Community Download: Is Microsoft’s Purchase Of Zenimax Good For VR?

Community Download is a weekly discussion-focused article series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to know what you think about the Microsoft purchase of Bethesda parent company ZeniMax!


Today a huge bombshell dropped when Microsoft announced that it was purchasing ZeniMax, the parent company of Bethesda. This grants ownership of developers like Bethesda Game Studios, id Software, Arkane Studios, and more to Microsoft making them the owners of The Elder Scrolls, Fallout, DOOM, and many others.

That’s huge news!

But what does it mean for VR? We all know Microsoft doesn’t have the best track record with supporting VR as a platform, so could this theoretically limit these studios in terms of their VR support? We’ve already gotten VR entries for The Elder Scrolls, Fallout, DOOM, Wolfenstein, and Prey from Bethesda properties so it makes you wonder if any future VR projects are at risk of changing or being canceled.

However, you can’t deny this absolutely does mean there is more funding at the hands of these teams. inXile is working on Frostpoint, a VR-only shooter, that’s coming this year and they’re owned by Microsoft, so it’s not a deal breaker at all. If Microsoft continues to fund and publish ZeniMax games on multiple platforms then it’s a net positive for everyone, really.

What do you think? Is this going to end up being a good thing for VR? Let us know down in the comments below!

Microsoft to Acquire Bethesda’s Parent Company ZeniMax for $7.5B

Microsoft today announced that it’s entered into an agreement to acquire ZeniMax Media, the parent company of game studio Bethesda Softworks. According to TechCrunch, the price was set at $7.5 billion.

The acquisition is slated to include all of ZeniMax’s properties including Bethesda Game Studios, id Software, ZeniMax Online Studios, Arkane, MachineGames, Tango Gameworks, Alpha Dog, and Roundhouse Studios.

Once approved, this will make Microsoft the owners of some of the most influential titles in modern gaming, including franchises such as The Elder Scrolls, Fallout, Wolfenstein, DOOM, Dishonored, Prey, Quake, and Starfield.

ZeniMax’s fleet of studios have also been responsible for a number of VR titles such as DOOM VFR, Fallout 4 VR, Wolfenstein: Cyberpilot, and Skyrim VR.

Image courtesy Bethesda Softworks

Microsoft says in a blog post that the inclusion of ZeniMax’s studios will help continue the company’s commitment “to deliver a breadth of amazing games to discover and play on Xbox.”

Although Microsoft hasn’t said as much, it’s likely Bethesda will be narrowing its focus to develop their long-standing franchises for Xbox—an expensive weapon in the coming battle with Sony’s PlayStation 5.

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“One of the things that has me most excited is seeing the roadmap with Bethesda’s future games, some announced and many unannounced, to Xbox console and PC including Starfield, the highly anticipated, new space epic currently in development by Bethesda Game Studios,” says Phil Spencer, head of Xbox.

Although it’s still unclear how the acquisition will affect Bethesda’s future VR aspirations—Microsoft still has no clear plan for VR headset support on its Xbox platform—Oculus’ Consulting CTO John Carmack says the acquisition may be a good thing for him at least.

Carmack co-founded id Software and was lead programmer of titles such as Wolfenstein 3D, Doom, and Quake. Ever since ZeniMax and Facebook’s Oculus were engaged in a lengthy legal battle over the alleged theft of intellectual property developed by Carmack back when he was employed by id Software, he was understandably unable to publicly engage with the games he developed.

The post Microsoft to Acquire Bethesda’s Parent Company ZeniMax for $7.5B appeared first on Road to VR.

The Elder Scrolls V: Skyrim VR Livestream: Revisiting A Classic (Without Mods)

For today’s livestream we’re going to return to the land of the Nords in Tamriel: Skyrim! The Elder Scrolls V: Skyrim is one of the greatest games ever made and the immersive potential in VR is a true sight to behold. If you’re 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.

I have been wanting to return to Skyrim VR for a long time and I figured with things slowing down a bit this month, now is as good a time as ever. The Elder Scrolls VR: Skyrim is one of my favorite all-time games and playing it in VR is pure magic. It’s far from the best implementation of VR from the standpoint of best practices to aid immersion and has really bad UI design and interaction for a VR game, but its scope and brilliance can’t be overstated.

We have actually streamed Skyrim VR quite a lot here at UploadVR. Back when it first came out on PC we did several streams, many of which featured mods. But for today we’re going to take it back to the original, vanilla version of Skyrim in VR. It’s been a while so I need to get my feet wet again.

