Onward On Oculus Quest Review: Lock And Load Without Wires

Multiplayer shooter Onward released this week for Oculus Quest. If you’re curious what we think so far, here is our Onward Oculus Quest review!

Technically, this is an Early Access release, as you’ll be informed when you first boot the game up. However, Facebook doesn’t officially allow Early Access content on Quest and the game’s store page doesn’t designate it as an early version; this means you don’t find out it’s Early Access until after buying it. With that in mind, we’re treating this like a full launch.

[This was originally an unscored review-in-progress but now that we’ve tested the full game, including online and cross-play, we’re ready to issue a score. Several areas of the text have been updated as well.]

Onward: The Definitive Military Sim FPS

Anyone that’s ever had a passing interest in VR shooters has probably heard of or seen videos of Onward. Nearly four years since it originally released on Steam for HTC Vive, then got ported to every other PC VR headset, it’s still often regarded as the gold standard for VR shooters. It was originally created by a solo developer, Dante Buckley, who dropped out of college to make his dream game a reality. Since then he’s built a studio around the game and hired a team of developers.

With its realistic setting, intricate gun mechanics, and focus on hardcore tactical teamplay rather than quick respawn-based game modes, Onward has made a strong name for itself.

Read More: Onward and Upward: How A College Dropout Built One Of The Best VR Shooters

With the release of Onward on Oculus Quest, it marks a big moment for Downpour Interactive. Not only is the Quest a fully wireless, roomscale headset that offers immense freedom in terms of positioning your body while playing and freely moving around your environment, but it’s a standalone mobile-powered device. It’s essentially smartphone hardware powering a VR shooter that allows up to 5v5 battles. That’s pretty impressive, no matter how you look at it. Getting Onward on the Quest at all is a huge technical achievement.

But overall, the end result is a bit mixed. On the one hand it absolutely feels like Onward on PC. Even with just four front-facing cameras, the tracking is impressive here and does a very good job of keeping up with your hands and letting you handle your equipment however you’d like. I was surprised by how good it feels after putting most of my hours into the game on Vive and Rift CV1 in years’ past. Although, in busy matches with lots going on I noticed some stuttering here and there — but it’s worth noting I was capturing footage during these moments and that could have contributed to performance issues.

Onward Quest 4

The tutorial does a great job of demonstrating how to handle weapons and locate items on your body as well as getting your feet wet with a short match against some AI enemies. The amount of anxiety found in Onward when you’re pinned down behind cover, fumbling to reload your weapon, is honestly extraordinary. Even after you get your bearings it’s extremely intense still.

When you’re being shot at your vision forms a cone with the outer edges of your field of view darkening to simulate the feeling of suppressing fire. This vision tunneling lets you know you’re under attack and puts a slight artificial limit on your vision to help fuel the adrenaline. It’s distracting at first, but I can see what the intent was behind the design choice.

Kneeling behind cover or to prop up a bipod on a window frame feels fantastic. At one point when I was practicing my sniping at the shooting range, I leaned over the edge of my real life couch since it was the same height as the in-game sand bags and got an extremely immersive sensation.

I’d also like to specifically call out the Spectator Cam because it’s the best viewing mode in any multiplayer VR game I’ve seen yet. Back in the bunker you can either watch through the eyes of whoever is left alive on your team, view a third person version of the camera to see their character, or take control of a remote drone flying around the map to see aerial views of everyone left alive. It’s such a clever system that works super well, even if you never intend to play competitively.

Two other small things that Onward has that I don’t think get enough attention are the walkie talkie and tablet. On your left shoulder you can squeeze the walkie talkie to talk to your teammates across the map, complete with the appropriate audio filter and sound effects. Reaching up to click the button and saying things like, “Over and out,” never stops feeling authentic.

I also really love how the game uses your tablet. Behind your back you can grab it to pull it out and see a real-time overhead map of the level, objective locations, and during some game modes key information that you’ll need to upload data during matches. Rather than showing this stuff in a HUD, forcing you to grab the tablet as a physical object is just excellent.

oculus quest onward co-op group

Content Is King

All the content is the same (especially now following the dramatic map changes that are being pushed to PC as well for parity) including weapons, game modes, and mechanics during games. If you’re playing solo you can visit the shooting range to take shots at an assortment of stationary and moving targets, you can explore maps without enemies to learn the layouts, and you can queue up for solo game modes like Hunt and Evac. In Hunt games you pick a map, set a difficulty, and choose a number of enemies with the objective to track down and eliminate them all.

