lot to Unity. It’s a great game engine. Everyone can collaborate on the same project.

GamesBeat: Do you still hope to see the platforms accelerating?

Palm: The retention we’re seeing from Quest is a good testament to that. It used to be about the hardware not being good enough, but now the ball is in the court of the software developers. We need to come up with games and applications that people really benefit from, things that are worth going back to. They talked about that a lot today. Productivity could be a very strong area. We see that creating things in VR is really great. Some of our 3D modelers use VR for their modeling. It goes very fast.

GamesBeat: What are some things you still want to see done in VR?

Palm: Personally, I’m very excited about multiplayer games, where you do things together with other people. That’s been a theme that we’ve been talking about here a little bit.

Our intention with Acron was for it to be a local party game, but the way it was created, you can do matchmaking with anyone around the world. We’ve been seeing people on Reddit and Discord announce, “Hey, anyone want to play right now?” People are randomly pulling together and playing games. It works perfectly with the announcement today about events.

GamesBeat: What price did you come out at for Acron?

Palm: It’s $19.99. I think the best price point for consumers is still zero. [Laughs] But in this case we have things like server-side costs as well, for hosting. It’s not a super high price, but it’s not zero either.

GamesBeat: HTC has their subscription side going. It’s a different kind of model.

Palm: Angry Birds is a part of that, yeah, the Infinity subscription.

Social VR

Above: Squirrels attack.

Image Credit: Resolution Games

GamesBeat: What do you think of Facebook Horizon?

Palm: It’s very exciting, being able to do things together with other players. Especially today when so few of your friends likely have headsets. The chances of being online in VR with one of your friends is very small. It’s great to have something built to go where you can find somebody to play with.

My background comes from online games. That’s what I was always interested in doing. There was definitely a peak for PC games where people talked a lot about persistent worlds, but that’s been in a slump for a little bit. I definitely think that’s going to make a comeback in new forms.

GamesBeat: Are there any other big things coming for you guys that you can talk about?

Palm: Not yet? We’re going to be teasing some new games soon, three new titles. Or two new games and a new addition to a current game. We’ll have one out this year and then two out in Q1 of next year. We’re planning to do a significant upgrade to Angry Birds, with a level editor. You can build levels any way you want and play against them in VR. We’re still working on getting a little teaser trailer together for that.

Again, with the hands–you’re building with blocks. It’s intuitive. Anyone can do it. It’s very satisfying to create things in VR. You get into a really nice flow. I don’t know if you remember the Toybox demo that Oculus used to show the hands in the beginning, but I loved that. With an IP like that, you can actually construct things yourself. It’s tangible. You can play with it. You’re moving the blocks around, the birds, the pigs. If you want a level that’s all TNT boxes you can do that. [Laughs]

This post by Dean Takahashi originally appeared on VentureBeat.

The post How Resolution Games Is Making Multiple VR and AR Titles At Once appeared first on UploadVR.

Richie’s Plank, Acron, And Exorcist Devs Latest To Confirm Strong Oculus Quest Launch

The developers behind more Oculus Quest VR titles shared with us additional indications of success with the standalone VR headset from Facebook.

Previously, we’ve seen reports from the creators of Superhot, Red Matter, Job Simulator, Space Pirate Trainer, SculptrVR, and Virtual Desktop each of which pointed to very strong reception on Facebook’s $400 all-in-one VR headset.

Now we’ve heard from the makers of Richie’s Plank Experience, The Exorcist: Legion VR, Acron, and I Expect You To Die and they are echoing the sentiment shared by the other Quest developers. To understand the responses, here are the two questions we’ve put to all these developers:

1.) Can you give us a sense of your sales performance on Quest after 1 week and 1 month versus those same launch periods on other platforms you’ve released? You can be as general or specific as you like.

2.) Also, more broadly, how is Facebook’s Quest curation strategy working for you?

These questions, of course, allow developers to self-select what information they want to release. Very few developers are willing to release actual numbers showing their specific units sold, or revenue, and we wouldn’t be surprised if we heard Facebook’s developer relations people got inundated by developers asking what they can say in response to these questions. Overall, that means these reports aren’t representative of every app on Oculus Quest nor is it representative of the average developer experience in trying to get through the strict curation process instituted by Facebook for release on the headset. This process forced at least one approved developer to move an unapproved feature to the SideQuest system.

