The Story of Unplugged: Bringing Air Guitar To Life In VR

When it comes to hand tracking games on Quest, nothing really comes close to Unplugged.

Developed by Anotherway and published by Vertigo Games in late 2021, Unplugged is an air guitar game, inspired by Guitar Hero and many others, that lets you shred in VR with a virtual guitar and your real hands.

As I’ve said elsewhere, Unplugged leverages Quest’s hand tracking technology to breathe life into the imaginary act of air guitar. In doing so, it takes hand tracking to a whole new conceptual and technological level, surpassing everything else available on Quest.

“From the very beginning, our obsession was to understand how the technology is limited and try to polish that stuff,” says studio director and Unplugged creator Ricardo Acosta. “That was the very first thing. Not the graphics, not even the gameplay.”

After speaking with Acosta in our virtual studio (full video interview embedded above), it’s clear that creating a polished and tangible experience was always the goal. “I think that hand tracking is here for good,” he tells me. “I wanted to create something that worked for real. It wasn’t just another demo.”

Such strong commitment to this new form of input is a big call, especially for Acosta, who spent years as a hand tracking skeptic while working on the HoloLens team at Microsoft. “When I was at Microsoft, I was like an advocate for controllers,” he says with a laugh. “At Microsoft, they are all about hand tracking, but I was like, ‘No guys, we need controllers. Controllers are great.’ And now I’m saying the exact opposite thing.”

“On the first version of the HoloLens … you have hand tracking, but just like the blob. It’s just the hand, not the fingers.” Without full and reliable finger tracking, Acosta came away disappointed and skeptical. “With the HoloLens 2, it was a bit better, but the lag between your movement and the hand was very big, for a lot of technical reasons.”

Even so, Unplugged was first conceptualized in 2015 — well before the advent of any modern VR’s hand tracking functionality. “I remember being in a concert in Prague and I was just like doing air guitar,” he recalls. “And at some point I was like, oh, this is an interaction that could work in VR.”

“As soon as I went back home, I prototyped something … and it totally worked. It was like, oh, this is good. This is something that we could actually turn into a game.” The original idea developed into something akin to Rock Band but for VR, using controllers and the first Vive headsets and Oculus SDKs. Acosta said he quit his job at Microsoft to work on the prototype, titled Rock the Stage, over the course of four months.

“I think that it was pretty good,” he says of the Rock the Stage prototype, of which videos still exist online.  “The best thing it was that it made you feel like you were there.” But Acosta soon ran into a road bump — music games, and particularly the associated licensing, are complicated work. “You need a lot of money. You need a team of people handling all that music licensing. And I didn’t have all that back in the day. So I decided, at some point, to go back to my job.”

After continuing in Microsoft’s VR/AR division for another few years, Acosta revisited the concept in 2020 while bored at home during the pandemic. “Oculus [had] just released the hand tracking system [for Quest] and suddenly it came to me like, ‘Oh my god, I could actually rescue that…prototype and try [see] if it works using hand tracking.'”

Even in the early stages, hand tracking felt like a turning point for the previously controller-only experience. “It worked so well. . .Back in the day with the controllers was nice, but with hand tracking was exactly what it should be.” Acosta adapted his original prototype into something new, ditching controllers for something much more freeing and immersive. “When I put [hand tracking] on the prototype, it wasn’t perfect, but it was good enough for me to start polishing the experience. I knew that with a bit of work and a few algorithms on top of the hand tracking, I could make it work.”

Acosta created a video showcasing the new prototype game and posted it to social media. It soon exploded and attracted a lot of interest, especially from publishers offering funding. After discussions options with a few different publishers, Acosta signed with Vertigo Games. “They offered the best deal. And also they were bigger, and they really had a super nice vision about what the game should be.”

“At first I was a bit scared about it, because it was a super big project. We didn’t have a company together. It was complicated.” What started as a one-man show had to turn into a burgeoning team. Acosta’s wife joined as a project manager and they were then joined by a few others to make up the small studio now known as Anotherway.

“We are six people now, which is not a lot,” he says. “Very recently, we had the opportunity to grow a little bit, but we decided to stay small. I’ve been working in Microsoft for most of my career. That is a very big company and it’s amazing, but I really like working with just a very small amount of people. It’s a very creative environment.”

Working alongside Vertigo, Unplugged quickly developed into a project with bigger ambitions than Acosta had ever imagined. “I’m very conservative in terms of adding features, because I know that anything you add to a project, it will create a lot of problems, a lot of bugs, a lot of things.”

“They pushed for more staff. They wanted more music, they wanted more venues, they wanted more quality on the game and they’ve been always pushing for that. And I think that, in general, the game would have been way smaller without Vertigo,” he says.

In particular, working with Vertigo opened up opportunities when it came to the proposed tracklist. “In the very beginning we were just going for small bands. And then when we signed up with Vertigo they were like ‘No, like indie bands are cool and we will have a few. But we need famous bands.’ And we were like, oh, but that’s going to be super complicated.”