The same two game modes are also available in co-op, so you can bring friends along for either of those mission styles. During the pre-release review week I spent most of my time in solo and a bit in co-op, getting a feel for things again. Other than some wonky animations when my buddy would do things like go prone on the ground or move their arms rapidly, it was pretty great. Communicating and coordinating the best line of sight and good sniping positions while trying to defend a destroyed hotel room was a blast and the mad dash to the chopper at the end of an Evac game was exhilarating. ALthough it needs to be said that the AI is pretty atrocious. Regardless of difficulty level they basically just flood towards you. It’s certainly tough on hard settings, but that’s more a result of the fact it’s impossible to gun down a dozen laser-sighted soldiers than it is good programming or smart design.

Animations are quite poor for the AI enemies as well. They tend to walk far too stiffly to pass for anything close to realistic, the character models somehow seem lower resolution than human players, and the canned death animations feel ripped right out of GoldenEye 007 on the Nintendo 64.

For competitive PvP game modes there are three to pick from in the Core playlist: Uplink, Escort, or Assault. In Uplink one team is trying to reach a satellite dish where they must input a code and transmit data, the defending team tries to stop them; escort tasks one team with getting a VIP safely to an evac point while the other tries to prevent it; and Assault is all about holding an area while trying to upload a code from the tablet — plus it has respawns.

Onward Quest 7

The main issue with playing these modes is the fact that unless someone squints and reads the blurry text before loading into a lobby, it’s not very clear what the objective is for each mode. The loading screen has information but is very quick and once again has blurry text. Large text instructions plus a voiceover clearly stating the goal, such as, “Escort the VIP to safety!” or “Protect the Uplink satellite at all costs!” would help a ton.

These three Core game modes are the bread and butter of Onward. Even though Assault isn’t technically team deathmatch it’s the closest thing available since it has respawns. There’s a Social playlist for game modes like Gun Game, which cycles your weapons every time you get a kill and Spec Ops, which pits a team of fast running knife wielders against pistol wielders. There’s also One in the Chamber which gives you a knife and pistol with a single bullet. You earn extra bullets by getting kills.

However, those three “Social” modes are not available for public matchmaking. Downpour picks a mode and features it for a week once per month. Right now nothing is featured. In between featured weeks you can still play those modes, but they’re private lobbies only without the option to open them up. It’s an extremely annoying dichotomy. Generally, it could use some more game modes that offer more traditional FPS gameplay, even if they were just added into existing playlists. Something like the War mode from Call of Duty, or Battlefield-style objective-based modes.

There’s also a wide assortment of maps available created by Downpour that can be used in solo, co-op, or PvP games, including day/night variations for a handful of them. In total, if you count the day/night versions as their own maps, there are 11. My personal favorite is probably the Subway station because it reminds me of the Battlefield 3 Metro map. They’re all great though with a good mixture of large, open areas and more confined maps to encourage frequent firefights.

Custom workshop content like custom maps were not available at the time of this writing on Quest, but will be added in a future update. No timeframe is given.

Onward Quest 2

Overall Onward has an excellent amount of co-op and competitive content and with the new influx of Quest players that can all connect and play with PC players there should be a large and active community. Lots of people still play Onward on PC so it bodes well. It’s missing a dedicated story campaign or mission-based levels like Zero Caliber, but it’s got more than enough going on to tide you over if you’re comfortable diving into online matches.

That being said, I wish the solo options were better. A few training courses with target dummies for time trials and a leaderboard would be good, I’d love to see more structured wave-based survival maps too, Horde style with a sense of progression. It also really needs a good party system so you can bring your friends with you into lobbies or at least invite them to lobbies. Right now the only workaround is making a private lobby, giving them the password, and then making the lobby public and waiting for people to funnel in by chance.

The selections of guns feels like an embarrassment of riches. Before rounds you can choose either Rifleman, Specialist, Support, and Marksman and they’ve all got their own set of primary weapons to pick from like the AUG, M16, M1014 P90, M249 light machine gun, AK274U, Makarov, and RPG launchers, to name a few. I’m not a gun expert, but Onward still has, to this day, the best weapon handling of any VR shooter I think. It feels incredibly realistic, but isn’t unforgivably rigid with hand placement and movements.