The stream is planned to start at about 2:00PM PT and will last for about two hours. We’ll be hitting just our YouTube and Harry will (probably) join me via Discord to help out with chat. 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 and 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 The Elder Scrolls V: Skyrim VR Livestream: Revisiting A Classic (Without Mods) appeared first on UploadVR.

Review: Wolfenstein: Cyberpilot

Nazi’s, they’ve become a staple videogame enemy over the years and nobody does it better than the Wolfenstein franchise. Entries such as Wolfenstein II: The New Colossus and – the soon to be released – Wolfenstein: Youngblood show the series is just as popular as ever, so the chance of diving into that world in virtual reality (VR) seems too good to miss. Wolfenstein: Cyberpilot offers its own unique viewpoint on this alternate universe, completely tailored to VR yet it’s missing that certain magic.

Wolfenstein: Cyberpilot

Set in 1980s Paris, the premise behind Wolfenstein: Cyberpilot is that you play a skilled hacker employed by the resistance to fight the Nazi’s by turning their own war machines against them. So rather than going face to face with squads of enemy troops you’re sat in a remote location controlling a selection of robots.

At your disposal are three machines, a small flying drone, a rather nasty looking Panzerhund and the Zitadelle, a giant mech to stomp around in. Each machine is given its own level and three unique abilities to complete the various objectives. Starting with the Panzerhund in the city streets this four-legged monster can breathe fire (for some reason), charge and bash into enemies or release a short-range electrical charge. While the Zitadelle has a massive Gatling cannon on one arm and a rocket launcher on the other – plus a short duration shield. While these can cause so serious death and destruction, Wolfenstein: Cyberpilot never feels very intense or brutal in any way.

Enemies go up in flames, a few cars explode but due to the fact that you’re looking down on most enemies – apart from other Zitadelle’s – inside a cockpit of sorts, there’s a proper disconnection with the action going on around you. And it just doesn’t feel as brutal as a Wolfenstein videogame should. Yes, the streets of Paris do look the part, but where’s the blood and carnage?

Wolfenstein: Cyberpilot

It must be said that developers Arkane Studios and Machine Games have tried to ensure Wolfenstein: Cyberpilot is as comfortable as possible, hence the fact you’re always in a cockpit where you can still see panels and other controls. This setup does mean several other interactive elements are in play which lends themselves to VR gaming. Actions such as hitting a big red button to unleash your third ability, or to heal your robot after an intense battle one of the digitally represented controllers have to be docked to start the process.

All the machine movement is smooth locomotion, however, so those particularly sensitive to VR motion may need to be wary. There are options to help, such as snap rotation and vignette should they be needed. The two ground-based robots are easy to handle, the drone, on the other hand, has a lot more up/down, and side to side motion to deal with.

The drone segment of Wolfenstein: Cyberpilot does nicely break up the action, giving you plenty more to think about. You can stealthily kill guards and hack terminals, with the level much slower in pace. This level also has the greatest flexibility for just wandering about. The Panzerhund and Zitadelle levels are very, very linear – there are no split routes – but at least they’re not on rails.

Wolfenstein: CyberpilotBecause of this, Wolfenstein: Cyberpilot is short. It took a couple of hours to complete and there was anything to draw you back for another round. It almost seemed like a fleshed-out tech demo of sorts, with only four levels in total.

Wolfenstein: Cyberpilot has some good ideas which would be great if the developers explored them more. The storyline kept things moving along nicely and the sections in between the main levels were pleasant enough, especially for a first time VR player. Wolfenstein: Cyberpilot could’ve been so much more, yet it’s short lifespan and lack of additional content will make it a play once and forget experience.

60%

Awesome

  • Verdict

The Elder Scrolls V: Skyrim VR Scoops Steam’s Game of the Year

Steam recently announced the winners for its 2018 Steam Awards, with users of the platform having complete control over which videogames won – unlike other awards events no judges were needed. As such the Steam Awards didn’t nominate any particular titles, either virtual reality (VR) or non-VR based, it was purely on the votes the experiences received. And it was none other than Bethesda’s monster role-playing game (RPG) The Elder Scrolls V: Skyrim VR that scooped the top honour for the VR category.

