‘Budget Cuts 2’ Review – Great Action in a Slightly More Generic Sequel

Budget Cuts 2: Mission Insolvency brings a lot to the table in terms of variety and action, although it edits out some of what made the first an interesting exercise in exploration and intrigue. Adrenaline is still a key ingredient here, and levels a heaping dose of bow-shooting action on top of a slightly more demure exploration experience than the first, which makes it feel a little more generic of a game, but still a good example of a fun and well-realized entry into the stealth combat genre.

Budget Cuts 2: Mission Insolvency Details:

Developer: Neat Corporation, Fast Travel Games
Available On: Steam (Index, Vive, Rift), Oculus Store (Rift)
Reviewed On: Rift, Vive
Release Date: December 12th, 2019
Price: $30

Note: It’s impossible to talk about the sequel without at least mentioning the first in the series—I won’t spend much time recapping, but I’ll be mentioning it throughout for continuity’s sake. If you’re new to the series and are hoping to read a spoiler free look at number one, look no further than our review of the first Budget Cuts (2018).

Gameplay

The original Budget Cuts is very much about using your wits to find key cards, search for door codes, and follow clues left by your missing meat-bag colleagues, who’ve been mysteriously spirited away and replaced with a cast of quirky office drones. Here, you’re basically tasked with finding the thing, moving to the next thing, and sneaking around, all the while hoping to avoid (or kill) as many of the revolver-toting sentinels as possible—lest you catch a single bullet, effectively throwing you back to an earlier auto-save point. Tactically-placed fax machines connect you with Winda for objectives, which leaves you free to figure things out by reading and basically putting two and two together at your own pace. It was fresh, funny, and most importantly took to the medium with a spirit of innovation.

The second picks up where the first left off, however its tone and objectives are much more action-oriented, which effectively strips away much of the constant object-searching and key card-hunting from the first. All of that’s still there, albeit minimized in favor of forward-moving action, making the sequel somewhat of a different beast. At times, its can be a real thrill ride, although I found it lacking some of the first’s unique and celebrated spirit.

Image courtesy Neat Corporation, Fast Travel Games

Before playing, I was prepped to expect more of everything: more action, more weapons, more puzzles, and more intrigue. I didn’t get everything on my wishlist, but Budget Cuts 2 does manage to serve up enough of that in the five hours on standard difficulty to satiate. Still, I felt it could have gone a bit deeper, and offered a few more ‘wow’ moments with its new action-y outlook on life whilst retaining some of the cleverness of the first.

Whereas the first Budget Cuts focused mainly on sneaking through cramped, multilayered spaces, sometimes giving you a few different parallel routes to the same objective, the second in the series tends to be a bit more linear, as it feeds you less options as you traverse through levels.

Image courtesy Neat Corporation, Fast Travel Games

Like in the first, the real choice ultimately comes down to whether you want to engage in combat, or take the time to sneak around by checking if the coast is clear first via your portal gun preview window.

Mission Insolvency however has a lot more guards and a few new methods of killing them. It also has a greater variety in spaces, offering up everything from small offices filled with cubicles to large warehouses where you can let your new weapon sing. And at that point, it’s hard to care why you have a bow and arrow when you can gank a robot in the head from 30 meters away.

Image courtesy Neat Corporation, Fast Travel Games

All of this is well appreciated, although I would have liked to see a grander, more elaborate set of ways to accomplish each major task—different routes or different methods of solving an objective, which seems to have been sacrificed on the altar of efficient, uncomplicated action. In the end, it seems Budget Cuts 2 focuses more on providing a greater variety of tasks instead of a greater variety of how to accomplish them. You’re given new baddies, less (but more varied) door puzzles, a singular boss fight, a timed task, and a wave shooter-style interlude at the end—more variety than the first by a fair margin.

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The biggest addition, which has forced the developers to offer those larger environments, is the bow and arrow—or rather the bow and ‘any sharp or explosive object you can find’. Introduction of the new weapon is admittedly a bit ham-handed; office drones apparently compete in archery competitions in their time off now? And there’s grenades now too? In a stealth combat game where being detected could get you ganked in an instant? No fear, even the loudest grenade won’t bring baddies running. AI has a very limited field of view, and almost no sense of hearing.