Onward PC Quest Maps Quarantine Comparison
Left: Onward on Oculus Quest | Right: Onward on PC VR

Not The Onward You Recognize

So in terms of listing everything the Quest and PC VR versions include, they’re virtually identical versions. But that isn’t the case visually.

I’m not the kind of person that usually cares too much about graphics in games. I still regularly play retro games, I’m a Google Stadia apologist despite occasional streaming hiccups, and I’ve been known to lower resolution in games often to preserve framerate and performance. It takes a lot to put me off of your game visually.

With all that being said, it pains me to say that Onward on Quest just doesn’t look very good.

Perhaps the feeling is amplified by the fact that it looked so very excellent on PC before the 1.8 update and the bar was set astronomically high. After playing other Quest ports like Robo Recall, Espire.1, and Phantom: Covert Ops, I fully expected major visual differences. I was ready for that. But Onward still hit me by surprise.

Onward Quest 3

I expected textures to be lower resolution, foliage to be less dense, and plenty of effects to be altered. Quest is just not very powerful compared to the likes of a top-tier gaming rig, I get that. But the texture pop-in here is just ridiculous. While walking down streets and alleyways suddenly walls, floors, buildings, vehicles, and everything else will morph and shift their designs to a slightly higher quality version the closer you got. The range on the LOD is just bonkers.

It’s common in video games to use a lower-quality texture at a distance, but the designs are fundamentally different in some cases. Like the waist high cover I was running to might suddenly morph so that the top row of bricks is destroyed, making it less useful as an example, or the car in the street will change shape once I approach it, revealing that I can just barely spot an enemy from a distance that maybe can’t see me because of which texture they are seeing.

In a game like Onward, visuals matter a lot in terms of not only map awareness and line of sight, but also in terms of locating cover, spotting enemies, and more. The less detail on the environment, the harder it is to spot enemies that are literally wearing camouflaged clothing 100-yards away.

We’re told the developers will continue working on the visuals to make them better, but the fact that the maps are literally getting patched on PC to alter their layouts and resemble the Quest versions more closely tells me more corners are needing to be cut than the team probably expected a year ago when this port was first announced.

Onward On Oculus Quest Review: Final Verdict

Onward on Oculus Quest is definitely going to make a lot of Quest users happy. While it lacks the visual fidelity of the pre-1.8 PC version, which is a major hindrance, and is missing community content and Social playlists as of now, the core of what makes Onward, well, Onward, is still here. Gun handling feels great, tracking seems solid, and there’s a wide assortment of maps and several game modes to pick from. No matter how you look at it this is still an immensely entertaining, challenging, and downright exciting VR shooter packed with content and is easily my new favorite multiplayer VR game for Quest. This should be in every Quest user’s library that enjoys shooters — hands down.


4 STARS

OnwardReviewPoints


Onward on Oculus Quest is available as of today. It is not a cross-buy title, but it does support crossplay with both the Oculus Home for Rift and Steam versions.

For more on how we arrived at our scores, read our review guidelines. Agree or disagree with our Onward for Oculus Quest review? Let us know in the comments below!

Review Scale

[This was originally published as a review-in-progress on July 30th but was updated to a full and finalized scored review on July 31st. Text has changed throughout, but the core opinion is still the same. We’ve also expanded some areas of the review and added a score.]

The post Onward On Oculus Quest Review: Lock And Load Without Wires appeared first on UploadVR.

‘Onward’ for Quest Early Access Review – Lower Friction, Lower Res, Same Great Core Gameplay

Onward has come a long way since it first launched into Early Access on Steam back in 2016. While we’re still waiting for a ‘full release’ of the game four years later, indie studio Downpour Interactive has managed to tighten up the team-based shooter to fit onto Oculus Quest, replete with PC VR cross-play. Although it notably suffers in the visual department, and could do with more polish, Onward offers the same intense gameplay, making it generally feel at home on the standalone headset.

Onward for Quest Details:

Developer: Downpour Interactive
Publisher: Coatsink
Available On: Oculus Quest
Release Date: July 30th, 2020
Price: $25

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

Gameplay

Onward is the archetypal mil-sim VR shooter: no crosshairs, no mini maps—just you, your five-person fire team, and a limited amount of ammo to eliminate the opposing force, be it the NATO-style ‘MARSOC’, or the Soviet Bloc-style ‘Volk’.