Steam Awards BestVRgameWallpaper

Actual figures haven’t been released but PC VR owners have certainly enjoyed playing the open world adventure all over again in VR – and VRFocus did to giving it a full five-stars in our review which said: “The Elder Scrolls V: Skyrim VR’s level of immersion is simply fantastic,” whilst adding “for those who dreamed of a truly immersive role-playing experience, The Elder Scrolls V: Skyrim VRis simply the best opportunity available today.”

There were four other VR titles in the running, social app VRChat, the highly addictive rhythm action experience Beat Saber, Bethesda’s other big open-world RPG Fallout 4 VR and time-bending shooter SUPERHOT VR. With the exception of VRChat, the other three are regular award stalwarts with Beat Saber most recently picking up PlayStation.Blog’s ‘Best PS VR Experience’ 2018 and Sony Interactive Entertainment’s most downloaded VR title for PlayStation VR in Europe during.

Beat Games’ Beat Saber is also up for ‘Best VR/AR Game’ in the 19th annual Game Developers Choice Awards (GDCA) as part of the 2019 Game Developers Conference (GDC) in March.

Skyrim VR: VRFocus' Adventuring Life screenshot

As for the other categories, none of them featured any VR experiences, with PlayerUnknown’s Battlegrounds securing the top Game of the Year award. Other winners included Grand Theft Auto V, The Witcher 3: Wild Hunt, Tom Clancy’s Rainbow Six Siege, Assassin’s Creed Odyessy and Rocket League.

There are going to be plenty more awards as the year rolls on. To keep up with all the VR nominations and winners keep reading VRFocus.

‘Typhon Hunter’ VR Multiplayer to Launch in Early 2019, VR Escape Room Next Week

Prey: Typhon Hunter, the final update to Prey: Digital Deluxe and Prey: Mooncrash, is set to release December 11th on PC, PS4, and Xbox One, although VR users will have to wait a bit longer to jump into the 5v1 multiplayer prop hunting action.

Like PropHunt in Gary’s Mod, one player is assigned as the hunter (Morgan Yu) while the others try to hide out and evade detection as typhons, the game’s alien race of mimics that can turn into everyday objects like mugs, chairs—practically anything you can think of.

Bethesda says in a blog post that VR support for Typhon Hunter is slated to arrive sometime in “early 2019.”

Image courtesy Bethesda Softworks, Arkane Studios

A VR-only single-player escape room dubbed TranStar VR is launching on December 11th however. TranStar VR is set just days before the disastrous events of Prey, tasking you with solving puzzles in various locations across Talos I. “Each map will have its own unique story and objective,” the studio says.

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TranStar VR also comes along with an expanded TranStar Museum, inspired by the museum in the Talos I lobby. You’ll be able to get up-close-and-personal with everything from spacesuits and Neuromods, to weapons and several Typhon aliens. An interactive tour will also let you dive a little deeper into history of TranStar and Talos I.

The studio has been shy on detailing exactly which VR headsets will see support, although they’ve said it’s coming to PSVR and PC VR, the latter likely entailing support for HTC Vive and Oculus Rift.

Image courtesy Bethesda Softworks, Arkane Studios

Typhon Hunter and TranStar VR are free to users who own the Mooncrash DLC or Prey: Digital Deluxe edition.

New players will be able to purchase Prey: Digital Deluxe for $40 to receive for the whole kit and caboodle; existing Prey owners can upgrade their game to Prey: Mooncrash for $20.

The post ‘Typhon Hunter’ VR Multiplayer to Launch in Early 2019, VR Escape Room Next Week appeared first on Road to VR.

VR vs. E3 2018 In Absentia Alternative Awards

Welcome once again to VR vs. The weekly opinion piece written by ‘the one who isn’t a writer’ on VRFocus, because… well, I can’t even remember why any more. But I’ve been doing this for long enough to be able to welcome you, for the third year running, to my In Absentia Alternative Awards.

E3 2018That’s ‘In Absentia’, i.e. ‘was not there’. Yes, as usual there was no plane ticket out to Los Angeles for me to enjoy things. Instead I got to watch everything from home, keeping things going for the UK team. Ah, the joys of handling an event while not actually being there. It’s an absolute barrel of laughs, I can assure you. But despite virtual reality’s (VR’s) rather all over the place presence at this year’s event there was still plenty that caught my eye.

As usual things are somewhat satirical, so if you’re going to get overtly upset just because I didn’t like X – well the door’s over there. For the rest of us however let’s get on with a biggie.

