Zero Latency: Analyzing What Makes For Good Location-Based VR Games

Recently I, along with UploadVR’s Digital Marketing Manager, Tatjana Vejnovic, got to try out two experiences at Zero Latency’s Melbourne location. Here are my impressions!

We’ve covered some of Zero Latency’s experiences before, but for those who are unfamiliar, the concept is pretty simple. Zero Latency allows you to take part in wireless co-op VR experiences with up to 8 players, all of which take place in a large open plan warehouse, allowing you to move somewhat freely within the game world without worrying about bumping into obstacles or walls.

All of Zero Latency’s locations use custom VR headsets, along with a proprietary custom assault gun for each player, for games which require one. They’re even now offering a new PvP experience, which we previously covered, and the Melbourne Zero Latency staff mentioned how they had just hosted their first PvP esports tournament the week before.

While at Zero Latency, Tatjana and I played two different sessions. The first was Zombie Outbreak, a fairly stock-standard VR co-op zombie shooter experience, with the added gimmick of free roaming in the large space. It features a well-worn narrative – a city has been infected by zombies, and you have to clear them out of the city. There are few gun upgrades here and there, but your standard gun can switch between being an assault rifle and a shotgun. The whole experience takes about 45 minutes and you move through various different scenes and set pieces until you reach the end.

The second session was split into two games, the first of which, Engineerium, was a puzzle-game with no gun prop, but lots of walking and exploring. You and your teammates walk through a trippy environment that makes you feel as if you’re walking parallel to the ground, sometimes upside down, and even in the opposite orientation to your peers as you solve basic puzzles over roughly 20 minutes.

The final part of session two featured a game called Singularity that was a sci-fi space shooter, similar in gameplay concept to Zombie Outbreak, but shorter in length at around only 25 minutes. It sees you and your team fight off hordes of robots on a spaceship, with a variety of different guns and more closed in corridors and spaces that see you move through the spaceship until you get to a final boss battle.

Both sessions took place in the exact same physical space, with the same hardware, however they could not have been more different. The first session, with Zombie Outbreak, was a frankly woeful experience, and left me extremely skeptical about Zero Latency as a whole. The session was constantly interrupted and paused for multiple reasons – someone would get too close to a wall, or sometimes the game supervisor would have to explain what was going on, sometimes two people would be too close together, causing the game to pause to avoid a collision. The system and gameplay became very frustrating, very quickly.

I wasn’t feeling that excited about heading into the second session. However, it was completely different. In both Engineerium and Singularity, we were barely interrupted, spare a few times here and there. The flow of the gameplay was much smoother and the whole experience felt much more polished. Our game supervisor barely needed to intervene in either game, and much less overall than in Zombie Outbreak. The session could not have been more different to the first – it was much more enjoyable.

I walked out of Zero Latency feeling quite confused. It was the same physical space, the same constraints, the same technology, and yet the two sessions felt like they were run by two different companies. The first session I would never willingly play again, whereas the second sessions was an experience I would willingly show to others as an introduction to the vast possibilities and immersion of VR.

On my way home, I realized why the difference was so stark – it comes down to gameplay and level design. Zombie Outbreak was designed with poor systems overall – it didn’t use the physical space well, it left newcomers confused, and it’s level layout meant that people often ended up bunched up and bumping into each other and the game’s boundaries. Singularity, which at its core is the same 8 person co-op shooter concept as Zombie Outbreak, felt much more thoughtfully design. Its levels provided direction and areas for each of the 8 players to explore, without getting into each other’s way too frequently.

After the second session, it struck me that Engineerium and Singularity had distinct, fun art-styles. On the other hand, Zombie Outbreak had a really muted colour palette with no defined style at all. It was trying to look realistic, but mostly  just looked like any shooter game from the mid 2000s.

While this certainly had an impact on the games’ aesthetical appeal, it also affect the gameplay and how the groups approached the levels as well. With so many brown surfaces and dark colours, Zombie Outbreak’s aesthetic design never gave you a good indicator of where to go or how to move through the space. In fact, Zombie Outbreak takes advantage of the warehouse’s open plan space in the worst way possible – most of its environments are just a wide open street or large room you can walk around. This hypothetically sounds great, but in reality it means that all 8 players are rarely directed anywhere in a clear manner, so everyone just gravitates to the edges of the game area boundaries, where enemies spawn. People tended to just bunch up in groups.

