Quest Developers React to Meta Horizon OS & Partner Headset News

Meta’s big announcement this week—that it will allow select partners to build third-party headsets based on Horizon OS—will be felt for years to come. And for developers who get a large chunk of their business from the Quest platform, the stakes are real.

We reached out to a range of VR developers, all of which have shipped Quest games, and prompted them with the same set of questions about Meta’s Horizon OS news. (note: some developers chose not to answer certain questions in the set)

Denny Unger – Head of Cloudhead Games, Developers of Pistol Whip

Q: Do you think this is a smart move by Meta?

A: In some ways, the strategy [allowing Horizon OS to run on third-party headsets] de-emphasizes the specifics of the hardware and instead focuses on how the hardware amplifies the content. The important realization here is that a one-size-fits-all device or approach isn’t an ideal short-term play in the heated XR market. Users definitely gravitate towards different use cases, so really leaning into what makes this or that lane special (and profitable) is a smart move. The Golden Goose HMD that does ‘all the things’ while removing all points of friction remains years away.

Q: Do you think this will have any impact on your forward-looking business strategy?

A: Over the next 5–10 year period, as form-factors shrink and key technologies catch up to the vision, software studios caught in the middle need parity and stability to ride those tight margins to a new mainstream dawn. Everything key OEM’s can do to maintain ‘easy porting’, some sense of OS parity, hardware parity, and scalability is critical to maintaining the health of the software ecosystem. Ultimately hardware competition is pointless if XR studios are locked out of a specific platform due to software, hardware, or financial constraints.

Q: If you were Meta, how would you have approached this decision?

A: Like the console market before it, ‘mainstream’ hardware growth is intimately tied with matching consumer expectations on content but the resources to get there have always been out of balance in XR. I think Meta is making smart decisions here not only in terms of expanding hardware definitions to support key use cases, but also in bringing Applab out of hiding and under the fold of the main storefront. That move should help the software ecosystem grow in a more organic way, while still maintaining the importance of curation, ensuring quality always rises to the top. That mix of curation & organic discovery is something all VR storefronts should adopt.

I genuinely hope we’re seeing the beginnings of a shift across the entire competitive XR landscape, to reframe the importance of software in VR/MR’s success. If studios can make deep investments into their teams and the software that makes this tech so magical, we’ll start building the foundation for a true mainstream.

Eddie Lee – Head of Funktronic Labs, Developers of Light Brigade

Q: Do you think this is a smart move by Meta?

A: I think it’s a win for the VR ecosystem—more devices, more industry buy-in, more hardware competition (and hopefully more players).

Q: What do you see as the pros and cons for you as a developer?

A: Massive con is that supporting multiple devices is always not fun. Theoretically the claim is that it should ‘just work’ [across headsets running the same platform] but unfortunately it is never the case, but I hope I am wrong. With developing on standalone systems, you really need to squeeze every computational cycle and optimize heavily for the specific hardware, especially in VR where every millisecond is critical for immersion. Indie VR dev teams are already small so adding more load and complexity will have a negative impact. Also, I’m not a huge fan of having to support multiple interaction paradigms (controllers, hand gestures, etc) since it fragments the player base even more in an already-niche ecosystem.

Q: Do you think this will have any impact on your forward-looking business strategy?

A: If more headsets, competition, and industry investments means larger VR demographic, I think it will be a net win. If not the case, then it will just mean more complexity for small studios.

Bevan McKechnie – Head of Notdead Games, Developer of Compound

Q: What do you see as the pros and cons for you as a developer?

A: Purely as a developer, it seems like it could potentially be a good thing. I very much enjoy making games, but porting games to a bunch of slightly different platforms is very time consuming. It would be great if I could build my games just once and have them on one platform where they can be bought and run on a multitude of headsets made by different manufacturers. I (and others) could spend more time making games and less time porting them, which could potentially mean shorter development times, lower development costs, and more games.

Q: Do you think this will have any impact on your forward-looking business strategy?

A: I don’t think it will change any of my current strategies. I will make games and port them if the need arises. As long as other platforms continue to exist, then that step can’t be removed entirely. If this change results in a more consolidated and consistent development process, great! If not, well, I’ll just continue as I have been.