Vertigo sent Anotherway a Spotify playlist and asked them to add any songs they might want in the game. “And we were like ‘Wait, whatever music?'” It was a big mental shift.

The Offspring’s The Kids Aren’t Alright was the first major song that Vertigo and Anotherway secured the rights to. “We were just like jumping, like, ‘Oh my god, we made it.'” The final selection included some massive artists — The Clash, T. Rex, Weezer and Steel Panther, to name a few. “[Music licensing] is a very time-consuming process, and I knew that. So not even in my wildest dreams I would have dreamed about having Weezer or Tenacious D, The Offspring, or Ozzy…”

The inclusion of Tenacious D’s Roadie is particularly special to Acosta — not only is the band one of his favorites, but he had used the song all the way back in 2015 in the very first prototype. However, the song almost didn’t make it into the final game at all.

Vertigo and Anotherway initially struggled to make contact with Tenacious D to secure the rights. However, Vertigo had a trick up its sleeve — Guitar Hero legend Mark Henderson had been brought on board to assist with the game. “He was like, ‘Guys, leave it up to me. I’ll make it happen.’ So somehow he contacted the manager of Tenacious D and started talking to them.”

With Henderson’s help the rights to the song were secured. But another problem emerged — with a PEGI 12 rating, Roadie’s explicit and frequent F-bombs weren’t going to cut it. “So at another point we were like, ‘Okay, we have the song now, but we cannot use it because we are PEGI 12, so we have to take it out from the list.'”

Acosta made his peace with leaving the song off the tracklist but, in his words, “maybe the stars were in a particular position that night.” Henderson was able to get Tenacious D back into the studio to re-record a clean version of Roadie, specifically for Unplugged, excluding all the swearing.

“It was insane,” says Acosta. “Knowing that my favorite band re-recorded a song just for the game. It’s insane. It’s just amazing. And a lot of people have complained about the fact that it’s a different version of the song, without the swearing. But I’m so proud of that. To me, it’s even better because it’s our song.”

With a solid tracklist secured, Acosta and the team at Anotherway set to work on creating an unforgettable and reliable hand tracking experience. “I am a UX designer, so for me, the main important thing on anything is user experience. If the experience is not good, the whole game won’t work, or the whole experience will be shit, and we didn’t want that.”

As a result, the gameplay itself was adapted and designed to work with, not against, hand tracking. Even tiny changes mad a big difference — the size of the guitar in Unplugged, for example, is a bit smaller than a regular, real-life guitar, which helps keep your hands in view of the cameras.

“In the beginning, with hand tracking 1.0, we had to be very aware of your movements,” he explains. “We had to create the mapping so that the music charts in a way that is always aware of the limitations of the technology.”

That meant that at launch, the mapping in Unplugged didn’t always completely follow the music, leading some players to complain that the music and the notes didn’t always line up. “And we knew why, but we couldn’t do anything about it, because the hand tracking was very limited and you couldn’t move your hand that quickly,” he said.

Nonetheless, Acosta remains proud of the experience offered at launch. “In the first version, it was absolutely playable. Obviously it wasn’t perfect, but it was playable. And I think that we proved that you can actually create a hand tracking game that uses hand tracking very intensively.”

Skip forward a few months after launch and the release of Meta’s Hand Tracking 2.0 software offered huge gains for Unplugged. Not only was the technology more reliable than ever, but it was so good that Anotherway went back and re-mapped the entire tracklist for increased accuracy and challenge. “We want the game to be fully accessible for everyone, obviously. But I think that for 98% of people, the game works very well.”

Nonetheless, Anotherway are still implementing algorithms and workarounds to account for error and improve the experience — the latest being an AI system. “We’re using deep learning in order to see where your hands should be or what’s your pose or what’s your intentions. We made all that stuff so [that] when there is a problem with the hand tracking, there is another layer trying to help and trying to make the experience as smooth as possible.”

There’s more to come too. In the short term, Anotherway just released a new DLC pack — featuring songs by metal band Pantera — and are working on an upcoming accessibility update adding new features and “another thing” that is top secret but will be “really big.”

In terms of song selection, there’s definitely more on the way. “We are working to add more music all the time. We want to add free music [as well], not just DLC. Also, I want to add more indie music because I think that there is a lot of really good indie music out there.”

But what about the long term? What does the next year or more look like for Unplugged? “I cannot talk too much about it because Vertigo will kill me,” Acosta says with a laugh. “But our plans are very big. Unplugged is going to become bigger, at least in terms of features…”

“I would be very excited about Unplugged if I knew what’s going to happen. Probably like in a year, Unplugged will be very different. It will have way more stuff. That’s it. That’s all I can say.”

For a game that has already pioneered a new technology on a cutting edge piece of hardware, there could be a lot of interesting developments in Anotherway’s future.

“Unplugged is going to move forward,” Acosta said. “That is for sure. We are not staying still.”


Unplugged is available on Quest headsets and hand tracking-enabled PC VR headsets on Steam. You can read our full and updated 2022 of the game here

Anotherway Teases More Content & Music For Unplugged

“I would be very excited about Unplugged, if I knew what was going to happen.”