In our session, this lead to what seemed like endless game pauses – due to person-to-person collisions or people standing too close to walls – and lots of directions from the game’s supervision via our headsets. Our supervisor would often had to direct stragglers or confused players in the right direction, as the game’s art style and level layout doesn’t give much clear assistance.

On the flip side, Singularity’s levels understand that just because you have a big open warehouse to play in, you shouldn’t necessarily design your game to take advantage of that in a literal way. They’ve taken the space and made virtual walls, corridors and small rooms. It’s not just a big open space with no barriers, it’s a proper spaceship that feels closed in and almost claustrophobic. However, ironically this means you end up exploring and walking around more than you do in the large, empty space in Zombie Outbreak. You always have a good idea of where to go, as the corridors direct you to the right area, and it gives players frequent opportunities to break off into groups. With less players bunched up in the same spaces, you have less collisions. The superior level design also meant the supervisor doesn’t have to chime in with advice very often, because the layout of the ship naturally directs you without assistance. The difference this makes to the overall experience is literally game-changing.

Singularity felt like a game that was designed to take advantage of a large open space in a way that facilitates maximum immersion. Zombie Outbreak felt like it was designed simply to showcase the vast dimensions of the warehouse floor plan, which in turn makes the experience feel less tailored and much more frustrating.

zero latency singularity

Singularity’s design also means that you lose track of your physical position in the warehouse itself, due to its turning corridors and clever design. You can never quite tell where you’re standing in the physical warehouse, compared to where you started. In Zombie Outbreak, the levels generally always resembled the shape of the warehouse’s play area, so I was always vaguely aware of where I was physically in the real world, which feels much less immersive.

The puzzle game, Engineerium, is on a whole different level in this regard. The game is set on floating blocks that turn, move and rotate to completely separate your group and completely immerse you until you have no idea where you are in the physical space. You can’t even begin to think about where you are in the physical space, because the game has played so many visual and design tricks on your mind that make it near impossible to contemplate.

Without spoiling too much, in some parts of Engineerium you’ll look up and see a fellow player standing upside down above you, or standing perpendicular to you on a platform angled at 90 degrees. While you know that everyone is still standing flat in the physical game space, it’s a miracle of design that this effect can be achieved while ensuring no one bumps into each other in real life. It left me truly puzzled and amazed – it’s a dazzling effect and a great use of the physical space.

While Engineerium doesn’t use the gun props, the usage of the physical gun prop in Singularity and Zombie Outbreak were implemented quite differently as well. The gun itself was better represented in Singularity than it was in Zombie Outbreak – in the former, the gun model in-game matched the physical prop quite well, and even showed you the physical buttons on the in-game model, so they were easier to locate while playing. The Zombie Outbreak in-game model didn’t fully match the physical gun prop, and the buttons weren’t represented on the game’s model. This meant I often had to fiddle with the physical prop to find the buttons, as you couldn’t locate them by looking at the in-game model. It was a minor inconvenience, but another way the design of one game helped create a much better experience overall compared to the other.

zero latency vr engineerium

Leaving Zero Latency, I came away with a new perspective. Without knowing both sessions were run by Zero Latency at the Melbourne warehouse, I would have said the two sessions were run by different companies and not affiliated in any way. Singularity and Engineerium felt like experiences that took the potential that the large warehouse space offered, and used it in a way that immerses you and surprises you with minimal interruptions. On the other hand, Zombie Outbreak simply felt like you had been plonked in a generic zombie VR game and the designers had drawn a large Oculus-style guardian barrier around the warehouse floor, leaving you to contend for space with the other players, with no real direction.

It just goes to show the degree to which game design can affect a VR experience. You can have the same physical space with the same hardware, but if you haven’t put thought into a game’s design, it can quickly fall flat. To some who are new or inexperienced, VR  technology can still feel like a gimmick or something they’ve never experienced. In those situations, developers can often get away with sub-par game design, as the focus is on the technology. However, as the technology becomes more mainstream, this is quickly changing.

Zero Latency HP Headset VR Microsoft Windows Mixed Reality

VR developers need to make sure that their level design, art style and gameplay are developing at a pace that matches the expectations of consumers that are becoming increasingly used to VR technology. Zero Latency is the perfect example of both the good and bad ends of that spectrum.

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Community Download: Will Live Events In VR Eventually Become Mainstream Entertainment?

Community Download is a weekly discussion-focused articles 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, we want to know what you think about the upcoming VR Billie Eilish concert and what it means for the future of in-VR entertainment.


