Making Aim – Impulse Gear On Making PSVR’s Best Controller

Remember the first time you laid eyes on the PlayStation Aim Controller?

If you’re like me it was probably — quite literally — a lightbulb moment. The Move controller’s bright bubble stuck onto the end of a rifle-shaped device with dual-analog sticks for unprecedented VR shooter immersion. Brilliant! Another ace bit of engineering from Sony.

Or so we thought.

As it turns out, the Aim Controller wasn’t really the brainchild of PlayStation R&D. It was actually Impulse Gear, the San Francisco-based team behind controller launch title, Farpoint, that first came up with the concept and even the prototypes. And it wasn’t necessarily always intended for the PlayStation platform, either.

Missing Pieces

The Aim Controller’s origins, though, are intrinsically tied to the PlayStation brand. Seth Luisi, Impulse Gear co-founder and designer, is a Sony veteran that worked on some household names over his 18-year tenure. For much of that time, he oversaw the development of the SOCOM tactical shooter franchise, first at Zipper Interactive, then at Slant Six Games, and then back with Zipper in its final few years. He also worked on the fondly remembered PS3 shooter, MAG, which supported up to 256 players online.

“When VR came along,” Luisi tells me, “it really was a good opportunity to take everything I’ve learned about making an online shooter and making shooter games in general and then apply that to VR.”

Impulse Gear itself was established in late 2013, about six or so months before Sony revealed PlayStation VR under the codename Project Morpheus. But work on the headset had already been underway for years. Early R&D work dated back to 2010 and involved attaching the PlayStation Move controllers to a Sony-made head-mounted display for position-tracked head movements. Everyone “wanted to see if this could become the fabled VR that people have been talking about forever,” Luisi says.

Going back even further, though, Luisi worked on what you might consider the Aim Controller’s elder – the Move-compatible Sharp Shooter. This was a pretty nifty peripheral – you’d slot one Move into the top and the companion Navigation controller at the bottom as a grip. It even had a few features Aim owners would be envious of, like a plastic stock. Move was a position-tracked device but most compatible games — including SOCOM 4 — treated the kit more like a Wii, with simple aiming that really only required you to tilt the controller.

Sharp Shooter PlayStation

Luisi and the product teams at Sony wanted to do more. “One of the things we were looking at was, “How can we make that Sharp Shooter more than what it was?”” he says. “At the time you plugged the Move into it, similar to what we get with the Wii where it was just you were aiming a cursor around on the screen and that’s kind of what it was. It was just a virtual mouse, which wasn’t very interesting.”

So the team tried true 1:1 tracking. It added extra tracking sensors to its R&D prototypes, even if it was still limited to a TV screen that didn’t allow for the sense of space and depth that VR affords. “And it felt great, it instantly allowed you to acquire targets much more quickly, so rather than having to scroll a cursor round you could just aim at it, and that was much more intuitive,” Luisi says.

Other experiments included attaching a Move to a hat so that a user could wear it and tilt their head to turn the screen. “That’s kind of when it started to break down, because you’d have to look to the right but the screen’s over here so you’re looking sideways at the screen to see what’s going on,” he explained.

Essentially, Luisi and the team were building out great control mechanisms for VR at the turn of the decade. The only missing piece was, well, VR itself. In the early 10’s, when Sony’s experiments started to come together and Palmer Luckey revealed a prototype headset he’d made, things finally started to take shape. “Putting it all together was a big part of what Greg [Koreman, co-founder] and I did and that’s one of the main reasons we founded the company,” Luisi says.

Taking Aim

Aim Controller 3

It was a while before VR headset makers would start to hone in on definitive control mechanisms, though. Sony hadn’t decided exactly what role the Move controllers would play in PSVR’s future and Oculus wouldn’t reveal its Touch controllers until after the reveal of the fully-tracked HTC Vive in 2015.

“Everything was just using Xbox controllers and regular controllers and we felt that you needed to have that tracked controller to go along with it to really sell that experience that really lives up to the expectations of what people were expecting for these types of games,” Luisi recalls of starting Impulse Gear.

If no one else was doing it, then the studio would have to take matters into its own hands. Koreman reveals that the team first got a tracked controller up and running on the Oculus Rift’s first development kit, DK1.