That’s what Anotherway director and Unplugged creator Ricardo Acosta told us in a snippet from our upcoming feature piece detailing the story of Unplugged’s development.

When I asked about Unplugged’s short and long-term future, Acosta revealed few specifics but teased a lot to come. Hot off the reveal of the Pantera DLC pack at the Upload VR Showcase, Ricardo hinted at more releases in the future. “We are working to add more music all the time. We want to add free music [as well], not just DLC. Also, I want to add more indie music because I think that there is a lot of really good indie music out there.”

In the short term, Unplugged will soon receive an accessibility update, adding features that will allow more players to enjoy the game, such as settings to help distinguish notes easier for color blind players. There’s also “another thing” coming in that update, but Acosta kept his lips sealed, only teasing that it’s “really big.” The title is published by Vertigo Games and stands as a stellar example of what’s possible with gameplay tuned for hand tracking input, with big plans over the long term.

“I cannot talk too much about it because Vertigo will kill me, but our plans are very big,” he said. “Unplugged is going to become bigger, at least in terms of features…I would be very excited about Unplugged if I knew what’s going to happen. Probably like in a year, Unplugged will be very different. It will have way more stuff. That’s it. That’s all I can say.”

What are you hoping comes to Unplugged in the next year? Let us know in the comments and keep an eye out for our full feature and video interview with Acosta this weekend.

Unplugged for PC VR Delayed by 2 Weeks

Unplugged

Last week Anotherway revealed that its virtual reality (VR) homage to air guitar, Unplugged, would be coming to PC VR tomorrow while the Meta Quest version would also get an update. Both of them have now been delayed until mid-December the team confirmed via the Unplugged Twitter account.

Unplugged

No reason was given for the delay with the tweet saying: “Hi fellow rockers, we need some more time to finetune the #SteamVR release and #MetaQuest update for #UnpluggedVR. We’ll be jumping back on stage on December 14!” So that means there’s just under two weeks to wait for the rocking VR experience.

Unplugged moved away from the classic guitar rhythm action gameplay of old by utilising Oculus Quest’s hand tracking, thus aiding that air guitar feel. On PC VR headsets, however, native hand tracking isn’t available so instead Anotherway and Verigo Games have utilised the Valve Index controllers to provide that finger tracked experience. Of course, that does mean only those controllers are supported so don’t go buying Unplugged without them.

Also now due on 14th December is that Meta Quest passthrough update previously mentioned. It’ll add a new venue to the roster, so instead of playing to a virtual audience, you’ll be able to see your living room, bedroom or wherever you happen to be playing. Plus there’s that new Steel Panther song Unplug Yourself to look forward to.

Unplugged

Featuring songs from the likes of The Offspring, Ozzy Osbourne, Weezer, and many more, Unplugged is all about unleashing that inner rock god without all the hassle of actually learning how to play a guitar. Steel Panther’s lead guitarist Satchel is your mentor, teaching you all about the various intricacies of Unplugged, from playing a basic note to some freestyle jamming. You can freely reposition the virtual guitar for easy playing, there’s left-handed support and don’t forget to work the crowd at the end for maximum points.

VRFocus will continue its coverage of Unplugged, reporting back with further updates.

Unplugged Jams Onto PC VR Next Week, Passthrough Coming to Quest Edition

Unplugged

Want a unique way to rock out in virtual reality (VR)? Then Unplugged is probably just what you need, if you have an Oculus Quest 2, of course. However, next week that headset exclusivity will end as developer Anotherway and Vertigo Games have announced a PC VR release date – with one small caveat. Plus, the Quest version is getting passthrough support and a new song is on the way.

Unplugged

As you may already be aware, Unplugged is about emulating air guitar by utilising Oculus Quest’s hand tracking functionality. At no point do you need controllers which makes porting to other platforms a little bit tricky. Anotherway has managed to though, supporting all Valve Index Controller compatible headsets on Steam.

And then there’s the new Oculus Quest passthrough feature. You may already use passthrough as your background (rather than an Oculus Home environment) but in Unplugged it allows you to blend the virtual stage with your physical environment.

“We always knew that blending a virtual stage with your real place would be a super interesting feature for Unplugged. Getting to see your friends or family cheering you while you play… that’s a perfect combo! Now, thanks to the Quest Passthrough, we can make this kind of experience possible,” says Anotherway in a statement. “On the list of venues, you’ll be able to select a new mixed reality one, which can be your own living room, your kitchen, or wherever space you feel like rocking!”

Unplugged

As for the new song, the developers once again worked with Steel Panther with the rock band creating a tailor-made song called Unplug Yourself, a teaser of which you can see below.

All of this free new content as well as the PC VR release will all land on 2nd December 2021. The Steam version will retail for $24.99 USD/€24.99 EUR. For further updates on Unplugged, keep reading VRFocus.

Unplugged To Fix Difficulty For Unlocking New Tracks

Unplugged is working on a fix for the difficulties some players are experiencing in unlocking all of its songs, particularly with some objective conditions on Hard difficulty.