Oculus has really stepped up its promotion of the Oculus Venues live event app that’s featured on the Oculus Go and Oculus Quest. In Venues you are granted a seat at a real life performance by a musician, or at a sporting event, and it’s streamed using 180-degree or 360-degree cameras. In this way, your VR headset acts like a portal to the concert itself, providing the illusion of attending. Sometimes they offer a flat stream on a screen like a theater instead as well.

What makes the app extra neat is that it’s a multi-user experience too and you can look around and see other people using their Oculus avatars around you as well, watching the same performance in real-time.

Our dicussion topic this week, on the heels of the Billie Eilish announcement, is: Do you think VR concerts and other live events will ever become mainstream entertainment? As of now they’re little more than a novelty, but will they eventually become a highly anticipated part of the live entertainment industry for a large portion of the population? Or will it stay niche within a niche forever?

Comment down below with your thoughts and you may have a chance of your comment being featured in our weekly news recap show, VRecap, which airs every Friday on your YouTube channel.

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VRecap #5: Void Meets Avengers, Sony Buys Insomniac, Win The Tower 2!

Get yourself out of Gamescom, find a quiet spot with decent WiFi and dig in; VRecap #5 is here!

Even without throwing in our recent trip to Germany, it’s been heck of a busy week. First up, Sony acquired one of the biggest VR developers out there, Insomniac Games. They did games like The Unspoken and the upcoming Stormland, exclusively for the Oculus Rift. What does that mean for the developer’s existing relationship with Oculus? Could we see Insomniac on PSVR? Oh the possibilities!

Elsewhere, we’ve got an update from The Void that confirms the company is working with both Marvel and Sony Pictures on new location-based VR projects. Perhaps they’ll create a reality where Spider-Man is still in the MCU?

Too soon? Sorry.

Oh and, yes, we’ve been to Gamescom! We’ve got a quick preview of our adventures in Cologne this episode before we round up the week’s releases. We saw a heck of a lot of VR games out there, so keep an eye out for a bunch of previews heading your way over the next week or so. In fact we’ve already got a few ready for you, like Iron Man VR and Espire 1!

As for the competition, this week we’re offering up free copies of The Tower 2. This VR obstacle course makes full use of room scale tracking and gives you quite a workout. If you want to be in with a chance of winning, just follow this link.

Okay, time to get out of here and enjoy the weekend. What are you going to be diving into this weekend?

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Raindance 2019 Brings The Latest In VR Storytelling To London Next Month

The annual Raindance Film Festival approaches London once more. This year’s show will feature nearly 30 VR experiences.

As per usual, Raindance 2019’s immersive offerings include a mix of gaming, world premiere VR experiences and a chance to see some of the pieces first shown at festivals like Tribecca and Sundance. The selection includes both full VR pieces and 360 videos.

Rise of Animals

In terms of premieres, we’re looking forward to seeing Heart of Darkness, the latest animated experience from Sutu. There’s also Rise of Animals, a new experience with Sir David Attenborough. The experience will give us a virtual look at three prehistoric animals.

Elsewhere, we’ll get a first look at Anonymous, the VR film debut from Virtual Umbrella’s Samantha Kingston.

As for returning experiences, Gloomy Eyes, an animated VR story starring Colin Farrell, will be on display. Tupac Martir’s Cosmos Within Us will be at the show too.

Meanwhile, in the gaming section, Raindance will showcase the likes of No Man’s Sky Beyond and Maze Theory’s soon-too-release Doctor Who: The Edge of Time. Fast Travel Games’ The Curious Tale of the Stolen Pets will also be on display. We’ll also see the international premiere of The Infinite Hotel, a promising new game from Italic Pig.

The best experiences are also being gathered for the Raindance Awards.

Raindance 2019 runs from September 25 to October 6. If you’re looking for tickets you can find them here.

Disclaimer: UploadVR’s Jamie Feltham will be a judge on the ‘Best Immersive Game’ category at this year’s Raindance Awards.

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Gamescom 2019: Groundhog Day VR Promises A Journey Of Self-Discover And Coffee Making

There’s something very ‘Bill Murray’ about coffee, isn’t there?

A dependency on a warm, pedestrian beverage, a futile attempt to lift yourself out of the early morning blear that seems to be stretching on for an entire day. It’s fitting, then, that my demo for Groundhog Day: Like Father Like Son begins in front of a coffee machine.

Or, rather, inside of one.