“That’s the magic,” Koreman says. “I think anyone that’s played with VR knows that as soon as you can interact with your world with your hands there’s something really special there. And that was the time we knew we needed to follow this. We needed to really explore what you can do with this. So it’s a really cool moment, and then you’re like “Oh, wait. There’s so much more we can do. We’ve got to make a company and make this happen.”

Eventually, the developer started showing its prototypes to others. Koreman says the device was comprised of modelling clay and elastic bands, and even had Move controllers stuck onto it for motion tracking. Then it had to run through a range of devices: “this is not hooked up to the PS4 at all,” Koreman says, “this is hooked up to the PS3, sending data packets over to the PC that we’re running a Rift DK2 I think at that time.

PlayStation VR Gold Headset Aim PSVR

“So when we’re showing someone for the first time, they come into the room and they see this thing and they’re like “What am I actually looking at? What are you trying to show me? Because we had a collection of hardware there.”

Crucially, though, Impulse Gear found that when users put the headset on and picked up the prototype, that collection of hardware would just “melt away”, in Koreman’s words. All that was left was to turn the thing into a commercial product.

Impulse Gear spoke to different potential partners, but Luisi’s links to Sony held immediate advantages. “Sony was an obvious choice for many reasons, so working with them was a really great experience,” Koreman says. While HTC, Valve and Facebook have never released official new controller types for their platforms, Sony already had a precedent for this with the Sharp Shooter and other Move-based add-ons. Not to mention Move’s existing light-based tracking mechanism meant Impulse Gear wouldn’t have to worry about radical new designs.

The Aim Controller was eventually revealed alongside Farpoint at E3 2016, shortly before the launch of PSVR itself and just under a year away from the kit’s own release. For PSVR enthusiasts it quickly became a must-have; not only did the rifle shape drastically enhance immersion but the dual analog sticks made it more versatile for movement compared to the usual Moves. Plus it was supported by a range of great games like Arizona Sunshine, Firewall Zero Hour and, of course, Farpoint itself.

Designing Farpoint

As Koreman says Impulse Gear is a game developer first and foremost. Unusual as it was for a software team to develop a piece of hardware that went on to become a huge PSVR peripheral, it was all in service of the game that the studio originally wanted to make. “One of the other big important things, as Greg mentioned, was that we did want to create full, complete core games for core gamers,” Luisi says. “Because people– they want those types of experiences and that’s something we always strived to deliver when we’re working on these games – it has to be something that somebody is used to playing. A regular console gamer has a certain level of expectations for what that game should have and we want to make sure we’re delivering that in any game that we create.”

The ideas for Farpoint grew in tandem with the controller. “We knew from the start we wanted to make a game like Farpoint,” Koreman adds, “we didn’t have all the details sorted out but we had this core vision in mind of really what Farpoint came to be. It had a lot to do with the technology but it also had a lot to do with the type of game we wanted to make, the story we wanted to make, the experience we wanted people to have.”

The result was something pretty intriguing. Farpoint wasn’t a perfect shooter, but it had some really fascinating ideas on how to keep VR immersive, comfortable and convincing. As Luisi reveals, its levels don’t feature any 90 degree turns – you can play the entire game with 45 degree twists of your head rather than relying on a stick to artificially turn. Creepy spider enemies would pounce at you and, if they missed, scurry back in front to make sure you didn’t have to twist around. You could do these things, if you wanted to, but the game was intrinsically designed to never break the illusion – you never had to fight the hardware.

“You look at Farpoint and we learned so much,” Koreman says. “It was a really good experience. It was breaking new ground in virtual reality.”

Obviously Impulse Gear’s next game, Larcenauts, is very different from Farpoint. It’s a multiplayer-focused team shooter. It definitely looks promising, but could there be a future in Farpoint and Impulse Gear’s single-player roots?

“We definitely don’t have anything to announce at the moment but that is our roots and we’re very happy with what we did on Farpoint,” Koreman says. “And I think you look at that game and that universe and there’s absolutely a lot more to explore there. That being said I think what we have right now is a huge opportunity here to dive right into the multiplayer side of things and really look at everything we can do there.”

He later adds: “When we’re looking at how to move forward with Impulse Gear, we have a lot to explore in the shooter space as a whole.”