In its time on PC VR headsets, Onward has attracted a hardcore player base—a noteworthy feat considering many multiplayer VR games seem to be easily abandoned by both studios and players alike. Not so with Onward. Downpour Interactive has been gradually growing the game to offer up a good array of real-world weaponry, accessories, and smartly designed maps of varying sizes, all of it framed around a game that rewards users for marksmanship, communication, and team-based tactics. It’s easy to see why this uncompromising penchant for realism has garnered it a solid userbase, as some VR users just want to play War. Now Quest users can jump in and experience it all, of course with a few caveats worth mentioning.

Image courtesy Downpour Interactive, Coatsink

Like the PC VR version, the Quest port offers both online multiplayer (co-op and team-based modes) and single-player mode play with variable AI number and difficulty. Not all maps are available on the Quest version at the time of this writing, so there seems to be some more work to be done in bringing the Quest version up to parity with the PC VR version. For example, there’s no Workshop on Quest just yet, which allows users to create their own maps.

There are a few other things to know about before jumping in, which distinctly separates it from its PC forbear.

The Quest version is notably lower res than its bigger brother on PC VR, and can leave you squinting more than if it were being driven by a full-sized gaming PC and not the Quest’s SoC.

Although it may have more to do with the Quest’s displays, far field objects appear pixelated and are hard to distinguish without a scope attached to your rifle. Of course, this really only effects large-size maps where you’d be at a disadvantage without a scope anyway. Outside of this, it seems many of the maps currently available have a muddiness about them that makes target acquisition somewhat difficult, something that may be due to a lack of color contrast. As opposed to the PC version, playing Onward on Quest feels like the brightness has been turned down significantly. What was once a more vibrant mix of whites, yellows and blacks seem to be morphed into blues, reds, and browns. Some levels also seem to be too large to render all at once, so far field objects pop in and out depending on where you’re looking, which can be annoying.

As cross-play servers go live, it will be interesting to see what effect the Quest port’s more humble visuals will have on gameplay, and whether PC VR players will have a leg up or not as a result. Since I was only able to play against fellow Questers, I can’t say for sure for now, although the decreased visual fidelity didn’t stop the core game from truly shining in its online mode for me personally. Much of that fits into the ‘Immersion’ section below, so read on to learn more.

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All said, the single-player portion of the game has a few goodies to keep you coming back when you aren’t in the mood for people (or losing constantly). It has a dedicated shooting range, a ‘free roam’ mode so you can check out all of the available levels, and a few game modes, including PvE ‘hunts’ and an infinite wave-based ‘evac’ mode where you battle against AI of variable difficulty and number. The AI can be a overpowered at moments, and always seemed to spot me before I was even capable of seeing them coming, although that seems to be the case on the PC version as well.

Immersion

What the game lacks in environmental realism—structures have a blocky, low-poly aspect to them—it makes up for in core mechanics.

It’s worth noting that the Quest version (predictably) strips away a bunch of the visual effects that have come to the game over the years, including dynamic lighting and certain particle effects such as smoke. At the same time, it ramps up immersion by letting you go wild and free without cables, which truly feels like how the game was meant to be played in the first place. I won’t spend any more time on the visuals, as we all know visuals are only a piece of the larger Immersion Puzzle.

Getting into a prone firing position is liberating; the level of friction inherent to the PC VR version is just enough to make me want to either stand or slightly crouch, but on Quest I’m way more apt to make full use of body to get the best, most stable shooting position for the job. If it weren’t a blazing 38 degrees outside, I would love to play in a wide, open field with grass underneath my feet.

Another liberating aspect of Onward is the ability to toss a gun or ammo to a friend. If you and a buddy choose the same gun, say an AKM rifle, you can easily just hand them a new mag if they run out and you’re in a tight spot. It’s these moments when the world acts like you think it should, that you start to lose yourself in the action. And there’s plenty of action to be had when a well-trained group of hardcore Onward players are expertly zeroing in on your hiding spot.

Image courtesy Downpour Interactive, Coatsink

Personally the inventory system isn’t my cup of tea. Things are so densely packed on your body that you need to physically look down to differentiate between a mag, rifle, pistol, or otherwise. I get it: you need to carry everything with you and have easy access to it too, but I feel like new users will have a harder time developing that specific muscle memory over a more ‘gamey’ way of holding all your necessities.