Developer Tequila Works doesn’t see this VR-native sequel as a game or movie as such. Like some of the most intriguing VR experiences, it’s a blend of the two; a curious mashup of interactivity and storytelling. Tequila Works wants get you directly involved in the narrative. That will often mean interacting with characters and manipulating the time loop that your character, Phil Connors Jr, finds himself in. Occasionally, it also means completing minigames dotted around the town of Punxsutawney, which was the focus of my demo.

One of these includes learning to make coffee with a machine, which is envisioned as a sort of arcade shooter. You have to fire orbs at coffee beans, each of which has to be destroyed quickly before they regenerate. Doing battle with the various cogs and mechanical parts was a surreal, somewhat meta sensation, though the game itself was quite intuitive and enjoyable.

After that, I had to fix the machine itself by rearranging its innards. Again, it was a fairly straightforward bit of gameplay; realign some pipes to redirect steam and then match up a rotating network of more pipes. Following that I played a graffiti game where I had to carefully trace outlines on one of the walls in the town.

These puzzles were simple and fun, if unremarkable. I’m most interested in the way they fit into the wider game; Tequila Works says one ‘day’ in Like Father Like Son takes a little over half an hour. That said, you can skip over puzzles you’ve already completed (a handy way of communicating Connors’ increasingly familiarity with the world).

Groundhog Day VR

But I didn’t feel like I was seeing the core of what Like Father Like Son is all about. The experience’s other elements, like using the game’s repetitive cycles to your advantage and learning how to manipulate the characters around you, seems far more fitting. The original Groundhog Day is a film about self-discovery and improvement. Updating that for 2019, an age where smartphones make small towns like Punxsutawney smaller than ever, is going to be fascinating to see.

Tequila Works also says it plays with VR’s inherent silliness. Take a game like Blood & Truth or London Heist, where you’re always tempted to ‘break’ the game and mess with characters, throwing things at them or making, uh, certain gestures. That’s tonally in stride with the world of Groundhog Day; Connors Jr can be a troll and not have to live with the consequences. I can’t wait to test the limits of that thinking.

Granted, it’s tough to communicate those mechanics and plot points in a limited demo slot on a bustling show floor. For now, at least I’m assured in the fact there’s an entertaining puzzle game laying the foundation. As for the rest? Tequila Works seems confident it’s got a compelling take on the time loop genre on its hands. Given the team’s work with the excellent The Invisible Hours, I’m quite optimistic that they’re on the right path.

Fortunately we won’t have to wait too much longer to dive into that more intriguing side; Groundhog Day: Like Father Like Son is due out on PC VR and PSVR on September 17. We’ll have more on the experience leading up to launch.

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Fly Is A New VR Installation That Takes Virtual Flight To New Heights

In 1903 the Wright brothers did the impossible; they flew. Not only that, but they did it with some wood wrapped in fabric and a 12 horsepower gasoline engine. I’m fondly reminded of their crude efforts as I step into the booth for Fly, a new VR experience showing at London’s Saatchi Gallery this month.

Inside the strange giant egg that houses Fly, which is created and directed by Charlotte Mikkelborg, you’ll find a curious makeshift VR rig. To the front is a sort of harness you lean into during the attraction’s first half, and behind it a chair to sit in in the second. Strap in, put on an HTC Vive and you’ll find yourself in the fields of Tuscanny, next to a daydreaming Leonardo DaVinci.

Fly VR Saatchi

It’s here that you get your first taste of what Fly is all about. You suddenly find yourself cast as a bird, soaring through the sky high above the fields DaVinci ponders in. It’s quite similar to Ubisoft’s Eagle Flight, only the installation uses some clever tricks to make Fly a more convincing and (quite literally) uplifting experience.

Twisting my head tilted the platform I was on to give me the sensation of turning, diving and ascending while flapping my arms sent me flying higher. Meanwhile, a fan whipped my face with the Tuscan air as I was bathed in golden sunlight, the summer scents of the fields starting to flood my senses. Combined together under one roof (or, in this case, shell), you can’t help but feel, just for a moment, that you’re really there, winding through trees and marveling at mountains in the distance. It’s quite a treat.

It’s over just as it begins, but Fly has more stops on its whirlwind tour.  One particular highlight is commandeering the Wright brother’s plane in a minute-long flight that perfectly captures the sense of invention and elation the pair must have felt. Again, when it asks you to land, you don’t really want to.

Later trips to more modern inventions aren’t quite as magical with your face finally protected from the wind, though a playful look at the future of flight does inspire a little excitement. Fly works best when it’s rooted in history.