Upload Access Larcenauts Schedule

Larcenauts – Impulse Gear On Growing Beyond Farpoint

A bit of VR trivia for you: Farpoint didn’t have 90 degree turns. Like, at all.

Thinking back about it, I realize that’s obvious; you can play the entire campaign without ever once artificially turning the camera. In an effort to keep the game as comfortable and immersive as possible, developer Impulse Gear instead created a network of gently-winding corridors you could navigate with slight twists of your head. It was a curious and rightly cautious bit of design for a 2017 PSVR game.

Four years on, Larcenauts doesn’t exactly share the same concerns. In fact, you could say Impulse Gear has done a 180.

Aside from still being a shooter with a sci-fi setting, Larcenauts is a very different beast to Farpoint. This new hero shooter is multiplayer-focused and decidedly more playful in tone. It also reflects the team’s transition to the wider VR ecosystem, where SteamVR and inside-out tracking let players fight with a full 360 degrees of freedom. Its 6v6 matches (much bigger than Farpoint’s post-launch 1v1 multiplayer mode) are fast-paced, with sliding mechanics and grapple points to zip around maps, and the developer has ambitions to contend in the competitive scene.

How, then, did the team go from its cinematic single-player beginnings to this?

“You look at Farpoint and we learned so much,” says Greg Koreman, co-founder at Impulse Gear. “It was a really good experience, it was breaking new ground in virtual reality. And then what we did was we tried a lot of new things [..] but we knew we wanted to make something multiplayer, and that’s when we looked at getting this thing up and running that would be not just 1v1 multiplayer, we wanted something that was full teams battling.”

This ambition was, in part, spurred on by advancements in recent headsets. Farpoint did a great job of working with PSVR’s 180-degree tracking thanks to smart design choices like those subtle turns. But robust SteamVR and Oculus inside-out tracking systems aren’t as constrained.

“It gets rid of a lot of those issues that we had to deal with in past game design and allows us to focus more on the interactivity and the overall game mechanics,” explains co-founder Seth Luisi, “which is a lot of fun to do.”

Larcenauts, then, sees the developer let loose. “It’s a fast-paced game,” Koreman says. “When you die, you respawn and you have to find your team again. Some of these shooters are a lot slower paced – when you die you’re out. That’s not the case at all here with Larcenauts. When you die you’re coming back into the game, ready to go and you’ve got evolving fronts, you’ve got more frenetic gameplay.”

But let’s back up a second. Even with advances in VR tracking, Larcenauts goes quite a few steps further than Farpoint’s considered pacing. And those that know their PlayStation history will remember Luisi’s work on decidedly slower, more tactical shooters like the long-running SOCOM franchise with Zipper Interactive. Why didn’t Impulse Gear instead opt to take on the likes of Onward and Pavlov, which have seen a lot of success in emulating modern combat?

“I’ve worked on lot of those military shooters in the past with SOCOM and MAG, so I have a lot of experience working on them,” Luisi says, “and you get to a certain point where it just comes down to having different weapons.

“To be authentic to that type of gameplay you can’t really push [VR] that far. So even starting with Farpoint we were really looking at, well, what are some of these interesting weapons and different things we can do and different firings modes, and how can we really bring that to gameplay to look at offering something new. And I personally wanted to take that much further with Larcenauts where each character has their own individual abilities that are very different from what we get out of normal strategy or military sim games.”

Larcenauts, then, is all about tapping into those abilities. Not just on the character front, where each of the eight classes (or specialists) has unique perks, but also on a purely mechanical level. Maps are populated with grappling points that players can zip between for a sense of speed, and every weapon has an alternate firing mode, like a rocket that can be directed after it’s launched.

Larcenauts Maps (2)

“It’s going to take a very long time to master Larcenauts,” Luisi says. “This is not a game where you play one or two rounds and you kind of understand the game. There’s a lot of depth there between all the different abilities, all the different characters.”

“And really, when you come down to it, when we’re designing a character we don’t look at what are the abilities at first,” Koreman adds. “We look at what gameplay role are we really trying to fill and then you start digging into “What would be really cool with this character that needs to advance really quickly and get into the fray and then get out?””