THE KRUSTY THE CLOWN ‘WHAT THE HELL WAS THAT?’ AWARD
Winner: Sony

Sony did very well, (not exactly a good thing) last year in the awards, in part because of their continued ability to mess up everyone’s fun with their stance on cross-play. Still thankfully they didn’t mess up this year on anything too big to do with that, eh? Certainly not one involving one of the biggest and most popular games currently in the world. Haha… ha…

Sigh.

Luckily Sony get away with that this year, owing to the fact that award isn’t up for grabs. However, what they don’t get away with was that mess of a presentation we had. I mean, what was that? Pretty much every website out there has written their thoughts on the matter I know. But for the life of me I can’t understand what they were thinking. Shoving journos into a ‘church’ which looked more like a barn, in a way most would have difficulty actually working before moving on to another venue.

I get they were going for atmosphere and concentrating on the ‘big hitters’ but it really didn’t work. It felt like it was over before it had even begun and for some reason why Microsoft were firing off game after game Sony decided that the best thing to do was to hold some sort of music recital. “Kids, remember to pick up your parent from the stage when they’ve finished performing.”

It felt a mess, it confused everyone, and despite some very good-looking titles indeed on display it made Sony look really out of touch.

THE KAWAII DESU NE AWARD
Winner: Ghost Giant

For the first time on one of these I’m actually bringing an award back. Last year it was one hands and paws down by Quill from Moss. A title which is quite possibly VRFocusfavourite VR videogame. We crush on it pretty hard, and not without good reason. As I put it last year “Could Moss be the first VR-only game that standard gamers are jealous of? Time will tell.”

Luckily PlayStation VR is set to bring us even more adorable visuals in the form of Ghost Giant, a title which stood out immediately – not just for its aesthetics – and, I’m pleased to say appears to be something of a winner. At least based upon the hands-on that the site had at E3 and our early impressions. Personally, I’m very interested to hear more about how your roles as the ghost affects the story of your young foxy friend.

And if it’s also revealed that Zoink Games’ big rival are Jinkies Entertainment, like, my day will be complete, Scoob’.

Ghost Giant - BannerTHE ‘CLOSE BUT NO CIGAR’ AWARD
Winner: Concrete Genie

Oh, Sony Interactive Entertainment you little scamps. You do like to get my hopes up don’t you? While there’s obviously been some titles that were announced at the event as well as in the run up to it, for five glorious minutes Sony made me think that one of the titles from last year’s Paris Games Show was going to make the jump to VR – and boy was I all for it.

Concrete Genie was announced last year, as I say, and it is absolutely gorgeous. The PlayStation 4 exclusive follows Ash, a bullied teen who escapes from his troubles by painting creatures and landscapes all of which come to life. It’s kind of like ‘Penny Crayon: The Game’. With his magical paint he brings life to his dead home town. The initial trailer looked amazing and you can kind of see the possibilities for PlayStation VR to be integrated.

So, when I went on the PlayStation press vault to begin working through all the media that gets uploaded there whenever we have any of these sorts of events my heart leapt when Concrete Genie’s format was listed as PlayStation VR. But… alas. It was just an error on the site.

Damn it.

THE ‘THANK GOD FOR BE’ AWARD
Winner: Bethesda Softworks

While I know that a lot of people aren’t particularly happy at what they consider to be half measures with what we got in the Prey DLC and Wolfenstein Cyberpilot (The Elder Scrolls Blades doesn’t seem to be counted in the same way by people) let’s all be thankful that of all developers Bethesda Softworks came to E3 to be enthused about VR. Because goodness knows it needed someone on the PC developing side to do so.

Their continued push for supporting VR with their franchises is most definitely welcomed. I’ve nothing more really to say than that.Wolfenstein Cyberpilot - E3 2018 Announcement)

THE KNOWN UNKNOWNS AWARD
Winner: Ace Combat 7: Skies Unknown

Before E3 we were informed via a contact at Bandai Namco that no, we could not Ace Combat 7: Skies Unknown at the Expo because it wasn’t going to be there. The Editor was a bit surprised at this. I was a bit surprised at this. The rest of us were a bit surprised at this. Weren’t we closing on what was expected to be a release? Anyway, we reported on the fact it wasn’t going to be there and oh boy were people upset.

We were asked to show the email to prove that this was what we were told. We declined, since obviously its full of private and personal information besides that. Which meant that as we won’t show our contact (who does, that’s not how these things work) we’d in fact, obviously, made the whole thing up. FYI: We’re far too busy to make stuff like that up. Besides the next pointing of fingers on that conversation would’ve been that we’d’ve just faked the email. What’d be the point?