It might not always be the most graphically proficient piece, but the potent assault on the senses leaves you walking on air long after you’ve removed the headset. It’s powered by the raw enthusiasm of creation, something that Mikkelborg emphasizes in curious fashion outside of the experience. Place your hands on the egg that surrounds the VR rig and it will eventually change color before you hear the sound of it cracking.

It’s intended to symbolize the beginning of the long journey to make man fly. Coming from a VR angle, though, it’s equally fitting as a starting point to mastering virtual flight. One day we’ll look back on Fly and laugh at where we were in the mission. As it stands right now, though, it’s a pretty amazing experience. Humanity is learning to fly all over again.

Fly is on display at London’s Saatchi Gallery throughout August. Tickets cost £20. You can book to see it right here.

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VR Game Releases For August 2019

Every month we aim to round up each and every VR game release for you in one single place — this is August’s list. Check the bolded entries for ones we feel are particularly worth your time.


It’s been a few months since we did one of these, sorry about that! But we’re back now to round up new releases all in one place. And don’t forget to watch VRecap every Friday to stay on top of the top news stories, top new releases, and our weekly VR game giveaway.

If you’re a VR game developer planning to release a game soon — let us know! You can get in touch with me directly by emailing david@uploadvr.com or hit all of the editorial team by emailing tips@uploadvr.com. Please contact us about your upcoming releases so that we can know what you’re working on and include you in release lists!

Unless otherwise stated, all PC VR releases are the Steam versions.

Rift, Vive, Index, and Windows VR Game Releases For August 2019

Apollo 11 VR (Free) – August 1st – Vive, Index
The Hidden (Free) – August 1st – Rift
The Poisoner ($9.99) – August 1st – Rift, Vive, Windows VR
Banana Invaders ($4.99) – August 1st – Rift
Airranger ($10.99) – August 1st – Rift, Vive, Index, Windows VR
Quian-Shan Village ($18.99) – August 1st – Vive, Index
RADtv ($9.99) – August 2nd – Rift, Vive (Read Review)
Fight Ball – Boxing VR ($5.99) – August 2nd – Rift,  Vive, Index, Windows VR
Dragon Guide ($3.99) – August 5th – Vive, Index
World of Guns VR (Free) – August 5th – Rift, Vive, Index
Neon Exile ($24.99) – August 6th – Rift, Vive, Index, Windows VR
SincereMen ($24.99) – August 6th – Rift, Vive, Index, Windows VR
VRWiz ($4.99) – August 7th – Vive, Index
The Last Player: VR Battle Royale ($19.99) – August 7th – Rift, Vive, Index, Windows VR
Bloodstream ($9.99) – August 7th – Rift, Vive, Index
Tower VR (Free) – August 7th – Rift, Vive, Index
Ninja Legends ($19.99) – August 8th – Rift (Also on Steam, Read Preview)
Meu (Free) – August 8th – Rift
PrettySafe Airlines ($7.99) – August 8th – Rift
Stranded ($9.99) – August 8th – Rift
DiRT Rally 2.0 ($59.99) – August 8th – Rift (Home) and Vive (Steam) (Read Impressions)
Don’t Die ($9.99) – August 8th – Rift, Vive, Index, Windows VR
Song Beater: Quite My Tempo! ($14.99) – August 8th – Rift
Sports Scramble ($29.99) – August 8th – Rift (Read Quest Review)
Special Forces VR: Infinity War ($24.99) – August 8th – Rift, Vive, Index, Windows VR
SCP: Blackout ($19.99) – August 9th – Rift, Vive
Face Your Demons ($2.99) – August 10th – Vive, Index
Crosser ($3.99) – August 10th – Rift, Vive, Index
Oval ($8.99) – August 11th – Rift, Vive, Index, Windows VR
Ginga Kagekidan ($0.99) – August 11th – Vive, Index
Gobligeddon (Free) – August 13th – Vive
Humans 101 ($9.99) – August 13th – Rift, Vive, Index, Windows VR
Constructionary ($3.99) – August 13th – Rift, Vive, Index
No Man’s Sky: Beyond ($59.99) – August 14th – Rift, Vive, Index, Windows VR (Read Review)
iZombies!: Faulty Towers ($4.99) – August 14th – Vive
Meu (Free) – August 14th – Rift, Vive, Index, Windows VR
Crawling of the Dead ($24.99) – August 14th – Vive, Index
When Wardens Fall 2.0 ($14.99) – August 15th – Rift, Vive, Index, Windows VR
OnShape ($14.99) – August 15th – Rift, Vive, Index
CryptoSpace ($2.99) – August 15th – Rift, Vive, Index
Turn Me On (Free) – August 18th – Vive
Escape Architect VR ($9.99) – August 19th – Rift, Vive, Index, Windows VR
Westworld Awakening ($29.99) – August 20th – Rift, Vive (Read Review)
MarineVerse Cup (Free) – August 21st – Rift, Vive, Index, Windows VR
Afterlife ($5.99) – August 21st – Vive, Index, Rift
Afloat ($9.99) – August 22nd – Vive
Extreme Tactical Executioners ($19.99) – August 22nd – Rift, Vive
The Tower 2 ($14.99) – August 22nd – Rift, Vive, Index
Vanishing Realms: The Sundered Rift ($14.99) – Rift, Vive, Index (Read Review)
Tag War VR ($14.99) – August 23rd – Rift,  Vive, Index, Windows VR
Wetpants (Free) – August 23rd – Vive, Index
Until You Fall ($19.99) – August 27th – Rift, Vive (Read Review)
Renzo Racer ($4.99) – August 27th – Rift, Vive, Index, Windows VR
Downstream: VR Whitewater Kayaking ($24.99) – August 28th – Rift, Vive, Index
Nektronic VR (Free) – August 28th – Rift, Vive, Index
Acron: Attack of the Squirrels! ($19.99) – August 29th – Rift, Vive, Index (Read Review)
Hotel R’n’R ($19.99) – August 29th – Rift, Vive, Index (Read Preview)
Bow Man ($14.99) – August 29th – Rift
Ultimate Fishing Simulator VR ($29.99) – August 30th – Rift, Vive, Index, Windows VR
CyberRunner (Free) – August 30th – Rift, Vive, Index