Q: If you were Meta, how would you have approached this decision?

A: At this early stage we don’t know too many of the finer details, but I haven’t noticed anything that immediately stood out as needed changing in my opinion. I think it’s fair to assume Meta is, like any company, working to make things go in their favor, but if things really do become more open, or at least semi-open, then I would like to be cautiously optimistic of a much more positive outcome than a single company controlling everything in its entirety.

Not directly related, but if I was Meta I’d be pushing for a lot more high quality games, but I’m bias as I’m a game dev. I don’t know if it’s a sound business decision, but if I had the power I’d have them more frequently and strongly support and fund amazing games that really put the incredible immersion and embodiment of VR on display. We need more games at the high level that Half-Life: Alyx set, but with more modern VR gameplay mechanics, to convince mainstream gamers that VR is the future.

Lucas Rizzotto – Developer of Pillow

Q: Do you think this is a smart move by Meta?

A: Meta has always been a social product company, but for the past few years with the Quest they’ve become a console. This move realigns Meta’s role as a platform and allows them to get back to the social business. It’s called Meta Horizon for a reason—Meta’s social features will undoubtedly be built into the OS, and there’s no better way of owning the social layer of XR if your OS is the most popular option amongst VR/AR headsets.

Q: What do you see as the pros and cons for you as a developer?

A: Pros is that it stops fragmenting the store with the ‘end of app lab’. Although it’s sort of a ‘soft end’. if you look at the fine print, Meta is still keeping editorial control with an internal distinction between “premium” and “non premium” XR apps/games.

As for cons, we’ll probably see lots of copycat products popping up in the Quest store. Also this is paving the path for Meta to start charging developers for promotion on the store, so devs will probably have to pay meta to get promotion on top of the 30% store fee. But that’s further down the road.

Q: Do you think this will have any impact on your forward-looking business strategy?

A: I don’t think it’ll impact my strategy much, I’m hoping this means our product will be available in more headsets without us having to worry about porting.

Q: If you were Meta, how would you have approached this decision?

A: If I were Meta I’d have done the same thing to be honest, it’s just another chess move to help them achieve market dominance and get ahead of what Google and Samsung are planning.

The post Quest Developers React to Meta Horizon OS & Partner Headset News appeared first on Road to VR.

One of VR’s Most Sucessful Studios is Building Two Brand New Games

Cloudhead Games is one of VR’s most senior and most successful studios. Having not launched a new game since Pistol Whip in 2019, the studio tells Road to VR that two brand new VR games are in development.

Cloudhead Games might be old-school as far as VR studios go, but it has always been forward-looking.

Back in the Oculus Rift DK1 and DK2 days (circa 2014), the studio was already thinking about how to design games for VR motion controllers, despite no headsets on the market shipping with motion controllers until 2016. The studio was also instrumental in establishing several VR locomotion mechanics which have evolved into industry standards.

After the launch of The Gallery – Episode 1: Call of the Starseed (2016) and Episode 2: Heart of the Emberstone (2017), Cloudhead was looking ahead to standalone VR headsets. Designing around the opportunities and limitations of the first Quest headset meant finding a careful balance of scope and fun, culminating in the launch of the VR rhythm-shooter Pistol Whip in 2019.

Though not quite the bar-setting success of Beat Saber (2018), Cloudhead’s Pistol Whip has endured as one of VR’s best rated and most popular games.

The title’s success allowed the studio to continuously update and improve the game with more maps, music, and modes. Compared to its original release, Pistol Whip today ships with significantly more content, all of which has been added completely free for existing owners.

Despite its success, the studio has been largely silent about its post-Pistol Whip plans. But at long last we’ve learned that Cloudhead is now building two brand new VR games.

“Part of our growth strategy [after Pistol Whip] was to split our team into two distinct lanes. This opened up the door to Cloudhead Labs, an incubator for internal pitches, prototypes, and the evaluation of new hardware. From there we set up additional internal support structures allowing Cloudhead to responsibly transition from Pistol Whip to two completely new games,” a spokesperson tells Road to VR. “We’re excited to announce that the last few years of prototyping in Labs has led the way to two new titles for our studio. The teams are now several months into production and will be sharing more details in the near future!”