We’re still interested in trying to understand what the process means to all devs. Whether you were approved for release on Quest or not, you can DM me on Twitter or write to ian@uploadvr.com if you want to go on the record explaining your experience.

Richie’s Plank Experience

Toast VR, the developers behind Richie’s Plank Experience, reached out after our first story and said “I can’t share our specific data, but I can say that we sold more copies of RPE on Quest in it’s first week than our total sales on the Rift in our first two years.”

I followed up with Toast to send the creators our direct questions. They sent back this chart:

Richie's Plank Experience Sales Quest

“This is after 1 month…Without giving away the actual numbers I think this gives a good indication of what we mean when we say Quest blew all our other launches out of the water; keeping in mind that it was our most recent, so it benefited from all the other positive media and brand awareness that was generated by the previous launches.”

Notably, Richie’s Plank Experience was initially rejected from release on Quest.

“While we were upset that we were initially rejected from releasing on the Quest store, we understood the reasoning,” according to a statement from Richard Eastes, co-founder and CTO. “It pushed us harder to create a better product than we thought we could and it has certainly paid off in the long run. Although it’s harder to get on the Quest and it requires more work, the rewards are there and it creates a process that customers trust.”

The Exorcist: Legion VR

The Exorcist: Legion VR is published on Quest by Fun Train, Inc, and they said, “Our Oculus Quest launch of The Exorcist: Legion VR exceeded our expectations and has continued to surprise us even months into release. It is performing nearly as well as other established platforms such as PlayStation thanks to a very faithful port by Wolf & Wood.”

“I feel that any strategy which emphasizes quality over quantity is a good thing,” an email from Fun Train reads. “The Oculus team has been very direct with us regarding what type of content they feel best suits the Quest platform. For example, our episodic release of Tarzan is an ongoing conversation.  Whatever the result, that dialogue is greatly appreciated. Not every platform has such open lines of communication or a clear vision of the type of content they would like to see.”

Acron

Resolution Games is the studio behind several VR games including Bait!, Angry Birds and their latest cross-platform multiplayer joy, Acron (Review 8/10).

We “can confirm that Quest is a very healthy platform for us in terms of downloads and sales and that we are very optimistic about the market potential the device is creating,” an email from Resolution Games co-founder Paul Brady states. “Quest is where we are seeing the most downloads for both Angry Birds VR: Isle of Pigs and Acron: Attack of the Squirrels! Exceptionally so for the latter…”

“As for the second question we don’t have a solid opinion there other than to say we’ve always felt that quality of content is more important on VR than any prior platform (especially for new users),” Brady explains. “And, with VR being young we have a chance to start fresh when it comes to ensuring discoverability doesn’t encounter similar pitfalls as we have seen in the past with other platforms. We of course can’t speak to how, or if, the curation process for Quest will impact that one way or the other.”

I Expect You To Die

Lastly (for now at least) we also received a brief statement from Schell Games. The studio behind spy game I Expect You To Die (Review 8/10) and swordfighter Until You Fall has a founder, Jesse Schell, who predicted in January that Facebook would sell at least 1 million Oculus Quests in 2019.

“We are happy to report that since Quest launched, it is our top-selling platform week to week,” reads a statement from the studio.

The post Richie’s Plank, Acron, And Exorcist Devs Latest To Confirm Strong Oculus Quest Launch appeared first on UploadVR.

Giveaway Livestream: Win A Copy Of Acron: Attack of the Squirrels!

Curious about how we livestream the way we do? Then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup. For today we’re playing Acron: Attack of the Squirrels and giving out FIVE copies of the for Steam LIVE while streaming.


We’re back again with another livestream planned for today 8/30/19 @11:00AM PT on the UploadVR YouTube, Facebook, Twitter, and Mixer.

Acron: Attack of the Squirrels just released this week as the latest VR party game that aims to pit friends against one another. To find out more about why we’re such big fans, make sure to read and watch our review here. In short, it’s just simple fun. The VR user plays as a animated tree that throws sap and explosive pine cones at squirrels who are controlled smartphone users connected to the game wirelessly. The goal is for the squirrel players to steal acorns and for the VR tree player to stop them. Each squirrel has a different special ability and it results in some chaotic and crazy matches.