Oculus Quest, Go, And Gear VR Game Releases For August 2019

Stickman Counter Terror Strike (Free) – August 1st – Oculus Go, Gear VR
Golf 4 WIPP Championship 2019 (Free) – August 1st – Oculus Go, Gear VR
Foton VR: Learn Science Easily (Free) – August 1st – Oculus Go
The Vox VR (Free) – August 1st – Oculus Go, Gear VR
Ninja Legends ($19.99) – August 8th – Oculus Quest (Read Preview)
PrettySafe Airlines ($3.99) – August 8th – Oculus Go, Gear VR
SGN SportsCard Baseball ($0.99) – August 8th – Oculus Go
Magic Guardian Demo (Free) – August 8th – Oculus Go
TRIPP (Free) – August 8th – Oculus Go
Frog & Froggie ($4.99) – August 8th – Oculus Go, Gear VR
Time Stall ($14.99) – August 15th – Oculus Quest (Read Review)
Voyager (Free) – August 15th – Oculus Go
Pinball FX2 VR ($14.99) – August 15th – Oculus Quest (Read Past Review)
Red Matter ($24.99) – August 15th – Oculus Quest (Read Past Review)
Afterlife ($5.99) – August 21st – Oculus Go, Gear VR
Zenva Sky (Free) – August 22nd – Oculus Go, Gear VR
Star Chart ($9.99) – August 22nd – Oculus Quest
MelodyVR (Free) – August 22nd – Quest
Dodgeblock ($1.99) – August 23rd – Oculus Go, Gear VR
Cloudlands 2 ($19.99) – August 27th – Quest
SculptrVR ($9.99) – August 29th – Quest (Watch Interview)
NextVR (Free) – August 29th – Quest
End Space ($14.99) – August 29th – Quest (Past  Review, Quest Gameplay)
Acron: Attack of the Squirrels! ($19.99) – August 29th – Oculus Quest (Read Review)

PSVR Game Releases For August 2019

The Angry Birds Movie 2 VR: Under Pressure ($29.99) – August 6th
Sairento VR Physical Release ($39.99) – August 13th
The Wizards: Enhanced Edition Physical Release ($29.99) – August 13th
Firewall Zero Hour: Operation Dark Web (Free Game Update, Optional DLC) – August 13th
No Man’s Sky: Beyond ($49.99) – August 14th (Read Review)
Afterlife ($5.99) – August 21st
Tokyo Chronos ($49.99) – August 26th
Human Anatomy VR ($19.99) – August 27th
Waltz of the Wizard: Extended Edition ($9.99) – August 27th (Read Impressions)


As a point of emphasis: reach out to david@uploadvr.com or tips@uploadvr.com to let us know about your upcoming VR game releases!

Editor’s Note: This list will be continuously updated.