So it sounds like we can expect a proper announcement in the “near future,” but what else do we know at this point? Well, for one, neither project is a Pistol Whip sequel. And considering the studio is “several months into production,” it’s unlikely that either title will be released before late 2024 at the earliest, with a real possibility of pushing well into 2025.

As a studio, Cloudhead has historically been very multi-platform—Pistol Whip is available on every major VR platform (and even some less popular ones). While that’s likely the case with these upcoming projects, the studio’s pedigree would put them on the short list for an exclusive publisher deal, but those have been very rare from major platforms in recent years.

Whatever the case, we’re looking forward to seeing what Cloudhead builds after everything it has learned about the success of Pistol Whip, and where the studio will place its next bets.

The post One of VR’s Most Sucessful Studios is Building Two Brand New Games appeared first on Road to VR.

Cloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR Clothes

Cloudhead Games is one of the most successful and senior VR studios in the industry. In this Guest Article, studio head Denny Unger shares his thoughts on Apple’s entrance into the space.

Guest Article by Denny Unger

Denny Unger is CEO and CCO at Cloudhead Games. Based in British Columbia and founded in 2012 Cloudhead’s pioneering approach to VR gave rise to broadly adopted movement standards including Snap Turns and Teleportation. Working closely with Valve, Sony, and Meta, Cloudhead is best known for their title Pistol Whip and has shipped four popular VR titles (Pistol Whip, Valve’s Aperture Hand Labs, Call of the Starseed, and Heart of the Emberstone).

So let’s get the obvious over first; Apple Vision Pro is Apple’s first generation attempt at AR glasses using a Mixed Reality VR headset. AVP is a development platform also serving an enthusiast demographic. Make no mistake, this no compromise MR device appears to get many things right for AR at a premium cost. Will Cloudhead Games be buying one to better understand Apple’s approach? Heck yes. AVP will give developers a powerful foundation and ecosystem for which to develop AR apps for a future ‘glasses formfactor’ device in that mythical 5–10 year window. And to the victor, the spoils of a smartphone replacing device.

No doubt (and if rumors are true) there were many debates at Apple HQ about VR. Whether or not to open the device up to VR studios and successful titles. Whether or not to include controllers to support legacy VR titles. Whether to allow users to full-dive into Virtual Reality, freely move around, and be active in the medium. But in an effort to sharpen their messaging, and to command a dominating lead within the AR space, VR and its many benefits were expertly omitted on nearly every level. Do I understand the strategy to strike a different cord as an XR business owner? Absolutely. Does it frustrate me as a VR-centric studio owner? You bet it does.

Image courtesy Apple

I question why the AVP didn’t maximize its potential, leveraging almost a decade of know-how from the VR community working within this space. Why not set a vision for a future device that would accommodate both AR and VR as complimentary mediums? Apple could have embraced a dual launch strategy with a rich and proven catalog of best selling VR games, perfectly tuned to onboard a completely new audience to XR. Apple could have expanded into VR’s recent success, growth and competition within the current market. In their recent presentation VR is essentially reduced to a gimmick, the thing you lightly touch the edges of, instead of a complimentary and equally important medium. Unity engine support is promised but with no plans for motion control support, Apple has cut out any possibility of porting most of the existing or future VR catalog to its platform.

Hand-tracking is a logical affordance for AR based spatial computing and no doubt some experiences will work well with that design philosophy. However it is important to point out that most VR games built over the last 10 years (and many more in production) are not compatible with, nor will they ever be “portable” to hand-tracking only design. Inputs and Haptics are incredibly important to Virtual Reality as a major tenant in reinforcing immersion and tactile interaction with virtual objects. Buttons pushed, triggers pulled, vibrational feedback experienced, objects held, thrown or touched, alternative movement schemes supported. There is a comfort in understanding the topological landscape of a controller and a physical touchpoint within the virtual environments themselves. When introducing users to a radically different medium like VR, convention & feedback matters. And over the last 50 years in gaming, input has evolved to encourage a suite of highly refined game design standards, creating a particular kind of muscle memory in the gaming population. Say what you will about which genres remain popular in this 450 Billion dollar industry but it does strain belief to think we’ll all be playing with finger guns in the latest and greatest shooter.