For the giveaway, you’ve got to watch along life and type !raffle into the chat once the giveaway starts and then respond if your name is announced as a winner. That’s it!

Or if you want a chance to win a Quest key, you can enter into that giveaway here.

The stream is planned to start around 11:00 AM PT today and we’ll aim to last for about an hour or two. We’ll be hitting YouTubeTwitterMixerand Facebook all at once. You can see the full stream embedded via YouTube right here down below once it’s up:

Embedded livestream coming soon

You can see lots of our past archived streams over in our YouTube playlist, as well as various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely.

The post Giveaway Livestream: Win A Copy Of Acron: Attack of the Squirrels! appeared first on UploadVR.

Competition: Win a Copy of Acron: Attack of the Squirrels for Oculus Quest

Yesterday Resolution Games released its eighth virtual reality (VR) title in the form of social multiplayer Acron: Attack of the Squirrels. Supporting a range of headsets one of the best to play the videogame on is Oculus Quest thanks to its wire-free portability. And thanks to our friends at Resolution Games VRFocus just so happens to have several Acron: Attack of the Squirrels codes for Oculus Quest to giveaway.

Acron: Attack of the Squirrels

While Acron: Attack of the Squirrels does have online capabilities to play people around the world its true genius is in local multiplayer mode. Only one person plays in VR, in the role of a tree who needs to protect its golden acorns from thieving little squirrels. The VR player can do this by grabbing and flinging the squirrels away when they’re close enough or by lobbing various balls of foliage to knock them out.

Naturally, the squirrels are wiley little critters which dash all over the place proving to be hard targets. There are four characters to choose from, each with their own unique ability such as burrowing or running really fast. Just to make matters worse for the VR player up to eight people on mobile phones can join in the action. either on iOS or Android devices.

VRFocus gave Acron: Attack of the Squirrels a commendable 4-star rating in our review, saying: “There really isn’t much to dislike about Acron: Attack of the Squirrels as its such an amusing videogame. Resolution Games has stuck with its tried and tested playful design, whilst bringing some multiplayer mayhem to the table, making it an ideal choice for Oculus Quest owners who like to take their headset out and about.”

Acron: Attack of the Squirrels

So onto the competition. Today VRFocus is giving away several codes for Acron: Attack of the Squirrels on Oculus Quest. There are multiple ways to enter the giveaway with the standard prize draw entry rules applying: Follow us (or already be following us) on Twitter or alternatively, visit our Facebook page or YouTube channel to get an entry for each. Only one code is available per person, each drawn randomly. The competition will be open a week. Beginning today and ending at midnight UK time on Friday 6th September 2019. The draw will be made shortly thereafter. Best of luck.

Win Acron: Attack of the Squirrels Codes for Oculus Quest

15 Minutes of Acron: Attack of the Squirrels Gameplay

Today, Resolution Games has released its eighth virtual reality (VR) title, moving away from its single-player experiences like Bait! and Angry Birds VR: Isle of Pigs into the multiplayer realm with Acron: Attack of the Squirrels. The studio demoed the videogame at Gamescom 2019 last week and with VRFocus in attendance recorded 15 minutes of squirrel-based mayhem.

Acron: Attack of the Squirrels

Acron: Attack of the Squirrels is a multiplayer party game for up to nine players, unique in the fact that it employs mobile devices. Unlike titles such as The Persistence which featured a mobile companion app for friends to help or hinder the VR player, Resolution Games’ is much more akin to PlayStation VR’s social screen on The Angry Birds Movie 2: VR Under Pressure where non-VR players are essential to the whole experience.

One player dons the VR headset and becomes the tree who must protect their golden acorns while up to eight mobile players are the squirrels, running around trying to steal four acorns and get them home. As the Tree players can throw items to knockout the squirrels or when close enough grab them a fling them out the level. As a mischievous squirrel, there are four to choose from, each with their own particular abilities to help the team.

As you’ll see in the video below, matches are fast and frantic only lasting three minutes apiece. As the VR player, there are are a lot of variables to keep an eye on, from where the acorns are to what player is doing what. The gameplay video only features four squirrel players so you can imagine when the full quota of eight is filled how hectic things can get.