A quick aside: the reasoning for knives was at least plausible in the first, with Winda hacking the supply ordering system and switching out letter openers for throwing knives, however in the sequel you’ll find arrows littered everywhere for no more reason than as convenient fodder for your bow.

Flimsy reasoning aside, the bow works well enough, although it intentionally hobbles you by giving you a two-handed device in a game where your don’t actually have hands 100 percent of the time by default.

Image courtesy Neat Corporation, Fast Travel Games

The unique portaling locomotion scheme introduced in the first Budget Cuts works equally as well in the sequel, adding the bow into the mix does complicate things. Instead of zapping around with the portal gun in one hand whilst carrying a knife in the other, you have to be a little more pensive when you use the bow, and consequently requiring you to switch the tool head on your hands much more often. Until you get the muscle memory down, you may be struggling to quickly switch tools in the heat of battle, leading to many frustrating deaths.

Thankfully the bow eats all sorts of ammo, including arrows, throwing knives, and even scissors, so you should find a few ways to take down robots. That said, archery is still very much skill based, as the projectile is effected by gravity, making it necessary to practice so you can get a feel for how much it will drop (your sights do a good job of keeping you lined up laterally at very least).

One of the new items here is a radar tool, which lets you mark enemies and then see them through walls as they go on their rounds. While it was admittedly much more useful than the tool its supplanted, the looking glass that lets you reveal hidden text, it definitely could have played a bigger part in the game. I very rarely used it, and there were zero missions in which it became vital to success.

Image courtesy Neat Corporation, Fast Travel Games

So Budget Cuts 2 is basically a shooter now, right? Kind of, yeah. There’s a real scarcity of ammo, as it’s both doled out at few intervals and, unlike the first, now ammo self-destructs when you use it—so no more collecting your spent knives or arrows from a dead baddie. You can even knock out baddies now with hard objects, and pull the gun of their hands, giving you a precious moment to flee.

You’ll also have a new enemy type to contend with on top of revolver-clad sentinels and drones, which are now equipped with guns of their own. Curious little boxes labeled with TransCorp’s ‘TC’ logo are littered everywhere, which you soon find out is hiding a super badass inside—and enemy with a riot shield and helmet, protecting him from frontal assaults and from your muscle memory of executing clean head-shots.

Image courtesy Neat Corporation, Fast Travel Games

Budget Cuts 2 offers up its pros and cons in almost equal portions, however there’s still plenty of its core moments, like when you make a mad dash to safety from the red-eyed robotic monsters of the game.

In the end though, I really would have liked to see Budget Cuts 2 longer and more complex than number one, which would be more in-keeping with the spirit of innovation that brought the first to notoriety. It seems a tad shorter and, well, just different—and not in a way I’m entirely sure I personally gelled with. I really enjoyed almost every bit of the first game, save the final boss encounter. Without revealing too much, I was a little dismayed when the credits rolled after going through what was essentially ended on a ‘protect the thing’ style wave shooter—neither doing service to the stealth combat genre, nor particularly interesting from the standpoint of a modern VR game in general.

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Immersion

Here’s an open secret: one of my least favorite tropes in VR gaming is the ‘helpful narrator’, which invariably chimes in with hints and mission objectives at every turn. Winda has unfortunately become a constant companion in your ear, as the fax machines of old are now replaced with a wireless headphone. I really think it smacks of laziness on the part of the developers, as they undoubtedly did it to generate quicker, more pointed action instead of giving you more of those fun little post-it note hints, or napkin drawings found in an overlooked cupboard. Having a mission objectives list and a voice in your ear telling you where to go and what to do basically makes me feel more like one of the robots I’m tasked with killing, and removes some of the fun of exploration as a result.

That said, number two has a few more benefits that shouldn’t go unnoticed in the immersion department; notably the character animations when baddies die.

 

The first time you stick a sentinel in the leg, and they limp around helplessly like wild animals, it basically left me wondering if it would still pursue me, or pick up its gun again for another potshot. A robot’s death is much bloodier (oily-er?) than I would have expected, which really makes you want to get your first shot right, if only to spare yourself the inevitable moaning it does about how it still has time left on this planet. Jesus. Re-reading that makes me feel like a monster.

The environments were also more varied and felt more alive as a result. There’s a lot more variability in terrain, such as stairs and ramps. but there are basically no-go zones for your portal gun, which introduces a bit of frustration where it otherwise wouldn’t be in a flatter, more office-like environment. It’s a give and take that essentially tests the limits of the default locomotion scheme.