I know what some are likely to say “ there will be new innovative standards and we’ll look back on controllers as a crutch”, but I would push back and say hand-tracked or not, moving away from future haptic devices and innovation is a backwards step in XR design. Even smartphone games utilize basic haptics, because touch is foundational to the human experience.

In the aftermath of the AVP launch some would argue that VR is not yet mainstream and that Apple did the right thing by ignoring it. I would argue that VR turned a significant mainstream corner when Quest 2 outsold Xbox, when Sony reentered the market with PSVR2, and when Google teamed up with Samsung to work on what’s next, and on it goes. Over its 10 year rebirth, the last 3 years of VR have experienced Hockey Stick levels of growth. OEM’s have increased investments, and significant indicators keep coming with more titles earning revenues north of $20 Million. Fully immersive VR is a legitimized medium not because I say it is but because people like it, and are willing to part with their hard earned money to experience it.

Image courtesy Apple

I hope Apple is more inclusive of VR over time but the Apple Vision Pro appears to be a VR headset pretending not to be a VR headset. Because of this strategy it represents a unique opportunity for Apple’s competitors to double-down on supporting Virtual Reality at a more affordable entry point. Sure, they can all wage the 5-10 year war for a smartphone replacement but why in the world would one ignore an equally compelling revenue stream within a blended MR ecosystem? Maybe, because it took too long to go mainstream? Sorry all, we had to learn a few things along the way but I’m happy to say that after 10 years, the trail ahead has never been this clear.

VR’s Favorite Rhythm Shooter ‘Pistol Whip’ Releases Level Modding Tool

Cloudhead Games released a modding tool for its hit rhythm shooter Pistol Whip, which lets you create your own scenes from the ground-up for some very John Wick-style combat.

Update (June 15th, 2023): Cloudhead has unleashed the full version of its PC tool that will let you create and share your own Pistol Whip levels, which are currently playable on Quest 2 and PC VR headsets.

You can start modding by heading over to the game’s mod guide, where you’ll find a step-by-step guide on how to make your own Pistol Whip levels via the updated Pistol Mix PC tool. The original article announcing the open beta follows below:

Original Article (May 26th, 2023): The tool, dubbed ‘Pistol Mix’, is only available for players on PC VR headsets at the moment, so Quest 2, PSVR 2, and Pico headset owners of the game will have to sit out during the open beta.

You can already dive in and make your own levels thanks to the open beta, although the studio says a full release is slated to arrive on June 14th. You can check out Pistol Mix in action below:

The studio says they aim to have modded content playable directly in select standalone headsets by that June 14th launch date however, which will ostensibly include Quest 2 and Pico headsets.

There’s no word on whether modded content will be available on PSVR 2. Like we saw with Beat Saber in the past, getting custom songs to work on console is a bit of a sticky wicket.

If you want to get modding, Pistol Mix is entirely free. Granted, you will need a copy of the game on PC (for now) to play. To get started, head over to the scene builder tutorial to get mixing.

Users will be able to share their levels online via mod.io, which lets you filter by level difficulty, song duration, and whether the level is complete or still a work-in-progress.

Pistol Whip Overdrive Season Releases New Scenes Each Month

Rhythm shooter Pistol Whip will release scenes monthly for its new Overdrive season.

We’ve been big fans of Pistol Whip since its 2019 release delivered comfortable and satisfying active gameplay that can be grasped in minutes and mastered over hours. In the years since release Canada-based studio Cloudhead Games pumped up the game’s content while avoiding paid DLCs. Cloudhead added multiple campaigns as well as new modifiers, weapons, challenges, and scoring. The studio also recently confirmed an official scene-building tool is planned for 2023.

The Overdrive season of Pistol Whip kicks off in May and looks to be one of the studio’s cleverest plan yet. While new modifiers and campaigns have brought players back to the game over the last few years, releasing new scenes episodically like a TV show might bring them back more reliably.

Cloudhead teases the season of new content in the announcement trailer embedded below, writing in an official announcement that Overdrive “forges an action-fueled cinematic mythos of its own. Songs by EDM behemoths Black Tiger Sex Machine, LeKtrique, and Apashe [with] new neon-drenched FPS showdowns, including cyborg gladiator rings, Escher-esque skyscrapers, high fantasy battlefields, and more.”