There’s some things you may gloss over too, such as the game’s sound design. It’s actually super clever, and shows a keen ear for realism. Shooting from inside a house sounds very different to shooting outside. You’ll hear flies when you walk past a dumpster. A low level din of distant gunfire and alarms pervades nearly all levels, keeping the user on their toes as you listen for enemy chatter and the origin of gunshots.

Image courtesy Downpour Interactive, Coatsink

One thing I really love is the game’s radio, which is one of the smartest things I wish more FPS developers used. As soon as you’re out of direct vocal range, the radio becomes the only way you can communicate, and it requires you to physically hold down a button on your left shoulder, adding to the game’s realism. Once you’re out of vocal range you also lose the directional information of where your buddy is, making it necessary to call in where you are and keep the information flow tight and relevant to the task at hand.

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Comfort

Onward is, for an FPS, an extremely comfortable experience. Walking and running are generally at a slow pace, and variable snap-turning is available if you prefer to stay front-facing—otherwise you’ll physically face the direction you want to head in.

The game has been a staunch supporter of hand-relative locomotion. I much rather prefer head-relative, which unfortunately isn’t an option here. Keeping your leading hand on the foregrip of your rifle mostly assures you’ll be walking in your intended direction, although I really wish head-relative was an option so I could play how I’m most comfortable.

Onward expects you to get up out of your chair, as there’s no dedicated seated mode. The more physical movement you’re able to do, the better.

Conclusion

Onward on Quest seems to keep all of the most important bits from the base game on PC VR. Gameplay is intense, and largely unaffected by the necessary cuts the studio had to make in order to shove the game onto Quest’s modest Snapdragon 835.

Once cross-play servers are open we’re guaranteed to find out whether those visual changes have helped, hurt, or kept the game neutral across all supported platforms. Whatever the case, you should always rely on your teammates, and there’s sure to be no shortage of them as Onward sallies forth with a muddy, but confident foot forward onto Quest.


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

The post ‘Onward’ for Quest Early Access Review – Lower Friction, Lower Res, Same Great Core Gameplay appeared first on Road to VR.

Onward for Oculus Quest Will Feature Custom Maps, Just not at Launch

Onward - Oculus Quest

Tomorrow will see Downpour Interactive and Coatsink Software launch first-person shooter (FPS) Onward for Oculus Quest. As VRFocus previously reported it’ll be an exact feature port of the PC VR version including its maps and mechanics. But these won’t all be available on launch day, such as the custom maps feature for community content.

Onward

When Onward arrives tomorrow it’ll feature 11 of Downpour Interactive’s maps as well as the shooting range to get players started. CEO Dante Buckler confirmed to VRFocus that: “More maps will be coming out from us. On day one we decided to release our core maps for the game, there will be four maps that won’t make it for launch but will come out soon after.”

When it comes to the custom maps Buckler acknowledged they were an important part of the PC VR version, however, Oculus Quest is a slightly trickier prospect. “In the future we’re going to be allowing custom map support for Quest soon after launch, I won’t put a timeline on it, we will have custom map support because we had it on PC and the framework is there we just have to rework a few things and provide help for map creators.

“Because to get their maps on Quest it’s not an easy thing, not like on PC, you have to really know what you’re doing with how you design your map, how you optimise it and other things you need to look for,” he explained. “When we get the tutorial written up for it we’ll let everybody know when they can start.”

Onward - Oculus Quest

Buckler also reconfirmed that the team was continuing to work on ranks and achievements and they’re not ‘completely done with game modes’. Also, any new future additions will come to both Oculus Quest and PC VR versions.

The Oculus Quest version of Onward will launch on 30th July 2020, retailing for $24.99 USD. There will solo, co-op and multiplayer game modes where up to 10 players can engage in cross-platform warfare utilising a mixture of realistic weaponry, from AUG’s and M16’s to rocket launchers and grenades. As further details are released, VRFocus will let you know.

Getting Onward on Oculus Quest was a ‘Crazy’ but ‘Essential’ Process Says Dev

Onward - Oculus Quest

Yesterday VRFocus revealed several new screenshots for the upcoming Oculus Quest version of military shooter Onward. In the run-up to the launch Downpour Interactive’s CEO, Dante Buckley had a few minutes to spare to discuss this anticipated port.