You will see traditional class structures, then. There’s a take on the medic, a sniper, a tank class and the like, but Larcenauts wants to harness VR to give each a unique twist. Koreman and Luisi are tight-lipped about specifics right now, but the trailer shows players generating shields they can lean out from and take potshots, and a monster with fists that stretch out and smack opponents from afar.

Again, it’s a big change in versatility from Farpoint, which was of course centered around the magnificent PSVR Aim Controller. It essentially had one weapon with different firing modes, but it gave aiming in VR tangible weight and authenticity. In comparison, miming holding two-handed rifles with Touch controllers has never felt quite as convincing. That’s why Impulse Gear wants to put its own spin on it. “When it comes to two-handed weapons, most games have this swivel thing,” Luisi explains. “We didn’t want to take it that far because I feel like it detracts from it. Unless you hold your hands perfectly straight, there’s no connection. That’s the beauty of the Aim controller, it’s a solid piece.”

Larcenauts Maps (1)

Instead two-handed weapons will be more about affecting recoil and sway, and they also serve a function – in some cases gripping a weapon with your other hand will activate its special ability. Maps, too, are obviously very different from those methodical trails from Farpoint’s campaign. This time around you will need to use snap turn or, of course, physically turn yourself.

“The maps in Larcenauts are not designed around tight corridors,” Koreman says, “they’re these big enough spaces that you can get a big enough encounter to support the 6v6 gameplay […] so I think you look at the map design not at all like Farpoint, where Farpoint was very linear looking at these small turns. We’ve moved away from that, I think you need to move away from that when you’re coming into a big multiplayer game like this.”

Less of the linear corridors, then, but Luisi says they’re still designed to reduce the need for 180-degree spins and unnecessary twisting. Cover will play a part in combat but, with this being a faster-paced game, don’t expect to be rooted down to one spot and leaning out at all times like you would in, say, Firewall or Onward.

There’s one final key difference to talk about, though, and that’s narrative and tone. Larcenauts’ spritely, jokey opening trailer clearly echoes Overwatch, a game that has established its own personality and, along with it, ever-expanding lore for each of its characters. You can expect a similar approach here: “This is very much a team-based shooter,” Koreman sayd, “we’re not layering in an immediate story in that sense. But the world itself is full of narrative, and each one of these characters has a long, rich backstory, and we will be evolving that over time.”

Of course, Larcenauts as a whole is planned to evolve too. There are plans for post-launch support, of course, but Koreman is also very direct about eSports ambitions: “This is a competitive game, very much so.”

That’s been a defining through-line for the team, not just since it started working on Larcenauts, but since the creation of Impulse Gear itself. “I was thinking,” Koreman recalls of his first experiences with the medium, “this is how competitive shooters are going to be played. And I don’t just mean competitive shooters… in VR, I mean competitive shooters should be played like this.”

For everything that separates Larcenauts from Farpoint, though, the two share a key core mission; to push VR shooters forward. “Both Seth and I are huge core game fans,” Koreman says. “We look at this core shooter genre as something that I’ve played for my whole life, Seth’s made these games as he was saying. We really like that genre and this new VR medium. Those two things together make perfect sense.

“Early on there were challenges and, yeah, looking at how to overcome those challenges and how to bring that kind of game to VR is something we’re really passionate about, and we keep reinventing things on that front.”

Larcenauts is due for release on Oculus Quest and PC VR headsets this Summer. We’ll have plenty more coverage for the game as part of our Upload Access spotlight this month. Check out the full schedule of what’s to come below.

Upload Access Larcenauts Schedule

New 6v6 Shooter Larcenauts for Oculus Quest & PC VR Arrives This Summer

Larcenauts

Impulse Gear, the developer behind PlayStation VR shooter Farpoint has now revealed its latest project, heading down the multiplayer FPS route with Larcenauts. Having teased details back in March the studio has confirmed this will be a multiplatform title set to arrive in Summer 2021.

Larcenauts

Taking a leaf out of videogames like Overwatch, Larcenauts is going to be a fast-paced shooter where players can choose from a range of character classes to form a strategic team before fighting across a range of arenas. Described as a “shooter where a heist crew of misfits competes for riches in the lawless fringes of the Ludus galaxy,” there will be eight Specialists to choose from, each with unique weapons and skills.