Pistol Whip is out today on PlayStation VR2 and Cloudhead says Overdrive will “be available on all supported platforms upon release”. The game is supported across Steam, PSVR, and Quest, and we’ll bring you the latest about Overdrive as soon as we have it.

The VR Job Hub: Pico Interactive, Cloudhead Games & Leia Inc.

Welcome to another VR Job Hub where every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR), mixed reality (MR) and now Web3 industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Mountain View, CA Pico Interactive Game Operation Manager, Pico Studios Click Here to Apply
Seattle, WA Pico Interactive Head of Overseas Content Eco System, Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Display Architect (MicroLEDs) Click Here to Apply
Mountain View, CA Pico Interactive Head of Consumer Sales Click Here to Apply
Mountain View, CA Pico Interactive Operation Manager Click Here to Apply
Mountain View, CA Pico Interactive Head of VR Game Strategy – Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive User Researcher VR – Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Optical Design Engineer Click Here to Apply
Mountain View, CA Pico Interactive Head of Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Color Scientist Click Here to Apply
Mountain View, CA Pico Interactive Business Development Manager – Games Click Here to Apply
Mountain View, CA Pico Interactive Tech Lead Manager, Product Design Click Here to Apply
Mountain View, CA Pico Interactive Enterprise Marketing Manager Click Here to Apply
Seattle, WA Pico Interactive Haptic UX Prototyper Click Here to Apply
Seattle, WA Pico Interactive Haptic Software Engineer Click Here to Apply
Seattle, WA Pico Interactive Haptic Hardware Scientist Click Here to Apply
Seattle, WA Pico Interactive Haptic Controls Engineer Click Here to Apply
Seattle, WA Pico Interactive Haptic Research Scientist (Perception & Interactions) Click Here to Apply
Mountain View, CA Pico Interactive Imaging Display Architect Click Here to Apply
Mountain View, CA Pico Interactive Optical Design Engineer Click Here to Apply
Mountain View, CA Pico Interactive Vision Scientist Click Here to Apply
Mountain View, CA Pico Interactive Perceptual Imaging Architect Click Here to Apply
Vancouver, Canada/Remote Cloudhead Games Lead Engineer Click Here to Apply
Vancouver, Canada/Remote Cloudhead Games Gameplay Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Display Optical Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Display Optical Metrology Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Field Solution Engineer Click Here to Apply
Menlo Park, CA/Remote Leia Inc. Principle Graphics Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Procurement Technician Click Here to Apply
Menlo Park, CA Leia Inc. Senior Software Engineer – Unreal SDK & Tools Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there are always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology-related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (community@gmw3.com).

We’ll see you next week on gmw3 at the usual time of 3PM (UK) for another selection of jobs from around the world.

Pistol Whip Mod Support Confirmed For The Future

Cloudhead Games confirmed its breakthrough shooter Pistol Whip will be getting community-driven mods.

The confirmation comes by way of a blog post from the Canada-based studio. Pistol Whip released in late 2019 simultaneously for PC and Quest with a limited number of songs paired with core gameplay that synced up shooting to a catchy soundtrack which instantly cemented it as an essential VR title. Over the last two years, Cloudhead brought the game to PSVR and dramatically expanded the experience with multiple campaigns and an overhaul of the built-in styles system for changing up the gameplay to suit various playing styles. Over that whole time, however, there’s been a consistent desire among players to open up the game to community-driven modification more and today Cloudhead confirmed that’s definitely still in the plans.

“We’ve heard you, loud and clear – and modding support for Pistol Whip is something our team wants as much as our players do,” the studio’s blog post explains. “Unlike many of the other action-rhythm games in the VR market, Pistol Whip and its scenes (levels) are fairly complex in nature. Whereas with some other games you can easily input your own beats, the experience, the environment remains largely the same. Pistol Whip levels are custom-crafted worlds from beginning to end and we’re building the tools to make that process more approachable.”

In addition to the modding tools the developers also confirmed Pistol Whip will be getting something they call “Contracts”, which are described as allowing “players to collect brag-worthy rewards by completing specific and time-critical missions.”