Following on from that one of the members of the Ace Combat community on Twitter contacted Bandai Namco and were told it would be there. They posted the email, it suggested only the VR version would not be there which wasn’t exactly what we were told. Again, this meant we made it all up. We stuck to our guns that this was what we were told. We went to E3 hoping that our contact was indeed mistaken because, hello, this looks awesome and it’s something we really, really want to play!

And… No Ace Combat 7.
Bugger.

On the plus side vindication for us, on the negative side no Ace Combat 7 FFS! This award is not about going “we told you so”. Far from it. It’s because I’m pretty steamed it wasn’t there. Oh, it was there “highlighted on the show floor at E3 with an exclusive trailer” as Bandai Namco put it on Twitter recently – said trailer will by, the time you read this, have been out several days* but it isn’t out at the time of writing – but that is most definitely not the same thing. Why wasn’t it there? I haven’t a clue. It just wasn’t. And gamers, VR fans and the PlayStation VR itself lost out. For a title in a long-standing series to skip E3 after a long period of radio silence does not help matters. Screens in Famitsu and a trailer are one thing, and we’ll hear more at Gamescom apparently – but if we don’t get to play it how do we know how things have improved? Ace Combat 7 should have been there and Ace Combat 7 had no business not being there.

*Also, a trailer coming out on the Friday of E3? That’s pretty eyebrow-raising in itself. Skilful avoidance of the media rush, or “oh shit we’d better put something together”? Your call on that one.

THE CONFUSED TRAVOLTA AWARD FOR THE ANNOUNCEMENT THAT REFUSES TO COME
Winner: Resident Evil VII biohazard

It’s been a while. A long while, Capcom. Fans have been patient. Most, most patient. Loud, granted – but patient. Resident Evil VII biohazard has been a success for the company on the PlayStation VR and has reworked how people think about the Resident Evil series. (We’ve talked about this on a number of occasions.) Yet the title stays on PlayStation VR alone, and does not come to PC.

I honestly thought this’d be really good timing for Capcom, a one-two Resident Evil punch to round off what was, in all honesty a pretty commanding E3 for them. But no, still silence. Will PC VR owners ever get the chance to be scared out of their wits by the Baker Family?

ResidentEvil7 screenshot mia_3

Preview: Prey – TranStar VR

Last year’s reboot of Prey was met with significant critical acclaim, and Bethesda Softworks are looking to increase the lifespan of the title with a brand new downloadable content (DLC) pack, known as Mooncrash, coming soon. Free to all owners of the videogame, the new DLC will include two virtual reality (VR) components; the multi-player orientated Typhon Hunter and a single-player experience, TranStar VR.

Prey: Typhon Hunter - Logo

While Typhoon Hunter wasn’t playable at this year’s Electronic Entertainment Expo (E3), TranStar VR appeared it what seemed to be a near-final form. There’s no telling at what point in the videogame the vertical slice VRFocus experienced took place; but given the ease of interaction and the lack of threat it’s likely to be very close to the opening section.

The entire sequence takes place in a large room, which will appear familiar to anyone who played the original release. All the basic utensils of the world of Prey are contained within – recycling machine, fabricator, looking glass – and they must be used as the same fashion as previously done in order to complete the task at hand. The demonstration that VRFocus witnessed was very light on the action; without time constraints or any imminent threat whatsoever, it was purely a case of joining the dots to reach the end.

Ahead of the player’s starting point is a piece of tech with a missing component, which the player is informed by an adjacent screen that they must find to engage the required process. Next is moving to a PC to gather information, solving a puzzle through hidden messages on whiteboards, recycling items to create blocks of specific types of matter; the same kind of puzzles as seen in the original Prey but with far less obvious signposting.

Prey: Typhon Hunter VR
The experience culminates as the player finds typhon energy littered throughout the space which, upon collecting a certain amount, things take an unfortunate turn. It’s the first instance of any kind of obstruction that the player will encounter, and is remains very limited in such a way even then.

As interesting as the potential for a Prey VR experience could seem, TranStar VR has some significant issues at present. As stated throughout this preview, there is neither reason nor rhyme for completing the objectives in front of you. There’s no time pressure, no risk of failure and no opposition. All of the objectives feel somewhat disjointed; while it’s often very appealing to find a videogame which doesn’t attach obvious signposts to each and every interaction in the modern industry, it’s also not particularly encouraging to be left without anything other than a breadcrumb trail of ‘this object goes here, generates new object which goes here’. Furthermore, at present Prey – TranStar VR only allows for teleportation movement. There is no smooth locomotion option in the E3 2018 preview build.