Last Updated: 8/30/2019

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VirZoom Quest Review: Your Exercise Bike Takes Off With The Oculus Quest

VirZoom pairs VR with an existing stationary bicycle or bike trainer to create workout experiences. Read our full review of using it with Oculus Quest to find out whether it’s worth a try.

When we first reviewed VirZoom’s exercise-bike VR programs, they had just launched for Rift, Vive, and PSVR. The idea is that you pop on your headset, fire up your stationary bike or load your bike into a bike trainer, and either choose to explore with VZFit Explorer, wandering through Google-Maps-supplied 3D landscapes, or play games in VZFit Play. A sensor tracks your bike’s cadence, the rotations your pedals make in a minute, and uses that to transmit speed to your in-game avatar.

This year VZFit moved from those platforms to the Oculus Quest, building in positional awareness of your headset for the first time. It also works on the Oculus Go. In addition, the company announced that it was changing its pricing model, offering VZFit games for free on a rotating basis, one free VZFit Explorer ride, demos of all rides, and reducing annual memberships for premium access to all experiences from $119.95 down to $99.95 per year. (A monthly version for $9.95 remains.) Premium membership includes unlimited multiplayer action.

As of the time of this writing, VZFit is no longer available for any wired headsets.

virzoom sensor kit exercise bike

Both VZFit Explorer and VZFit Play use the headset and a $99 VZFit Sensor Kit, which includes a sensor that attaches snugly to one pedal crank with elastic bands, and a thumb button that clips onto your handlebars for easy controls while riding. If you’re used to using the Oculus UI, navigating menus is a snap. You can opt for an included tutorial or dive right into the games or ride experiences.

VZFit Explorer puts you in the middle of curated rides through Google’s Street View, with some provided by VirZoom and some created by Premium users. Selections ranged from the first couple of Tour de France stages to scenic rides in more than a dozen locations including Arizona, snowy wastelands, and Ireland.

Because this is a dynamic recreation of Google’s sometimes-wonky Street View 360-degree photography, VZFit Explorer contains some artifacts. Stitching between sections of the landscape around you isn’t always fluid, 3D objects are typically rendered as flat when you approach, and the nice trail-of-dots pathing guide that VZFit Explorer puts in to guide you can sometimes seem to lead to a wall right up until the moment you hit that point and everything straightens out.

All that said, this is a surprisingly immersive experience, and it’s easy to lose track of time wandering through cool-looking landscapes. Whether you’re pedaling across icy tundras or red-rock deserts, VZFit Explorer truly does add something to your workout. Pair it up with your favorite tunes and it’s at least as entertaining as those reruns you’ve been binging on Netflix.

The replay value here is nearly infinite, assuming that VirZoom and other users — or you! — continue to supply routes to take. The only major drawback in terms of usability is that tight turns are incredibly hard to do, particularly if you’re using a bike on a bike trainer (where you don’t want to lean too far for fear of torquing your wheels). The positional use of the headset means you lean to turn, and the natural thing to do is to lean your body, not just your head.

This means there’s a little learning curve (and some neck flexibility) required to handle turning in game if you don’t have one of those fancy stationary bikes that lean with you. There was at least one VZFit Explorer map where I gave up midway through because it included a hairpin turn. There was just no way I could turn sharply enough to do more than bump up against the invisible walls at the edges of the encounter without backing up repeatedly.

For more gentle curves, the app does a great job of tracking headset movements, making minor adjustments as you ride. The speed varied with pedal cadence in a way that feels natural, and the overall experience feels easy and fun.

VZFit Play takes this same concept and gamifies it, putting you in nine experiences: for example, in a tank, on horseback in the Wild West, riding a flying Pegasus or helicopter, or driving a race car. These experiences are fun novelties, and crank up the adrenaline of the ride. I especially enjoyed the Pegasus encounter — the horse’s transition between gaits and launches into flight were both smooth and visually entertaining.

The best games, like the Pegasus encounter or “Le Tour” (a fun competitive ride with other virtual bicyclists) don’t require heavy use of the A button. Even with VirZoom’s button clipped to the handlebars, it can be a trial to use for those games where you are required to hold it down for extended periods to aim and shoot lassos or rockets. We especially appreciated the subtle positioning changes made possible by the Quest when doing Le Tour — it made passing or drafting other riders for a speed boost a snap.