The news was prompted by Twitter user YoJayWatsUrName, who expressed frustration at difficulty unlocking all the game’s songs:

I REALLY love this game. With that being said I’m going to be honest. I don’t think hand tracking is quite there for the precision this game wants on hard difficulty. I think objectives need to be removed in exchange for experience to unlock songs. – @YoJayWatsUrName on Twitter

The Unplugged account responded to that tweet, noting:

We have got that feedback from several players. We will fix it soon 🙂 – @UnpluggedVR on Twitter

It’s unclear exactly what the fix might entail, but it’s likely either changing the requirements of certain objectives to unlock records or removing certain objectives altogether. In our review, we noted that the difficulty curve felt fair but that the hand tracking took some consideration to get working at an ideal level, particularly in the opening few hours of the game.

At first, I personally struggled with similar problems in unlocking records but once I started to understand the conditions under which Unplugged’s hand tracking worked best, I had less problems overall and was able to unlock records and new songs much faster. At the time of writing my review, I had yet to unlock the final record and needed just one last objective completed in order to do so — get a Diamond score on a song on Hard difficulty. While I hadn’t reached a Diamond score, I got very close and it certainly didn’t feel impossible or the fault of the game/hand tracking — if anything, it was just time limitations. It will be interesting to see what changes are implemented to adjust for feedback — hopefully, people will be able to more reliably and easily unlock the songs soon.

Have you tried Unplugged? What do you think? Let us know in the comments. You can read our review here.

‘Unplugged’ Review – Rock Star Ambitions Stifled by Quest’s Hand-tracking

Unplugged is like Guitar Hero, although instead of picking up a dedicated peripheral and jamming away, it relies on Quest’s native hand-tracking to let you shred on an air guitar without controllers. It’s a fun idea that can work really well at moments, however the headset’s optical hand-tracking still isn’t super reliable, which adds a layer of frustration on top of what could truly be a great game.

Unplugged Details:

Available On: Oculus Quest (coming soon to PC VR)
Release Date: October 21st, 2021
Price: $25
Developer: Anotherway
Publisher: Vertigo Games
Reviewed On: Quest 2

Gameplay

Unplugged plops you down, tells you to physically roll up your sleeves, clean the grease from the four camera lenses on your Quest, and start jamming away on an air guitar to an unlockable catalogue spanning 50 years of rock—no dedicated peripherals or Touch controllers required, just hands.

The rhythm game’s launch setlist tosses 23 rock hits your way, and includes an awesome selection of music from bands like The Offspring, Tenacious D, Ozzy Osbourne, Rush, Lynyrd Skynyrd, and more. As a rock fan, I really love the selection here:

Image courtesy Vertigo Games

Each song is playable in easy, normal and hard difficulty modes, which is determined by the number of different finger positions thrown at you. Each of the game’s five venues contain around five unlockable songs you can play through until you make it to the final gig, an arena packed with an adoring crowd.

Unlike Guitar Hero or Rock Band, which feature dedicated controllers with five buttons placed in specific spots on the guitar’s neck, Unplugged turns the formula on its head by making you perform different fingering positions on a literal air guitar while matching them to four zones on its neck. Like all of those guitar-based rhythm games, you’ll have to strum on the beat to hit each note correctly.

Thankfully you don’t have to constantly stare at the front of the neck itself, as the side also features small indicator lights showing both your current finger position and hand position relative to the four target zones. I’m not entirely sure I’ll ever be able to build the sort of muscle memory that you gain with controller-based rhythm games simply because of how transitory the whole air guitar experience is—and that’s irrespective of Quest’s less than perfect hand-tracking.

And the lack of 100 percent precise hand-tracking is a shame, because everything else about Unplugged is legitimately awesome. The tutorial, which is led by the infectious and suitably glam Steel Panther guitarist ‘Satchel’, teaches you all of the skills you need to get jamming away at your own pace. The music available is all really well known stuff too that is a real joy to jam out to. Ok, I kind of hate Satchel because he’s mean and called me a nerd, but the ’80s douchebag vibe totally fits.

Image captured by Road to VR

Scoring is pretty typical for rhythm games, and it measures hits in ‘awesome’ and ‘perfect’, with perfect combos netting you more points. It also has what I’d consider a pretty generous buffer before the fail state so I could get through most songs on normal without seeing the dreaded ‘GAME OVER’ screen. One really cool touch: at the end of a particularly good set the audience will toss stuff on stage that you can grab mid-air for extra points.

I still haven’t gotten good enough to do most on hard difficulty though, but that may also come down to hand-tracking throwing me for a loop, which I talk more about below.

Immersion

At first I thought the inherent lack of haptic feedback would stymie the game and make it less fun than a similar controller-based game like Rock Band VR on Rift. Conceptually at least, that’s not true for me. If hand-tracking were more solid I would put it nearly equal to a controller-based rhythm game in the amount of fun and skill you can build. Simply put: when it works, Unplugged is awesome.