Whether or not Prey – TranStar VR will find reason and perhaps even tension in later areas of the videogame remains to be seen, however at present it feels like a step backwards into the type of VR experience that early adopters were witnessing back in 2015. Given Bethesda Softworks VR output to date it’d be hard to bet against Arkane Studios, but at present the hopes rest upon the shoulders of the as-yet-unseen VR multiplayer mode, Typhon Hunter.

 

Preview: Wolfenstein: Cyberpilot

AAA publishers pushing existing videogame franchises into the new medium of virtual reality (VR) is an effort to expand market opportunities is an approach that has been expected for some time. Capcom cracked that nut with Resident Evil VII biohazard, and Bethesda followed suit late last year with two conversions and the entirely new DOOM VFR. The latter seems to have inspired 2018’s offerings, as Wolfenstein: Cyberpilot, Prey – Typhoon Hunter and The Elder Scrolls: Blades are all original experiences built for VR.

VRFocus dived into this year’s Electronic Entertainment Expo (E3) with Bethesda Softworks’ trio of VR titles beginning with Wolfenstein: Cyberpilot: a brand new way to experience a familiar world. As the name suggests, Wolfenstein: Cyberpilot puts the player at the helm of a number of different war machines, and in the E3 playable build that consisted of a Panzerhund; a large mechanical dog equipped with a flamethrower.

Wolfenstein II - Official Art

The demonstration version of Wolfenstein: Cyberpilot was a seated experience, which begins with the player launching into an automated hacking (i.e. a loading screen) of the mechanical beast before finding themselves enclosed within the vehicle. A linear path lies ahead, but movement isn’t on-rails as seen in Skydance Interactive’s Archangel. Instead, locomotion is completely free to be controlled in first-person complete with strafing and quick 180-degree turns. Wolfenstein: Cyberpilot is, for all intents and purposes, a slow-paced first-person shooter (FPS) opposed to a mech-battling videogame.

Using the HTC Vive (Wolfenstein: Cyberpilot is also confirmed for PlayStation VR) the player will use the left controller’s disc for acceleration and point the right controller in the direction they wish to move. It’s an intuitive system that has been used in VR before and replicates the left- and right-analogue sticks of a control pad, allowing for veteran players to quickly get to grips with the movement and begin performing technical positioning decisions with ease. Despite the fact that the player is riding upon a large war machine, Wolfenstein: Cyberpilot doesn’t appear to penalise movement for a large rear-end; instead only forcing the player’s situational awareness to take into account their own person and the robotic beast’s head in front of them.

An additional form of movement which also acts as an attack is a ram move, which allows the player to charge a short distance ahead and knock/destroy specific objects. The environmental damage featured in the playable sequence at E3 2018 was impressive – fire hydrants, lampposts, trees and more were all destructible and/or flammable – and charging into a small vehicle will launch it forwards, potentially taking out a number of Nazi foes.

The second weapon at the player’s disposal is the aforementioned flamethrower, which spits its fire in the direction of the player’s right hand when the trigger on the same controller is pulled. The fire effects have obviously been toned down somewhat from Wolfenstein II, but certainly remain impressive. The player is able to spray and coat numerous enemies in the firing line and watch the fall one-by-one, and even aim the charge skyward to combat flying foes.

Wolfenstein Cyberpilot - E3 2018 Announcement)

The demonstration version of Wolfenstein: Cyberpilot allowed the player to try all of these tactical and aggressive manoeuvres along the aforementioned liner path before opening out into an arena battle, replete with dropships and the threat of a boss fight. The demo build was clearly a no-fail variation, meaning it was extremely hard to gauge difficulty and whether or not the somewhat slow-witted enemies would actually provide much of a challenge, however the rampage through the Nazi insignia adorned city streets proved entertaining nonetheless.

Wolfenstein: Cyberpilot is expected to launch later this year on both PC (HTC Vive currently confirmed) and PlayStation 4 for PlayStation VR. No pricing details or specific dates have yet been mentioned, but the suggestion is that the demo version VRFocus has experienced at E3 2018 is only one small section of a much larger experience. It could well be that Wolfenstein: Cyberpilot turns-out to be this year’s DOOM VFR, and that alone is reason enough to be excited.