Onward

Buckley originally confirmed work had begun on the port a couple of weeks after the launch of Oculus Quest in 2019 and noted it wasn’t a simple endeavour: “It’s been a crazy process having to pretty much rewrite the whole game, in a way. Checking out every aspect of it, whether it’s memory, textures, shader code, sound effects, art, all kinds of things. We’ve been able to manage to pull together something that looks really good and is comparable to PC. It’s been a hell of a journey for us.”

The PC version is still in Early Access and while he wouldn’t say when that was likely to end when asked whether developing for Oculus Quest has seen the PC edition benefit Buckley commented: “Yes, definitely. From the get-go, we realised we’re going to do a lot of work for this thing on the Quest to make it run. Luckily with this, we’ve been able to optimise for low end on Quest. Every change we made on Quest we would update it to PC immediately.

“It’s an exact port in the sense that we have the same maps, the same gameplay mechanics, there’s no feature on PC that’s not on Quest, the only thing is that PC does look a bit better of course. In terms of overall gameplay, they’re exactly the same.”

Onward - Oculus Quest

Onward for Oculus Quest may not have the graphical fidelity of the PC version but there’s one aspect in which the standalone headset does shine: “One thing and this is a positive actually for the Quest is not having to worry about that wire, especially for a game like Onward where you need to go prone or crouch quickly and stand back up and turn corners,” explains Buckley. “When you’re constantly reminded of having a wire you’re not as free to move and win the game. Especially going from prone to standing, if you gotta get up real quick to run because someone threw a grenade around the corner it’s so easy to step on your cord, yank your head, you’re always cautious of doing those things. With Quest you’re free.”

Like many developers, Buckley is highly enthusiastic about Oculus Quest and its potential for not only Onward but the industry as a whole. “We realised that getting on Quest, really for any studio, is essential to a studio’s life,” he states. “It’s the next generation, it’s affordable, people like it because its wireless, I think PC VR will always be around but ultimately wireless and mobile VR will be the future. So figuring out a port and getting on this platform is essential for any studio that wants to grow and to really build a company that can make money off of VR because there’s a lot more people on standalone VR. Just sticking to PC is not the way to go. I’d say if you’re a developer get on Quest if you want to be a big player in VR, it’s worth doing.”

Onward will be hitting the standalone headset on 30th July, with PC cross-play support. VRFocus will continue its coverage of the videogame in the run-up to launch.

New Exclusive Onward Oculus Quest Screenshots

Onward

Oculus Quest owners have had plenty of titles to keep them busy over the past few week’s with In Death: Unchained, Five Nights at Freddy’s: Help Wanted and Phantom: Covert Ops to name a few. But now there are only three days left to go until another big videogame hits the standalone headset, Onward. And VRFocus has three new screenshots to showcase what’s in store.

Onward

Developed by Downpour Interactive, the latest images highlight the incredible effort the studio has made to port the PC experience over to Oculus Quest. While there will always be a drop in quality over its more powerful brethren, textures and lighting still look decent as well as details such as looking down the scope.

Of course, VRFocus will refrain from a final verdict on the port quality until we’ve seen Onward in action, so you’ll have to wait for the review later in the week.

Onward is a military first-person shooter (FPS) which steps away from the usual arcade-style of rivals by removing crosshairs, mini-maps and other features for a more realistic gameplay experience, encouraging teamwork in the process.

Onward

The title features a range of gameplay modes with solo and co-op allowing players to chase down AI enemies in the Hunt or defend an extraction point in an Evac mission. Players can freely wander the map and head to the shooting range, a wise idea to help become more acquainted with the weapons which are all modelled on real guns and their various loading mechanics.

These are split between the modern MARSOC faction which has the AUG, M16, M1014 P90 and the M249 light machine gun. While the insurgent Volk forces use an arsenal which includes the AKS74U, the Makarov, and an RPG launcher.

Onward is most well known for its multiplayer mode where up to 10 players can take to the battlefield at once. There are three objective-based modes to select, from defending a position to going on full attack. Onward will be available for Oculus Quest on 30th July 2020 with PC cross-play functions, retailing for $24.99 USD through the Oculus Store. For further updates, keep reading VRFocus.