Comfort:

VR comfort varied widely between VirZoom’s VZFit Explorer and VZFit Play experiences. Explorer was typically a small challenge, especially since there is no coasting — stop pedaling and you stop immediately on screen, helpful for when disorienting downhills might get the best of you. For VZFit Play games, anything on land (Le Tour for biking, race cars, Wild West horse riding) poses little discomfort, even for VR newbies. Flying games including the Pegasus and helicopter experiences could be more disconcerting, but were still handled appropriately.

Some VZFit Play games are more replayable than others (Le Tour, despite being simple, might be one of the most engaging in the long term for exercise), and they all step up the aerobic challenge. I was sweating happily after just a few minutes of giving these games a go, and hour-long sessions flew by in a snap. And truly, that’s the point of using VR while cycling — to forget that you’re stuck indoors and just enjoy the ride.

virzoom race car virzoom apache helicopter virzoom cowboy wild west virzoom tank

Final Say: Worth Trying

The good:

  • Interesting, varied landscapes and potentially endless replay in VZFit Explorer,
  • Positional sensors in the Oculus Quest make turning more natural,
  • A painless, entertaining way to break a sweat.

The bad:

  • Google Street View stitching can be awkward,
  • Tight turns are physically difficult or impossible,
  • Pedal crank sensor batteries die quickly.

A stationary bike is by definition a restricted experience. But the addition of positional awareness means that steering can often be a more natural endeavor with the updated VirZoom apps, and skipping the wires makes the rides feel more real.


VirZoom’s VZFit Play and VZExplorer Explorer are available for Oculus Quest and Go. They require the purchase of a $99 VZFit Sensor Kit. Read our Game Review Guidelines for more information on how we arrived at this score.

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BBC Earth Is Bringing A New AR Experience To Magic Leap

BBC’s next immersive experience won’t be appearing on the Oculus Rift or HTC Vive; it’s coming to Magic Leap One.

The organization today announced BBC Earth – Micro Kingdoms: Senses for the AR headset. Developed by Preloaded and BBC Studios, the experience will use the AR headset to digitally project micro habitats from the natural world into your living room.

Imagine, for example, placing an ant colony on your coffee table. According to a press release, the experience will reveal “the invisible senses” that make these habitats function. We don’t have any footage to show just yet, but it sounds like it could be a pretty intriguing use of AR tech. Imagine a David Attenborough-style documentary where you could lean in and inspect creatures and environments in close detail without the risk of upsetting them.

Preloaded also worked with the BBC on the excellent Life in VR app for Google Daydream. The team also worked on one of Within’s AR experiences, A Brief History Of Amazing Stunts. This latest experience is being developed under Magic Leaps’ Independent Creator Program. It’s designed to provide funding and mentorship to those looking to get into AR development. Another experience developed under the initiative, PuzzlAR, released last week.

Micro Kingdoms will be hitting Magic Leap later this year. For now, Magic Leap’s headset remains as a Creator Edition, mainly intended for developers. There’s still no word on when a more consumer-focused headset might be released. With the help of the Independent Creator Program, though, Magic Leap hopes to establish a thriving ecosystem for when it does.

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Star Wars: Vader Immortal Episode 2 Concept Art Teases New Character

ILMxLAB is teasing Star Wars: Vader Immortal Episode 2 with some new concept art.

The art, tweeted out yesterday, features a mysterious character called the Black Bishop. We first saw this hooded figure in Episode 1, but ILMxLAB says we’ll learn more about him in the next instalment. So far we’ve seen the first episode of the series explore the planet of Mustafar, where Vader himself was ‘born’. More importantly, though, we learned about the planet’s native species and the secrets it’s hiding that send Vader on a dangerous mission.

Comic-Con attendees got a sneak peek at the latest from Vader Immortal earlier this month but there’s still a lot to learn. We also know that Episode 2 will introduce Force powers for players. We’re looking forward to seeing how the developer combines those with the groundwork its already laid for lightsaber combat.

We loved the first episode of Vader Immortal. “It’s very much the first part of a larger series, one that leaves you wanting more of each of its individual elements,” we said in our review. “But it’s a significant step forward for VR, bolstering a line-up of experiences that emphasize audience emotions over playable technicalities. The pay-off, it successfully argues, is richer than any immersive Star Wars experience before it. ILMxLAB once labelled this as ‘story-living’ over storytelling. A touch hyperbolic, perhaps, but I’m inclined to agree.”

Sadly we still don’t have a date for Episode 2’s release. The first is already available on Oculus Rift and Quest, and we’re hoping the second might hit before the end of the year. Perhaps we’ll get our answer at Oculus Connect 6 in September?

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