CCP Games On Virtual Sport, Innovation & Learning VR’s Possibilities

Ryan Geddes, Senior Brand Manager for CCP tells VRFocus‘s Nina Salomons what they’re doing at EVE Fanfest 2017 in Iceland. EVE: Valkyrie‘s Groundrush update their upcoming VR Sport named Sparc. He explains that they’re showcasing their other games Gunjack as well as Gunjack 2: End of Shift at the festival for fans to see as well.

He explains how the CCP’s team developed Sparc and accidentally got themselves into V Sports. He explains that for CCP a lot of experimentation as well as research and development (RND) has taken place when it comes to virtual reality (VR). He gives great insight into how a large video game developer and publisher use their existing EVE fan base to learn about creating games for VR as well as how new players are coming from new platforms such as the PlayStation 4 VR. Find out more in the video below.

You can find more interviews on the VRFocus YouTube channel, as well as the latest edition of our weekly show VRTV.

It’s A Sparc-off! VRFocus takes on Reload in CCP Games’ VR e-Sport

EVE Fanfest is over for another year, but we’ve still got plenty of coverage to bring you from CCP Games’ Icelandic celebration of everything relating to their EVE universe – and their other projects as well. One such project is of course Sparc, CCP’s new virtual reality (VR) e-sport which operates as a combination of tennis and various other games like dodgeball.

It is in many ways similar to Disc Wars from TRON. Players have a ball which they can attack their opponent with, be it a straight smash at them or something more convoluted off of the walls in order to hit them.

“Ultimately, we want players to think of Sparc as a virtual court in their living room where they can meet and compete with other players from around the world.” Said CCP Games CEO Hilmar Veigar Pétursson on the title.

VRFocus have already previewed the videogame at the event, but today we’ve something a little different as VRFocus‘ video correspondent Nina sits down with youtuber and livestreamer Reload to discuss their thoughts about the game after duelling it out on the Oculus Rift and Touch. But who actually won between the pair? Find out below.

VRFocus will be back with more news and coverage from EVE Fanfest very soon.

EVE: Valkyrie’s Planet-Based Combat Will Not Differ From Space Battles

CCP Games’ EVE Fanfest is almost over for another year. The annual celebration of everything relating to the EVE Universe, including MMORPG EVE Online and virtual reality (VR) videogame titles EVE: Gunjack, its sequel Gunjack 2 – End Of Shift and EVE: Valkyrie has given us a number of updates over the last few days. Particularly in relation to EVE: Valkyrie and its forthcoming updates Groundrush, which will for the first time take users out of space and into the skies above the planet’s surface thanks to brand new map Solitude.

For pilots this gives not only a new map but a vastly different one, one that VRFocus has already tried its hand at (which you can read about in our hands-on) – but the announcement did leave an interesting question about Solitude. There’s a difference between flying in space and flying above the ground, so is that replicated in the game? And would regular Valkyrie players find any differences in how their craft played now they’re having to fly in atmosphere? We hunted back down EVE: Valkyrie‘s Lead Designer Andrew Willans to explain if there was any difference.

The short answer was no there was no difference in play between space-based maps and the new map of Solitude. That doesn’t necessarily mean though that such a move wasn’t considered.

“Deliberately so, the flight model stays the same.” Willans confirmed. “Whether you’re in space or on the ground the fun is the most important thing. If we introduce gravity in anyway that would be a bit of a curve ball. We consciously decided not to do that.”

VRFocus will have more from this year’s EVE Fanfest over the days and weeks to come so be sure to check back regularly for this and your regular updates of the latest in VR games and technology.

The Sounds Of Battle: Full Soundtrack To EVE: Valkyrie Coming Soon To Soundcloud

In outer space no one can hear you scream, but it’s always nice to have a decent soundtrack for tightly banking around a giant space carrier, shooting a well timed missile into a vital subsystem before swooping away, blowing apart an annoying fighter that had been on your tail with a twin burst of laser fire.
CCP Games are no stranger to a good soundtrack for doing just that, as owners of EVE: Valkyrie will likely attest. The good news for them and for anyone who appreciates the video sgame music is that, according to the videogame’s Lead Designer Andrsew Willans soon you’ll be able to enjoy the full spectrum of music from the title as the soundtrack is coming to Soundcloud.