Acron: Attack of the Squirrels

Acron: Attack of the Squirrels launches today for Oculus Rift/Rift S, HTC Vive and Oculus Quest headsets via the Oculus Store and Steam, retailing for $19.99 USD/£14.99 GBP. On the mobile side, the videogame can be downloaded for free for iOS or Android devices (iOS 12.4, iPhone 6 and up; Android 5.0 and up).

Check out the gameplay video below and for any further updates on Acron: Attack of the Squirrels or any other Resolution Games projects, keep reading VRFocus.

Acron: Attack of the Squirrels Review: A Nutty Delight Of A VR Party Game

Resolution Games might have cracked it here. The Swedish studio’s backcatalogue, overwhelming in number, is filled with cheery games, all with a faint smack of commerce. Whether it’s freemium experiments or tie-ins with irritating animals, the studio (notably formed by Candy Crush developer Tommy Palm) has struggled to escape that cynical stigma.

Acron does just that. Moreso than any Resolution title before it, this plays like a game where fun is front and center. And what fun Acron can be; it’s a VR party game, best played in local multiplayer. One player puts on a headset to embody a tree. Between two to eight others jump in via a free smartphone app to become squirrels. Squirrels want the tree’s golden acorns, and the tree has to protect them in matches lasting no more than a few minutes.

What follows is a frantic and fantastical mix of party madness and, with time and coordination, cunning strategy. For the VR player, Acron is a fast-firing game of whack-a-mole sprinkled with a few tactics. You need to knock squirrels down by throwing projectiles which come in three varieties. There’s a fast-spawning standard seed, a larger one that explodes and sap to slow your enemies down. Better yet, if a squirrel dares get too close you can pick them up and toss them like a leafy King Kong. The controls are critically simple and the experience conveys the simple thrills of bringing virtual worlds to life with ease. This is a great place to introduce VR to friends and family. Wielding your giant tree hands, in particular, is a wonderfully surreal sensation.

Like RADtv and Puppet Fever before it, though, Acron does threaten to grow stale as soon as it starts. I’m yet to see a VR party game that doesn’t burn out eventually but, reassuringly, Acron keeps finding ways to amuse.  It’s kept me and different groups of friends laughing in anywhere between 20 – 60 minute play sessions in which we’ve been eager to pass the headset over and start yelling over the top of each other. When everyone’s past the short learning curve, it becomes a riotous romp.

Much of that comes from strategizing as the squirrels. Mobile play is initially something of a train wreck; everyone just sort of dashes towards the shiny golden prize in what looks like a woefully inaccurate recreation of D-Day. But as players start to grasp the game — which takes no more than a few rounds — plans start to develop.

Comfort

When in VR, Acron is an entirely stationary experience. You can play either seated or standing, but there’s no movement to worry about. It’s about as comfortable as VR can get.

There are four different types of critter, each with a special power like sprinting, digging tunnels, generating shields or building bridges. A more seasoned team might work to provide cover with shields and bridges while one player burrows beneath them. In one particularly proud moment, I crept around the left side of the map while my teammates successfully distracted the enemy on the right.

It’s telling that, in one session I played, my friends initially complained that the squirrel side couldn’t possibly win. The tree’s ammunition comes thick and fast and, with a sturdy aim (which seems ever so slightly assisted), can seem overpowered. But, as we kept playing, the conversation changed to the point where tree players were losing more often than not.

In fact, the game’s balance is often dependent on level design. Some courses, like a multilayered set of ramps or one with a lake that rises and empties, are necessary additions to give VR players a leg up. When pitted against fields with barriers that pop up after the push of a button, the odds are stacked the other way. Overall the mix is pretty even-handed.

A shame, then, that there are only a handful of levels, all of which you can see through pretty quickly. Acron’s undeniably light on content and I feel like it could benefit from more character classes and ammunition types too. Having said that, I’ve rarely felt ‘done’ when enjoying the game with others, although also not especially compelled to revisit it with the same group. That is, at least, not without any new content to see or a long stretch between play sessions. True that’s a negative in some respects, but it’s also the kind of existence popular games like Jackbox and Mario Party enjoy.