The Pistol Whip details come as the studio marks its nine-year anniversary and also confirms it is working on “next-gen” VR titles with “deeper scope and vision.”

We’ll bring you the details of the modding tools and new Pistol Whip features as soon as we have them.

Pistol Whip Dev Working On AAA, ‘Next-Gen’ VR Games

Pistol Whip developer Cloudhead Games is working on AAA, “next-gen VR” games with “deeper scope and vision” compared to what’s come before.

The studio confirmed as much in a blog post published on its official website today. “Thanks to our broader success, we Are excited to Announce thAt we’ve begun work on new next-gen VR titles with deeper scope and vision,” the post reads. Note the not-so-subtle formatting that confirms the studio considers these new titles to be AAA-tier, a term usually reserved for high-end titles.

No other information about these new projects was announced but Cloudhead did note that it will be growing out its team in the weeks and months to come. The team also promised it would continue to work on “mad experiments, innovative ideas, and [keep] an eye on the future of XR” through its Cloudhead Labs division. It also confirmed that Pistol Whip would be getting mod support at some point in the future

Pistol Whip has been a big success for Cloudhead, with years of continued support for the rhythm shooter. But before the game’s release, the studio also launched two episodes in an adventure series called The Gallery, with the second installment ending on a cliffhanger that’s still unresolved to this day. Could Cloudhead possibly return to its roots? The developer said in late 2020 that it would love to return to the series for a “next-gen experience“. We also have to wonder if the mention of “next-gen” in today’s blog post could mean the studio may bring its next titles to Sony’s PSVR 2 headset.

What titles are you hoping to see from Cloudhead Games in the future? Let us know in the comments below.

 

The VR Job Hub: Anagram MyndVR, Cloudhead & HP

Every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Remote + Travel to London & Bristol, UK Anagram Producer Click Here to Apply
Remote + Travel to London & Bristol, UK Anagram Co-Writer Click Here to Apply
Remote + Travel to London & Bristol, UK Anagram Art Director Click Here to Apply
Vancouver, Canada Cloudhead Games Game Director Click Here to Apply
Remote + On Location, US MyndVR Senior Sales Executive, Post Acute Care Click Here to Apply
Plano, TX MyndVR Lead Senior Unity Software Engineer Click Here to Apply
Remote MyndVR Unity Developer Click Here to Apply
Remote MyndVR Client Development Representative Click Here to Apply
Spring, TX/San Diego, CA HP Integrated Marketing Manager Click Here to Apply
UK, Germany or France HP VR Development Manager, EMEA Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Time for an Encore in Pistol Whip’s Latest Update

Pistol Whip has been thoroughly entertaining virtual reality (VR) fans since its launch in 2019, tomorrow there’s even more to look forward to. Developer Cloudhead Games has announced the “Encore” update for the rhythm action shooter, adding new modes as well as encouraging you to jump back into the campaigns.

Pistol Whip Encore

The single-player videogame has always had a competitive element thanks to its global leaderboards but with Encore there’s a whole new local gameplay element. Party Mode! offers players the chance to compete against friends and family at home, creating personalised challenges to really tailor each session.

Why bother playing Monopoly on a Sunday when you can grab your VR headset and challenge guests to beat your scores. Use the exclusive Party Mode! keyboard to enter your name before handing the headset over to the next player.

Did you enjoy the 2089 and Smoke & Thunder campaigns? Well, two new scenes are being added based on them. The first is The Way Home, the song that featured in the credits of the 2089 campaign whilst heart-pounding track Fist Fight by Devora is Smoke & Thunder’s new entry.

Pistol Whip Encore

Alongside all of that, there are even more customisation options. Three new guns will be added to the roster as well as new liveries. Plus, the Styles system that was introduced in 2021 is getting three new modifiers. Activating No Beat means scores are determined entirely by the accuracy of your shots, Rhythmic does the opposite with scores determined entirely by shooting to the beat. Lastly, you’ve got Targets that swaps the enemies out for new abstract targets.

Quite the selection all in all. The Pistol Whip “Encore” update arrives tomorrow (24th February) as a freebie for Meta Quest, PC VR, and PlayStation VR headsets. For continued updates, keep reading gmw3.