These include Evander, the sniping specialist; Calima, the infiltrator who’s fast on her feet; Chi, the group medic and Thal, a robotic guardian who specializes in defense and suppression. So far four maps have been revealed, Relay, Excavation; Blight, and Hazardpay, each set on a different planet with its own distinct look. Blight for example is a fungal planet teaming with giant mushrooms whilst Hazardpay takes place on an asteroid mine floating through space.

As players progress they’ll be able to grow their Specialist’s skills through Power Slates, customise their weapon loadout depending on the game mode, and change up their look with some stylish skins.

Larcenauts

Teams will be able to compete across several gameplay modes from the classic team Deathmatch through to the capture-the-flag style Dronehack and Refuel, which is all about territories.

Larcenauts will support Oculus Quest and Rift as well as SteamVR headsets when it launches in a few month’s time. Cross-play will be fully supported whilst over on the Oculus Store cross-buy will be implemented. Check out the first trailer for Larcenauts below and for further updates, keep reading VRFocus.

‘Farpoint’ Studio Announces Hero Shooter ‘Larcenauts’ for Quest & PC VR, Trailer Here

Impulse Gear, the studio behind PSVR co-op shooter Farpoint (2017), announced a new multiplayer VR team shooter called Larcenauts. It’s slated to launch on Quest, Rift and SteamVR headsets this summer.

In the 6v6 team shooter, you can choose one of eight characters ranging what the studio calls in an Oculus blogpost “a wide set of skills and weapons.”

Impulse Gear says game modes include a territories-based capture mode, capture the flag, and classic team deathmatch. Each of the game’s characters feature what the studio calls a unique ‘Quick Skill’ and ‘Deployed Item’. The game is also said to include the ability to develop skills through something called a ‘Power Slate’, and also offer customizable weapons loadouts and skins.

Larcenauts seems to be aping many of the most popular team shooters in recent memory, with Overwatch and even battle royale shooter Apex Legends jumping to mind with its cast of characters and unique abilities—excluding of course the sentient mushroom creature Vod, which can punch things to death with your own two hands.

Larcenauts is coming to Oculus Quest, Rift, and SteamVR-compatible headsets this summer. The game will also support cross-buy between Quest and Rift, and will include cross-play as well.

The post ‘Farpoint’ Studio Announces Hero Shooter ‘Larcenauts’ for Quest & PC VR, Trailer Here appeared first on Road to VR.

Farpoint Studio Tease Cryptic Message for Upcoming Game

Farpoint - image

Back in December Farpoint developer Impulse Gear reappeared after staying quiet for a couple of years by teasing that it was “building something special.” Now the studio has gone a step further with a logo, a cryptic message and confirmation that whatever it’s working on will arrive this year.

Impluse Gear image

In a blog post, Impulse Gear mentions that: “we’re just about ready to announce our next title.” Going onto say: “As many of you guessed, it is a VR game and it arrives this year.” This is followed by a somewhat garbled audio message.

From those few details, it does sound like the next project will still contain a sci-fi theme although it remains a mystery if this will be a Farpoint sequel or entirely new. There’s also no mention of what platforms it’ll support, presumably PlayStation VR will get a look in as Farpoint was exclusive to the headset. But there have been fewer and fewer for Sony’s device. With a 2021 launch window, VRFocus would expect an Oculus Quest version due to its popularity.

Guessing aside, there shouldn’t be too long to wait for further information as Impulse Gear notes: “We will be making a full reveal and announcement soon.”

Farpoint screenshot

There’s going to be plenty of interest in whatever the studio has been working on. Farpoint was a very well-received title back in 2017, helping launch the PlayStation Aim controller in the process, a great showcase for Sony’s latest peripheral.

Whilst a followup to the PlayStation VR has now been officially confirmed, it won’t be arriving this year. Sony Interactive Entertainment (SIE) is promising big things, it’ll still be cabled but it’ll up the resolution, field of view (FoV) and feature a brand new controller with ideas from PlayStation 5’s latest DualSense device.

As Impulse Gear release further details VRFocus will keep you updated.

‘Farpoint’ Studio Impulse Gear Announces a New VR Game Coming This Year

Impulse Gear, the studio behind the stellar PSVR exclusive Farpoint (2017), announced today that it has been developing a new VR game which it plans to release this year.