Crucially, though, the game doesn’t have to be played locally. Yes, Acron was designed with couch play in mind, but players from across the world can join you too. Playing with my colleagues on the other side of the globe over voice chat was the perfect workaround when I wasn’t able to arrange a local session. The only obvious downside is being unable to switch the headset over. I’d welcome some sort of in-VR phone emulation so that people that have paid for the game can replicate the couch experience on the fly, too.

Acron is something of a delight, then. Certainly not an epiphanic bastion of VR immersion, but a hectic hassle of shouts and screams that exposes the platform’s more playful side. Played with friends, it’s a wickedly entertaining package that will have you passing the headset in rapid succession. There’s a slickness to the production and design here, one that removes much of the baggage of other VR party games. Even as VR headsets start to become more accessible, Acron is remarkably light to the touch.

Acron: Attack of the Squirrels is available from today on Oculus Rift, Quest and HTC Vive. This review is specifically focused on the PC version using an Oculus Rift S. For more on how we arrived at this score, read our review guidelines.

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Hands-on ‘Acron: Attack of the Squirrels!’ Might Be My New Favorite VR Party Game

There’s a few great VR party games out there, including the reigning champion Keep Talking and Nobody Explodes (2015), although I think a new game is poised to take the VR Party Crown. Resolution Games, the studio behind Bait! (2016) and Angry Birds VR: Isle of Pigs (2019), released arguably their most promising title yet today, the unique couch co-op game Acron: Attack of the Squirrels!

We haven’t had access to a review copy before launch, although I did get an extended chance to go hands-on with a near-final version at Gamescom last week, which showed off a couch co-op experience that was not only extremely well-balanced, but one that you can truly break out at parties for hours’ worth of fun.

Acron supports Oculus Rift, HTC Vive, and Oculus Quest. If you’re like me, you’re constantly looking for great Quest titles, and this one easily ranks among the best out there, especially as one of the few VR party games that, in my opinion, has really nailed what makes async VR gaming fun and accessible.

In case you haven’t heard about Acron, here’s the gist: a single player wears a VR headset and takes the role of Giant Tree Guy, who has to defend against an onslaught of tiny squirrels that are eager to steal all four of the golden nuts. You can do this by tossing one of three ammo types that spawn in front of you, which will either slow down or knockout the pint-sized enemies. If a squirrel pal gets too close, you can also physically grab them and toss them around like rag dolls too.

 

The squirrels, played by up to four eight users on mobile devices, have special abilities too though, which come in handy when Giant Tree Guy is accurately throwing a large number of projectiles. Depending on which of the four squirrels you choose, you can deploy a shield, dig a transport hole to get you closer to the base of the tree, sprint super fast, or build Lemmings-style bridges to help you get closer to the golden nuts. With all four squirrels working in concert, a less than attentive Tree Guy can be easily overwhelmed in the madness of it all.

The squirrels also constantly respawn, so it’s a race against the clock to either attack or defend the precious nuts. I can’t stress enough how important it is to communicate between team members so you aren’t all rushing with the same squirrel type, and have a cohesive plan.

 

There’s also fun extras like mushrooms that become jumping pads, pumpkins that serve as cover, bushes so you can get sneaky, and dynamic environments that change to create temporary obstacles such as watery moats that appear and disappear periodically. A total of six maps offers a variety of scenery though, with some favoring the squirrels and others more straight forward for the Trees.

Games are password protected, and can be played both locally and over the Internet, although it’s much more fun to have a bunch of people over scrambling to see who’s going to be the Tree next. Games can be played with a minimum of at least two other players.

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All of this culminates into an extremely fun time that will no doubt have you fighting over who gets to be the Tree next, and who is maining the chunky little squirrel, Chunk, way too much.

Check out my play session below, which features me and the Resolution Games team getting pretty rowdy. There may be some appearance of lag in the video, although this is chalked up to the studo’s capture method, which includes the views of each mobile player and the POV of the VR player, yours truly. The game played very smoothly, both on mobile and in VR.


We have a proper review incoming, so check back for a deeper look of what make ‘Acron: Attack of the Squirrels’ tick.

The post Hands-on ‘Acron: Attack of the Squirrels!’ Might Be My New Favorite VR Party Game appeared first on Road to VR.