EVE Valkyrie_wormholetubelaunch

Die hard fans will however know that CCP’s Soundcloud account already features music from EVE: Valkyrie, which was added shortly after EVE: Fanfest 2016 and which you can enjoy here. However Wilans specified to VRFocus that Soundcloud would be getting the ‘full soundtrack’.  Which would suggest that any missing tracks from the initial release, as well as those added for the subsequent updates to the game – Carrier Assault, Joint Strike, Wormholes, Gatecrash and newly announced update Groundrush – will be added.

In a video interview released on VRFocus earlier this week, Willans described the difficulties CCP Games faced creating Solitude, with the new map (part of Groundrush) that has a floor and a horizon line. He revealed how this type of level wasn’t possible for the team to make around six months ago, and how it is only through continual development and learning that the CCP Games team was able to build it.

No indication was given regarding a specific date, however when the update goes live VRFocus will of course keep you up to date.

Preview: Sparc – Don’t Stop Movin’

EVE Fanfest 2017 is underway; the annual event in which CCP Games talks about EVE Online, its spin-off titles and the many other properties that the company’s studios are working on. Unsurprisingly, Sparc is being showcased as a highlight of the event as while VRFocus had already been hands-on with the title at this year’s Game Developers Conference (GDC) – and many times before as Project Arena – for the core EVE Online audience this is the first showcase of the near-complete virtual reality (VR) eSports experience. The trouble is, Sparc is a videogame that becomes more enjoyable with more time investment.

For the uninitiated, the premise is simple: two players enter an arena in 1 vs. 1 ball-based combat. Throwing a ball will see it bounce off walls at it travels towards your opponent, while vice-versa their balls travel towards you. Get hit and your opponent scores a point, hit your opponent and of course you score. In the mode VRFocus played you also have a knuckle brace to punch and return balls, but in the core gameplay mode this defensive ability is removed and the videogame becomes more about your physical abilities than using in-game items.

There is a default defence throughout all gameplay modes that comes from judicious use of throwing your ball. When not thrown a shield is mounted upon your arm which allows for rebounds, but as soon as the ball is launched this disappears and the player is left to duck and weave in order to avoid incoming balls. It sounds simple but Sparc is a videogame which can inspire a great deal of competitive play, as is the intention.

Earlier builds of Sparc, formerly known as Project Arena, saw players battling with multiple discs, a variety of shield types and more complications. This has been streamlined however with that emphasis on real-world ability opposed to in-game assets. Those lucky enough to have played both certainly have a preference as the experience is significantly different, but one thing is evident of this new version: Sparc is only ever going to be fun if your opponent gives it their all.

Pushing the agenda for real-world athleticism has both benefits and advantages. Like a tennis match or a game of squash, Sparc simply isn’t enjoyable if you don’t start moving; or if your opponent refuses to. The adrenaline needs to be pumping and the challenge set high in order to get the most out of the experience, which is what lends the videogame to the eSports agenda. It’s inherently designed for direct competition, with handshakes, gesturing and spectators all built into the fold as standard. While EVE Valkyrie could also be said to be a competitive experience, it can be enjoyed as a lone player joining a random match or as part of a team; simply playing with your own objectives or with that of your squad. Sparc however, finds its wealth in the thrill of the competition.

Sparc is currently in development for HTC Vive, Oculus Rift and PlayStation VR. The two PC formats have already had cross-platform gameplay confirmed (indeed, it was HTC Vive and Oculus Rift cross-play that VRFocus experience at EVE Fanfest 2017), but PlayStation VR hasn’t yet been included in that agenda. Of course, CCP Games would be foolish not to wrap the PlayStation format into this openness given the eSports ambitions – even one division in player community is one too many – but VRFocus will keep you updated with any further news on the as-yet-unseen PlayStation VR of Sparc.