Following a handful of post-launch updates to Farpoint, we’ve heard very little from studio Impulse Gear on what’s next. Today, more than three and a half years after the launch of Farpoint, the studio confirmed that it’s been in development of a new VR game. And, what’s more, the game is expected to launch this year! UploadVR first spotted the subtle announcement over at the studio’s blog.

Given the quality of Farpoint and its innovative support of PS Aim, it’s great to hear that Impulse Studio will be following the game with another VR title, but so far we have no idea what it will be except for two tiny clues: a sleek looking ‘L’ logo which links to a ‘Decrypted Message’ audio file.

Image courtesy Impulse Gear

The Decrypted Message sounds like a garbled alien voice which reads (to the best of our hearing):

You having trouble in violence to bring peace… leeches of [unintelligible] [unintelligible]… we know the way. It is this way… to the left and then in words.

A sci-fi setting seems assured, but going with the minimal hints alone, it’s hard to say if we’re looking at a direct sequel to Farpoint or not.

Our guess is that Impulse Gear’s next game will not be a direct sequel, largely because of the current VR landscape. Farpoint was a PSVR exclusive title, and while Sony recently announced it’s working on a next-gen PSVR headset, the company said it wouldn’t come in 2021. Meanwhile, Impulse Gear says its upcoming VR game will indeed launch in 2021.

So that suggests the studio is either planning to launch a new VR game on some headset other than PSVR… or it plans to launch a new game at the tail-end of the original PSVR’s lifespan.

In any case, Impulse Gear says it will offer a “full reveal and announcement soon,” which we’ll be looking forward to.

The post ‘Farpoint’ Studio Impulse Gear Announces a New VR Game Coming This Year appeared first on Road to VR.

Farpoint Developer’s Next VR Game Is Coming This Year

In a blog post on developer Impulse Gear’s website, the studio confirmed their next game they’ve been working on is in fact a VR game and it will be arriving this year, with a full reveal and announcement coming “soon.”

We first got confirmation that an announcement was coming late last year in a Holiday-themed blog post from Impulse Gear, so this latest news isn’t a huge surprise. More than anything, it’s comforting to know that their next project is planned to be released this year specifically. They’ve already been working remotely for over a year now, according to the blog post, so hopefully that timeline is realistic. But there’s of course a chance it gets delayed into early 2022 if the current state of the world is anything to go by.

On our VR Download talk show we discussed which games the next-generation PSVR for PS5 (maybe named PSVR 2?) would need to succeed and a Farpoint follow-up is very high on that list. Obviously if that headset isn’t coming until next year at the earliest and this game is slated for this year, we can presume it won’t feature prominently on the PS5.

Unless, of course, they’re releasing this new game first on PC VR and/or Quest and then porting it to the new PS5 PSVR headset afterward. That seems probably and likely, especially considering that’s exactly what the developers of Low-Fi seem to be planning to do.

In other Farpoint news, you can grab the game starting right now until April 5th for free on the PSN Store if you have a PS+ subscription. Definitely do that.

Farpoint Included In March PS Plus Games, Leak Suggests

A seemingly accidental leak from PlayStation itself suggests PSVR exclusive shooter Farpoint will be included in March’s PlayStation Plus line-up.

Plus is Sony’s console subscription service that grants access to online multiplayer and a catalogue of free titles launched monthly. This coming month’s selection was just posted on the official PlayStation Netherlands Facebook page before swiftly being removed again. But not before people saved the accompanying image, of course. Oops. Just keep in mind there could be some changes before a proper announcement then.

Farpoint PS PLus

But, if things don’t change, Farpoint will debut alongside Final Fantasy VII Remake, Maquette and Remnant from the Ashes. Released in 2017 and developed by Impulse Gear, Farpoint is a sci-fi shooter in which players find themselves stranded on an alien planet. They must try and fight their way off world in a single-player campaign, with some small multiplayer modes also available.

We were quite fond of the game, awarding it 7/10 in our original review, though it definitely suffered from simplistic design and other issues. However, while it’s great to see Farpoint go on the list of monthly games, we can’t stress enough that you should really track down a PlayStation Aim controller if you intended to play it. The game was designed with the rifle-shaped device in mind and, while you can play it with motion tracking on a DualShock 4, the experience is far superior with the proper tools in-hand.