The VR Job Hub: Downpour Interactive, Mountaintop Studios & Pixel Toys

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, 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
Raleigh, NC Downpour Interactive Software Engineer Click Here to Apply
Remote Mountaintop Studios Lead Artist Click Here to Apply
Remote Mountaintop Studios Tech Artist Click Here to Apply
Remote Mountaintop Studios Game Designer Click Here to Apply
Remote Mountaintop Studios Dev Ops & Build Lead Click Here to Apply
Remote Mountaintop Studios Engine/Systems Engineer Click Here to Apply
Remote Mountaintop Studios Gameplay Engineer Click Here to Apply
Remote Mountaintop Studios Network Engineer Click Here to Apply
Remote Mountaintop Studios Recruiter (Contract) Click Here to Apply
Remote Mountaintop Studios Recruiting Lead Click Here to Apply
Leamington Spa, UK Pixel Toys Senior Producer Click Here to Apply
Leamington Spa, UK Pixel Toys QA Lead Click Here to Apply
Leamington Spa, UK Pixel Toys Full Stack Engineer Click Here to Apply
Leamington Spa, UK Pixel Toys Project Director Click Here to Apply
Leamington Spa, UK Pixel Toys Senior Mobile Games Designer Click Here to Apply
Leamington Spa, UK Pixel Toys Lead Level Designer Click Here to Apply
Leamington Spa, UK Pixel Toys Technical Animator Click Here to Apply
Leamington Spa, UK Pixel Toys C# Backend Programmer Click Here to Apply
Leamington Spa, UK Pixel Toys Graphics Programmer Click Here to Apply
Leamington Spa, UK Pixel Toys Tools Programmer Click Here to Apply
Leamington Spa, UK Pixel Toys Test Automation Programmer Click Here to Apply
Leamington Spa, UK Pixel Toys UI Artist Click Here to Apply
Leamington Spa, UK Pixel Toys VFX Game Artist Click Here to Apply
Leamington Spa, UK Pixel Toys Technical Artist 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.

Onward Aims for July Launch on Oculus Quest

Onward - Oculus Quest

Still in Early Access, Downpour Interactive’s military first-person shooter (FPS) Onward has been one of the most successful for virtual reality (VR) headsets. Currently a PC VR-only experience, the studio has been working with Coatsink (Shadow Point, Esper) to bring the title to Oculus Quest, confirming a launch will take place in July.

Onward - Oculus Quest

Downpour Interactive revealed development of the Oculus Quest version just over a year ago, not long after the standalone headset launched. The last 12 months have proven the device is important to support, not only because of the revenue some developers have earned but especially when it comes to multiplayer gameplay and keeping an active, diverse community of players.

Just like the PC version, the Oculus Quest edition of Onward removes common FPS features like crosshairs and mini maps for a more realistic, simulator-style experience. Players have to rely on coordination and communication with their squad to succeed, whether they’re playing on Quest, Oculus Rift or any other SteamVR compatible headset, crossplay support is fully included.

There are solo and co-op, and multiplayer gameplay modes, providing AI opponents to hone those skills before trying a 10-person battle with three objectives to chose from; safe a VIP, control an Uplink station or secure an area to upload a code.

Onward - Oculus Quest

You’ll have a range of realistic weaponry to play with; the modern MARSOC faction has the AUG, M16, M1014 P90 and the M249 light machine gun. While the insurgent Volk forces use an arsenal which includes the AKS74U, the Makarov, and an RPG launcher.

“I’m incredibly excited for Onward to come to the Oculus Quest: to have players be inspired by the freedom of the platform while at the same time experiencing the realism and immersion that Onward brings to the table,” said Dante Buckley Founder, Downpour Interactive in a statement. “And I think I speak for my whole team when I say we’re excited to see our players get their hands on the game after almost a year of development.”

The studios will release Onward for Oculus Quest on 30th July 2020, retailing for $24.99 USD through the Oculus Store. As further details are released, VRFocus will keep you informed.

‘Onward’ is Coming to Oculus Quest July 30th with PC VR Cross-play, Trailer Here

Downpour Interactive and Coatsink today announced that Onward, the VR tactical shooter, is coming to Oculus Quest on July 30th.

Downpour Interactive founder Dante Buckley first announced the studio was making a Quest port of Onward back at last year’s ESL VR League Season three championship, stating that the game would would feature cross-play with both Oculus Rift and SteamVR headsets.