And although haptics would undeniably help the game, Unplugged does a good job filling in the gaps with its array of expressive visuals. The game’s beat map follows the neck of your guitar, which means you’ll always have the neck front and center, making it easy to not only tell what finger position you need and where it has to go. Strumming on the other hand (no pun intended) is a binary action that has to be done with a enough force to register.

Image courtesy Vertigo Games

But even in optimal lighting conditions with a high contrast background, you’re bound to see some jitter and experience some latency too when it comes to hand and individual finger position, which can be super annoying to deal with when you’re trying to build the physical skillset required to hit notes just right.

It feels a bit like having a button on your controller that works 90 percent of the time. That’s more than enough to get you through the experience, and probably even enjoy it, but not enough to inspire confidence in your actions. Here I go through finger counting on both hands just to show how off Quest can be at times. Notice how it hangs on three.

Here’s a few tips to get best case scenario hand-tracking input—if you don’t mind babying Unplugged into having a good time, that is. You have to be very deliberate in your finger positions to make sure they not only register correctly, but also register in enough time for whatever latency there is to resolve itself before you strum to the beat. Definitely take the time to setup your environment so you have a high contrast background and adequate lighting, and you’ll be able to hit that 90ish percent accuracy you’ll need to play and have fun.

Granted, a PC VR version is coming at some point this year, although it will only support controllers with full-fingered tracking like Valve IndexI would much rather play it that way than dealing with the jumpy inaccuracies of Quest’s hand tracking.

Comfort

There’s no artificial locomotion at all, so it can be a really comfortable experience provided you aren’t prone to neck strain.

At first I played Unplugged sort of curled up to get a good view of the guitar’s neck, sort of like a weak impression of Kurt Cobain at MTV Unplugged in New York, circa 1993. You should resist the urge to look down a bunch though and instead position the air guitar more upright so you don’t need to crane your neck so much. Neck muscles aren’t made to deal with off-center weight for long periods of time, so just make sure not to push yourself.

‘Unplugged’ Comfort Settings – October 21st, 2021

Turning

Artificial turning ✖
Smooth-turn ✖
Adjustable speed n/a
Snap-turn ✖
Adjustable increments n/a

Movement

Artificial movement ✖
Smooth-move ✖
Adjustable speed n/a
Teleport-move ✖
Blinders ✖
Adjustable strength n/a
Head-based ✖
Controller-based ✖
Swappable movement hand ✖

Posture

Standing mode ✔
Seated mode ✔
Artificial crouch n/a
Real crouch n/a

Accessibility

Subtitles ✔
Languages English
Alternate audio ✖
Languages n/a
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height n/a

The post ‘Unplugged’ Review – Rock Star Ambitions Stifled by Quest’s Hand-tracking appeared first on Road to VR.

Unplugged Review 2022: Thrilling Air Guitar With Unmatched Hand Tracking Capabilities

With support for Meta’s Hand Tracking 2.0 update, Unplugged is more responsive than ever, surpassing everything other hand tracking game on Quest. Here’s our updated Unplugged review.

Note: This review was originally published on release in October 2021. In May 2022, we updated the review to reflect the recent changes in technology and gameplay since launch, including a section below addressing the improvements specifically. 

Unplugged is essentially VR’s spiritual successor to classic rock games like Guitar Hero and Rock Band.

But gone are the days of bulky, plastic peripherals; you only need your hands to play Unplugged. This lets the genre move towards something more immersive and thrilling, keeping the same spirit of those classic titles while also doing something completely different and new.

But before getting into further detail, let’s get one thing straight about Unplugged: the feeling of using your hands to act out air guitar moves is a completely unmatched experience and technical accomplishment on Quest 2. No other hand tracking experience comes even remotely close in terms of sheer thrill and innovation.

Unplugged Review – The Facts

What is it?: A VR rhythm game in which you use hand tracking to air guitar your way to stardom.
Platforms: Meta Quest, Meta Quest 2 with hand tracking, PC VR using Index controllers (read more here)
Release Date: October 21
Price: $24.99

This isn’t a one-to-one simulation of real guitar, but instead it embarks on a fantasy-fulfilling journey to make you feel like a true rockstar, shredding through air and playing to a pumping crowd. In its best moment, it feels absolutely unparalleled.

Rocking Out With A Killer Setlist

While the experience is wholly unique, Unplugged’s core gameplay loop is fairly simple — make chord shapes with the fingers in your left hand, strum in time with your right. The more consecutive notes you land, the bigger combo you’ll build and the higher you’ll score. Think Guitar Hero crossed with Tap Tap Revenge and Beat Saber.

The track mappings may not be quite as complex or technical as rock games like Guitar Hero or Rock Band just yet, but they do push Quest’s hand tracking technology much further than you would expect.

While Unplugged was still a fantastic experience at launch, it was also nonetheless slightly limited by the Quest’s hand tracking capabilities at the time. However, recent leaps in technology with Hand Tracking 2.0 have significantly improved the experience on Quest 2. There’s still the occasional hiccup, but fast movements and strumming are more dependable than ever.