It’s been a little while since Sony included a PSVR exclusive title in the PS Plus line-up. Last month saw Concrete Genie and its add-on mode go free, but the company has never included VR titles on a monthly basis. That said, we’re usually used to getting three titles in a Plus line-up; could the addition of a fourth suggest we might get new VR titles from here on out? It would certainly be a great way to build up to the launch of the recently-announced new PS5 VR headset, so here’s hoping.

Will you be trying out Farpoint on PS Plus? Let us know in the comments below!

 

Farpoint Developer Impulse Gear Teasing Announcement ‘Early Next Year’

In a short blog post today Farpoint developer Impulse Gear wished everyone Happy Holidays while also teasing “some announcements” coming soon for early 2021.

While it doesn’t sound like Farpoint is getting any specific PS5 enhancements like Blood & Truth did, Impulse Gear encourages everyone to try out the game on Sony’s new console using the PS Aim Controller via backwards compatibility. It’s one of our favorite PSVR exclusives, with a surprisingly captivating story, and lots of multiplayer options for you and a friend.

We’ve been eagerly awaiting news from this studio ever since their campaign-focused PSVR shooter released back in 2017, so this is good news that they’re still plucking away on what’s next.

Here’s a snippet from the blog post:

Speaking of joyous, few things in games rival the excitement and anticipation found in the launch of a new console generation. We created Farpoint in 2017 to push the boundaries of VR and we are thrilled that audiences can experience the action and drama all over again on the PlayStation®5. The PS5™ supports the Aim controller and backwards compatibility with Farpoint, so survivors can keep moving in 2021.

We hope you are as excited for 2021 as we are. Stay tuned for some announcements coming early next year!

We’re not sure exactly what the announcements will be, but it’s safe to assume they’ll be revealing what their next game is. Earlier this month they revealed they’re working on “something special” and it sounds like it’s definitely their next VR title.

Don’t forget to check out our other past coverage on Impulse Gear and Farpoint:

Let us know what you think they’re working on next down in the comments below!

Blood & Truth Headlines Top Picks From The Incredible PSVR Summer Sale

The PSVR Summer Sale (or Sales) is on, and there are some incredible deals going.

Summer’s heatwave might not be the best time to jump into VR. It’s way too hot for Beat Saber and your headset’s going to get all sweaty and smelly. But some of these prices will make you want to block out the sun and bathe in the rays of a screen meer millimeters away from your eyes instead. I’m sure that gives you just as many vitamins and whatnot, right? No?

Anyway, both the US and EU PlayStation Store territories are hosting hefty discounts.

The US side offers some hearty deals on the likes of Borderlands 2 VR, Arizona Sunshine and more. There isn’t much that’s truly show-stealing, but it’s a good opportunity to pick up some of the better titles you might have missed over the past few years.

To be honest, though, the EU summer sale puts the US to shame. Recent hits like Blood And Truth have already had their prices slashed by a good margin. Meanwhile, some of VR’s core staples like Superhot VR are down to some of the lowest prices we’ve seen them go. We’ve rounded up our list of top picks below, but be sure to get a good look through your respective store too. If you’ve got a PS Plus account then make sure to look out for some extra discounts too.

Just remember to keep a cold glass of water near you’re if you’re about to start putting in Firewall all-nighters.  Maybe invest in a fan, too.

UploadVR’s PSVR Summer Sale Top Picks

Blood & Truth£19.99/$31.99

Astro Bot Rescue Mission£15.99

Superhot VR£11.99/$17.49

Borderlands 2 VR£24.99/$24.99

The Elder Scrolls V: Skyrim VR£19.99

The Inpatient£9.49/$9.99

Arizona Sunshine£12.99 (£9.69 Plus)/$13.99

Firewall Zero Hour£15.99 (£13.49 Plus)

Tetris Effect£19.99/$24.79

Killing Floor: Incursion£7.99 (£6.39 Plus)/$9.99

Megaton Rainfall£6.49

Farpoint£7.99/$9.99

Transference£12.99

A Fisherman’s Tale£7.79

Statik£7.99 (£3.99 Plus)/$5.99

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