Promising Local Multiplayer VR Game Acron Gets August Release Date

One of the most promising games from our 2019 E3 VR conference is coming very soon. Acron! Attack of the Squirrels has a release date.

The latest title from Resolution Games is touching down on August 29th. The Oculus Quest store suggested as much in a pre-order listing, but Resolution itself confirmed the news on Steam. Obviously it’s coming to Quest, and the Steam listing supports Index, Vive and Rift too. There’s no word on a PSVR release yet but we’ve got our fingers crossed.

Acron is a multiplayer game in which one player straps on a headset while a group of friends connect on smartphones. The VR player becomes a giant tree with golden acorns to protect. The phone players are squirrels that have to team up to steal the VR player’s prizes. In VR you can toss projectiles and even pick up enemies and throw them. Squirrels, meanwhile, come in different classes with special power-ups.

We’ve been looking forward to this one for a little while. VR doesn’t have many great local multiplayer titles and the idea of friends teaming up against one VR player is intriguing. You can check out fresh gameplay of the title and hear a bit about it from the developers in our E3 VR segment above.

It’s Resolution’s second PC VR released following the launch of Angry Birds VR: Isle of Pigs. The developer is mostly known for its mobile VR games like Bait! and Narrows. We’ll be interested to see how the team handles its continued transition into the world of 6DOF VR.

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Gamescom 2019 VR Games Showcase To Highlight Six Upcoming Games

The VR Games Showcase Gamescom

Despite rising popularity, VR has always struggled to standout at major gaming events. That’s why we put on the first ever E3 VR Showcase last month. Next month, though, a number of independent VR developers will band together to showcase their latest projects at one of the industry’s biggest events – Gamescom.

The 2019 iteration of the show, hosted in Cologne, Germany, will be the first to feature The VR Games Showcase, presented by Perp Games. The showcase will feature the likes of Fast Travel Games (Apex Construct), Neat Corporation (Budget Cuts), Carbon Studio (The Wizards), Survios (Creed: Rise to Glory), Resolution Games (Bait!) and Cortopia Studios (Wands). Each will be showing off new titles on their way to headsets in the near future.

Focused on media and content creators at its first event, the showcase will offer hands-on time with games and access to their developers. For VR, this is an unprecedented unification of studios. It’s something that Andreas Juliusson, Marketing & Communications Manager at Fast Travel Games, says needs to happen.

“During my years as marketer in the flat screen gaming industry, I got to see the value in being present at the biggest gaming conventions where media and content creators gathered,” Juliusson said. “The reality for most VR games developers today however, with the industry still relatively young, is that we often do not have the financial resources or the expertise to make an impact on these events by ourselves.

“This got me thinking: What if I would reach out to other studios in the same situation as us and ask them to join forces in a combined initiative, where we could share costs and efforts? I was immediately met with massive interest and soon after, we found a sponsor in global games publisher Perp Games who helped bring the initiative to life. Come August, six awesome developers are premiering with ‘The VR Games Showcase’ together at Gamescom and we could not be more excited!”

In its first event, the showcase is only open to members of the media and content creators. Juliusson says, however, that if the show is successful it will come to other shows and maybe to the public.

So what can you expect at the show? We’ve rounded up the announced titles below.

Budget Cuts 2: Mission Insolvency

Neat Corp and Fast Travel Games’ unexpected sequel was one of the big reveals at our E3 VR Showcase. This event will offer the first hands-on with the project.

The Curious Tale of the Stolen Pets

This is another offering from Fast Travel. It’s an adorable-looking puzzler that plays with small-scale VR. Again, first hands-on is on offer at the show.

Acron

The latest from Resolution Games, Acron is a fast-paced multiplayer title between VR and mobile users. Its crazy brand of action will be playable at the show.

The Wizards: Dark Times

This is a standalone expansion to Carbon Studios’ successful magical VR game, The Wizards. We had a CG trailer at the E3 VR Showcase, but first hands-on is at Gamescom.

An Adventure In Wonderland (Name Not Final)

This is the first we’ve heard about the new game from Cortopia Studios. Full details are expected to be revealed during Gamescom itself.

The Walking Dead Onslaught

More VR zombie-slaying awaits in the latest VR title from Survios. Onslaught promises to bring together the team’s past learnings for a truly gory shooter experience.

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