This has also allowed Anotherway to go back and re-map the entire collection of tracks, adding increased nuance, complexity and notes. This increased challenge also brings with it a higher skill ceiling, and Quest 2’s hand tracking is able to keep up with a degree of speed, reliability and accuracy that we’ve never seen before.

There’s a solid tracklist of well-known rock songs to work through, especially for a debut rhythm game. You’ll recognize tracks like Say It Ain’t So by Weezer, Bohemian Like You by The Dandy Warhols or Should I Stay Or Should I Go by The Clash, just to name a few. Even the lesser known tracks have clearly been picked with care — each one feels distinct and offers a slightly different style of mapping, matching the feel of the songs themselves.

A free and exclusive Steel Panther song was also added post launch, as well as a $4.99 DLC pack containing tracks from Muse, Slayer and more.

Songs are divided into groups, or ‘records’, which roughly ascend in difficulty and complexity. All songs are unlocked from the start with three difficulty levels each – Easy, Normal, Hard. Each record has three associated challenges – completing those will help you unlock bigger venues to play in, starting in a small bar and working up to an arena. There’s also passthrough support, which lets you to play in a stylized version of your real surroundings.

Learning the Ropes

Unplugged isn’t an easy game – there’s lots of challenge to be had, especially on the higher difficulties. The novelty of the concept means there’s a bit of a learning curve to work through as well. Luckily, the state of the game post-launch makes that smoother than ever for beginners.

It’s also essential to give the game the best possible conditions for optimal hand tracking. As you’ll be told in the tutorial, led by Steel Panther’s Satchel, roll up your sleeves, play in a well lit area with high contrast between your hands and the background, and wipe the headset’s camera lenses before playing.

Follow those rules and you’ll find the hand tracking to be extremely reliable and responsive. It’s now rare to encounter significant tracking errors while playing, which means it’s much easier to tell how and why you’re at fault when you make mistakes mid-track.

Once the initial acclimitization is over, you’ll quickly start to improve and feel more and more like a rock god. Anotherway is aware that some finger shapes and chord changes are harder to nail than others, so Unplugged’s collection of tracks is cultivated to smartly adapt the mapping across the records, easing players into the action and gradually turning up the complexity.

The first few records focus on simpler shapes and use just a few fingers at a time, sticking to very straight, on-beat rhythms. As you get into the latter records, the mapping becomes more melodic, finger shapes more complex and chord changes more frequent, with less straightforward rhythms. When you miss a note or play something incorrectly, the game will play a cracked guitar tone and cut the audio for corresponding section you missed – a very welcome change added post-launch change.

There are also slide notes, which don’t require any strumming, and vibrato sustained notes that grant extra points for shaking your fingers up and down the fret. Solos are the highlights of each map, which tend to focus on slide and vibrato notes as well as special shredding sequences that let you go wild with ad-libbed, mindless air shredding. It’s an unbelievably satisfying feeling when you manage to nail every note in a solo perfectly.

The mapping doesn’t exclusively replicate the guitar lines of each track either. In sequences where guitars are minimal or missing from a track, you’ll play notes representing other instruments as well, such as vocals of bass.

There’s a sense of manageable challenge across all the tracks – as you become more acquainted with each, you’ll probably find yourself replaying favourites over and over just to get a higher score. In short, it’s disgustingly addictive.

Pressure Points

Even with the recent hand tracking improvements, there remain just a few caveats to keep in mind. There is still a tiny – but sometimes noticeable – amount of latency between your hands’ actions and them being registered in-game. It’s an issue inherent with the technology, not the game itself, but it can nonetheless mess with your timing on complex sequences here and there. Focusing on the beat of the music itself – and looking slightly ahead of the fret – lessens the latency’s impact.

Unplugged Screenshot 2

Likewise, there remain a few transitions that feel a little too quick and difficult to land reliably, especially on Hard. Moving from one position on the fret to another while also changing chords seems to be a pressure point and one of the only remaining areas where hand tracking can feel ever so slightly inadequate.

Tracking aside, Unplugged doesn’t always do the best job of accurately representing its more complex rhythmic sequences. Visually, the gaps between notes and chords often look equally spaced, even when the actual rhythm the game expects you to play is not. This can make it hard to interpret fast and irregular sections, especially if you’re not already familiar with the song. Trial and error will often clear this up, but it’s an area for improvement nonetheless.

Mini Games, Modes, Modifiers

Higher difficulties also introduce some mid-track mini games, such as ‘cursed’ flaming notes that have to be hit perfectly. Missing a flaming note will send a string out of tune – time slows down and a guitar neck will appear floating in front you, prompting you to quickly re-tune before you can resume playing. It’s an interesting idea, but feels more tedious and distracting in practice.

You can also boost your score by hitting combo cubes with your guitar neck as they appear mid-song. Advanced players might be able to hit these with dramatic rockstar swings, but I found it difficult to pull off without introducing tracking problems or missing notes.

You can also amp up the audience after a good run by the horns and catching undergarments thrown from the crowd. This gives you points to spend on cosmetic guitar models to use in-game, but the selection a bit underwhelming. The biggest and most iconic brands like Fender and Les Paul are missing – perhaps understandably, given how new the franchise is.