The studio has made good on its word, and in the meantime also included Coatsink, the studio behind the Esper VR series and Shadow Point (2019), as publisher.

Image courtesy Downpour Interactive, Coatsink

“I’m incredibly excited for Onward to come to the Oculus Quest: to have players be inspired by the freedom of the platform while at the same time experiencing the realism and immersion that Onward brings to the table. And I think I speak for my whole team when I say we’re excited to see our players get their hands on the game after almost a year of development,” said Buckley.

The Quest version is said to include all of the game’s standard features, including solo and co-op game modes, and multiplayer battles with up to ten players. Bringing a greater focus on realism, Onward doesn’t include mini-maps, or crosshairs, as players rely on real-world communication, shooting, and navigation skills to accomplish objectives.

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The release on Quest will, like its PC VR versions, be available in Early Access when it first launches on the Oculus Store on July 30th, priced at $25.

There’s no time frame on when the game is said to leave EA, as the studio says it still needs to add “finishing touches, improving stability, optimisations to the game’s source code, and general polish.”

The post ‘Onward’ is Coming to Oculus Quest July 30th with PC VR Cross-play, Trailer Here appeared first on Road to VR.

Onward For Oculus Quest First-Ever Gameplay Footage Coming This Month

Today during the UploadVR Summer Showcase 2020 Downpour Interactive founder and Onward creator Dante Buckley revealed today that the first-ever gameplay footage for Onward running on Oculus Quest will debut later this month, in June.

Onward is one of the most popular VR games on the market and remains to be one of the most realistic and accurate simulations of military combat we’ve seen thus far. Inspired by the likes of Ghost Recon and ARMA, Buckley dropped out of college and released Onward on his own during the original launch year for the HTC Vive and Oculus Rift. Since then his solo studio has grown into a talented team.

We still haven’t seen a single screenshot, teaser video, or any gameplay footage of what Onward actually looks or plays like on the Oculus Quest, but we have high hopes. The developers at Downpour put in work to update the game for inside-out tracking and all of that optimization should carry over to the Quest version as well.

Worth emphasizing is that Onward for Oculus Quest will not only be the full game as it exists on PC VR today, but it is expected to included cross-play and mod support too. 

As Buckley himself phrased it in the video above, the studio will be “unveiling gameplay and news on the port at the end of this month.” That likely means a release date timeframe is coming soon as well. We unfortunately do not have more to announce regarding Onward for Oculus Quest just yet, but hopefully that changes soon.

Follow the official Onward Twitter, Facebook, and Instagram for up-to-date details.


Check out every trailer, article, announcement, interview, and more from the UploadVR Showcase right here.

The post Onward For Oculus Quest First-Ever Gameplay Footage Coming This Month appeared first on UploadVR.

Downpour Provides An Update On Onward Quest, Full PC Release

Don’t worry, Downpour Interactive hasn’t forgotten about the Onward Oculus Quest port it promised nearly a year ago.

Onward was confirmed to be coming to Facebook’s standalone VR headset in mid-2019, just after the kit’s launch. We’d assumed that that might have made it a 2019 window game, but the developer has actually been pretty quiet about the Quest version since. An update this week provided us with a little more clarity.

“We know you are anxiously waiting on news, and we are working very hard to get you a Quest port that not only runs well and retains Onwards core gameplay and feel, but a port that looks Amazing,” the studio wrote in its monthly update blog. “We are actively alpha testing, and will soon be in beta testing, in which we will introduce more QA testers from the community.”

Onward Oculus Quest News

Not only that, but the developer provided an updated Development Timeline that tells us a few things about Onward’s roadmap. First up, the next update for the game will be a bug fix and performance patch. Following that will be the Quest release which, at the same time, will see Downpour start working on an update that will bring the PC VR version of the game out of Early Access.

The team’s also working on a Player Ranks update and, of course, new gamemodes and content, which are the furthest down on the list of priorities right now. No actual timelines were given for any of these updates, but it’s good to know at least what order they’ll arrive in.

We’ll keep our eye out for more Onward Oculus Quest news, then. In the meantime, let’s all get a bit more practice in on PC, shall we?

Need more Onward? How about checking out our story behind the game’s creation.

The post Downpour Provides An Update On Onward Quest, Full PC Release appeared first on UploadVR.