Unlike many other rhythm games, there’s also no modifiers or alternate modes just yet, which feels like a missed opportunity. Giving players more options to play the way they want, like you can do in Beat Saber or Pistol Whip, would be a fantastic addition.

Post-Launch Improvements with Hand Tracking 2.0

The difference between Unplugged at launch and now is close to night-and-day – and that’s saying something, given the baseline was already very impressive. Everything has been improved and the experience is better now than I ever thought it would be on Quest 2.

Previously, some sessions with Unplugged used to feel like you were wrestling with the hand tracking just to find the perfect conditions for the game to operate in. Now, it’s much less fussy and infinitely more reliable in a wider range of settings. Optimal conditions remain important, but you’ll spend significantly less time adjusting everything and more time rocking out. The aforementioned quick transitions are the only area that remain an occasional hang-up, but that’s forgivable given the huge leaps elsewhere.

Other smaller changes – unlocking all songs from the start, cutting out audio when notes are missed, re-mapping tracks to account for Hand Tracking 2.0 – are more than welcome and push the experience closer to in style to classics like Guitar Hero and Rock Band.

Unplugged Review – Final Verdict

Unplugged Release Date

Unplugged feels like the first app to take Quest’s hand tracking to a new conceptual and technical level, using the technology to breathe life into the imaginary and fulfil a fantasy of every rock fan.

At launch, the concept felt just slightly ahead of the technology, perhaps a few years behind developments that could take it to the next level. But only seven months later, it’s shocking how quickly Meta’s software has caught up and improved the experience from all angles. The baseline was already strong, but the game is now more accurate and responsive than ever.

Though there’s still room for improvement, Anotherway and Vertigo Games have landed on a concept that is addicting and completely unique. There’s really nothing else quite like Unplugged on the Quest platform – or any VR platform, for that matter. It’s a shining example of how VR and AR technology can offer totally unique experiences, previously thought unimaginable.

It sounds too good to be true, but it’s not. For that reason alone, every Quest owner should give Unplugged a try.

Upload VR Review Essential

UploadVR recently changed its review guidelines, and this is one of our new Essential review labels. You can read more about our review guidelines here

This review was conducted on the Quest 2 version of the game – you can read our seperate impressions of the PC VR version for Index here. What did you make of our Unplugged review? Let us know in the comments below!

Practice Your Best Metal Face for Unplugged’s Oculus Quest Launch in October

Unplugged

Anotherway and Vertigo Games have been developing one of the most interesting use cases for Oculus Quest’s hand tracking feature, an air guitar experience called Unplugged. Today, the teams have revealed that the launch isn’t too far away, with a date now stencilled in for next month.

Unplugged

Unplugged is all about taking that fantasy air guitar experience where you pretend you’re a rock god on stage at some crazy festival and making it that bit more real. Virtual guitar in hand, you’re taken under the wing of Steel Panther’s lead guitarist Satchel. He’ll show you the ropes before letting you loose on some classic tracks that celebrate over five decades of rock history.

Alongside confirming when Unplugged will launch, Anotherway and Vertigo Games have also listed the first set of songs you’ll be able to play.

  • Bumblefoot – Overloaded
  • Freak Kitchen – My New Haircut
  • Louis and The Shakes – On One
  • Lynch Mob – Wicked Sensation
  • Ozzy Osbourne – Flying High Again
  • The Electric Alley – Searching For The Truth
  • The Offspring – The Kids Aren’t Alright
  • The YeahTones – Lightning
  • Weezer – Say It Ain’t So

As mentioned, Unplugged is all about freeing you from those controllers to offer one of the most unique rhythm action games yet. Suitable for left or right-handed players, you’ll have to get the feel for strumming along and matching your fingers to the chords. In true air guitar style, there are even moments where you can unleash and freestyle.

Unplugged

Previewing Unplugged earlier this week VRFocus said: “Unplugged is going to be the greatest test of Oculus Quest’s hand tracking and likely very divisive as to whether it can really offer a viable alternative to those physical, guitar rhythm action games of old. There’s no doubt that it works with some flashes of brilliance but the learning curve is huge, especially trying to complete those higher levels.” 

Unplugged is due for release on 21st October 2021 for Oculus Quest. The developer has confirmed a PC VR version is on the way later this year but it’ll only support hand tracking enabled hardware or the Valve Index controllers with their finger tracking. For continued updates, keep reading VRFocus.

Unplugged Launches In October On Oculus Quest, PC To Follow

Hand-tracked VR air guitar game, Unplugged, launches very soon on Oculus Quest.

The music title, developed by Anotherway and published by Vertigo Games, hits the standalone headset on October 21. While anyone with an Oculus Quest can play the game, there is a PC VR version coming later this year that is limited to the finger tracking on the Valve Index Controllers and VR headsets with hand-tracking capabilities, so don’t expect to play it on an Oculus Rift or a base HTC Vive.

Unplugged Release Date Confirmed

That’s because Unplugged offers a Guitar Hero-like experience without the need for plastic peripherals. Colored notes stream towards your virtual guitar and you’ll have to match them with the corresponding fingers in the correct position then strum to the beat. You’ll need to master your technique across the game’s career mode, which is mentored by Satchel from eccentric glam rock band, Steel Panther.

Earlier this week we confirmed that Weezer’s Say It Ain’t So and Ozzy Osbourne’s Flying High Again were coming to the game, joining the previously announced The Kids Aren’t Alright by The Offspring. Today, Anotherway and Vertigo also confirmed another six songs for the game. They are:

Bumblefoot – Overloaded
Freak Kitchen – My New Haircut
Louis and The Shakes – On One
Lynch Mob – Wicked Sensation
The Electric Alley – Searching For The Truth
The YeahTones – Lightning

There are still other tracks to be revealed, so make sure to check back next week as we confirm the entire tracklist.

We got our first chance to play Unplugged earlier this week. Though you might doubt that VR hand-tracking is capable of keeping up with an air guitar game we came away pleasantly surprised at how well it worked. The game isn’t a straight-up imitator to Guitar Hero, instead picking more rhythmic tunes that aren’t hugely technical to play along to, and there’s a smart use of bonus features and minigames to mix the experience up.

Unplugged has also been our Upload Access game of the month. We’ve been speaking to producer Marcus Henderson about the project and have more to come. Check out our full line-up below!

Unplugged Schedule

Preview: Unplugged – Rocking VR Air Guitar

Unplugged

Everyone has strummed out a little air guitar at some point in their lives – come on admit it – whether that’s in the shower or when you hear an awesome solo over the airwaves. But mimicking your wild arm flailing into a cohesive, hand tracked virtual reality (VR) videogame is another endeavour entirely. It’s a challenge indie team Anotherway decided to tackle, and with the help of Vertigo Games behind them, has begun to showcase what rock dreams are made of in Unplugged.

Unplugged

Unlike every other rhythm action guitar title where you had some sort of plastic controller with fret buttons and a whammy bar to hold, giving that pseudo sense of being an ace axe player, Unplugged’s use of hand tracking is bold. That’s because up until now hand tracking on Oculus Quest has revolved around slower, more methodical genres like puzzle videogames; Cubism’s recent implementation is testimony to that.

Without having a guitar to “feel” where your hands are on the neck going into Unplugged for the first time is like stepping into the unknown, as the expectation is that this level of complexity can’t work (or work well). And first impressions definitely are mixed when it comes to playing a hand tracked guitar in VR.  

The demo of Unplugged VRFocus got to play offered the main gist of the experience, an introductory tutorial as well as four songs to try and master, each with three difficulty levels. It must be said that Unplugged looks extremely polished, from the tattoos on your virtual fingers to the inclusion of Satchel from Steel Panther as your rock guide, it is very well presented. Even the buttons to select the various menu options have a nice push to them, a small but important touch.

Unplugged

When it comes to actually playing the virtual guitar the neck is split into five sections with each of your fingers colour coded so you can play specific notes. That means you have to pay attention to where the notes are going to hit the neck as well as the appropriate finger combination. You also have to strum of course. However, from what’s been shown so far there are no epic individual finger solos like you used to get on Guitar Hero, most tend to be all four fingers, three and the occasional two-finger notes. And that’s certainly enough.

Even on easy Unplugged isn’t particularly straightforward. Without that physicality, playing tracks like Creedence Clearwater Revival’s Fortunate Son or The Offspring’s The Kids Aren’t Alright requires focusing all of your attention on the guitar neck so you know exactly where to place your hand whilst ensuring optimal tracking of your fingers. The downside to this was forgetting where that important strumming hand needed to be. Quite often notes were being missed not because of incorrect finger placement but that pick hand moving out of place during an awesome rock solo.

You can play Unplugged both seated and standing with the latter tending to be the easier option. There’s also the option to adjust where the guitar is placed in relation to you, moving it up/down, in/out depending on preference. While this does really help, strumming still seemed to be the main issue as it’s difficult keeping your hand in very near the same point mid-air for an entire song. Or maybe much, much more practice is required.

Unplugged

Thankfully, Unplugged doesn’t just have notes you need to strum. The Pull-Off notes are by far the easiest to play as you can move your hand up and down the neck for some true air guitar rocking! The same goes for the Virtuoso notes where you’re given a blank flaming box to wiggle those digits however you see fit. These are the moments where Unplugged comes alive, coordination and precision go out the window, allowing you to enjoy the song at its fullest.

At the end of each track, you can then pump up the crowd for more points and hopefully a top leaderboard position.

Unplugged is going to be the greatest test of Oculus Quest’s hand tracking and likely very divisive as to whether it can really offer a viable alternative to those physical, guitar rhythm action games of old. There’s no doubt that it works with some flashes of brilliance but the learning curve is huge, especially trying to complete those higher levels. With a launch planned for fall 2021, there isn’t long to wait to see if Unplugged is the hardest air guitar you’ve ever played.