I did contend with a few bugs in the sequel, although nowhere near the extent that saw the first pulled on the literal day of its release, which some reported was entirely borked, and unplayable. The developers have mentioned that bug-squashing and more polish are coming to the launch version, but I didn’t run into anything but minor flickering of some assets in heavier scenes, and a few misplaced bits of dialogue.

Comfort

Teleportation is the only way of moving around Budget Cuts 2—it’s a fundamental part of the game’s basic mechanic, and even though some hardcore anti-teleportation pundits may be automatically against it, I argue that it not only makes sense in terms of comfort, but is well explained enough to be an integral part of the world at large. You simply couldn’t play the game any other way.

Teleportation is by far one of the most comfortable ways of moving around in VR (although it infringes on immersion), and it probably won’t leave you with the flop sweats and a spinning head, making it good for newcomers and sensitive users alike.

There is snap turn for forward-facing setups (namely the OG Oculus Rift), and 360 support, but you’re going to be standing and using your body to play this game. Seated in not an option, and not encouraged, as you regularly have to squat and hide behind barriers, unless you want to constantly micro-correct for where you’re standing with the portal gun.

The post ‘Budget Cuts 2’ Review – Great Action in a Slightly More Generic Sequel appeared first on Road to VR.

The 10 Best SteamVR Games to Play in 2020

Thanks to Steam’s hardware agnostic approach, it’s become the defacto repository of all things PC VR (excluding Oculus exclusives, of course). Every major PC VR headset is supported through the SteamVR platform, including Oculus Rift S, HTC Vive, Valve Index, Pimax, and Windows VR headsets; not to mention Oculus Quest, which thanks to Oculus Link lets you play PC VR games from the Oculus Store, Steam, and Viveport.

So you may be wondering, what are the best VR games for SteamVR headsets recently? You may find a couple repeats from our 10 Best Recent Rift Games, but there’s still plenty of top-scoring games to dig into here. Now, in no particular order, our top 10 best games for SteamVR headsets.

Note: Below you’ll find links pointing to Steam and Viveport, as the latter also offers support for many of the major VR headsets.

The Walking Dead: Saints & Sinners

Ganking zombies takes practice, and you’ll get all of that and more as you grab walkers by the head, jab screwdrivers into their eyes, sneak around the shambolic horde, and think about how much your life has changed since you got a VR headset. It’s not an open world adventure, but it does its best to give you plenty of places to visit and even a few choices to make that definitely flexes its mostly-linear narrative.

Saints & Sinners on Steam

Cool weapon mods, refined physics-based zombie killing, and a high level of polish put this one head and shoulders (ok, maybe not ‘head’) above many other similar games in the genre. Check out why we gave The Walking Dead: Saints & Sinners a super solid [9/10] in our review.

Half-Life: Alyx

It’s a weird time to be alive. After over a decade of waiting, Valve has finally revived the Half-Life franchise, and it did it to spectacular effect in VR with Half-Life: Alyx (2020). Delve back into the dystopian City 17, set between the first and second Half-Life games.

Saints & Sinners on Steam

Seriously, the level of detail is amazing in Half-Life: Alyx, making the linear narrative feel lived-in and much larger than it really is. And that’s saying something, because this full-featured puzzle-shooter boasts 15 hours of gameplay that is totally justified playing it straight through. Stop and smell the daises though, because we gave it our top score of 10/10 for good reason.

Fujii

Funktronic Labs describes Fujii as “magical, musical hike through lush, chromatic VR wilderness,” and even though this little escape from the daily grind is more of a chill gardening sim than your standard game, it’s one of those games that will have you coming back, even if you’re not sure why.

Fujii on Steam Fujii on Viveport

Road to VR’s Ben Lang calls Fujii’s lack of instructions “a testament to the intuitive VR game design skills of developer Funktronic Labs,” noting that players learn to interact with the world almost exclusively by doing, exploring, and testing the limits of the world in way that makes it a truly unique and personal experience. Check out why we gave Fujii an [8/10] in our review.

Pistol Whip

It feels like Cloudhead Games took a slice of Beat Saber (2018), a little dusting of Smash Hit (2015), a few shards of SUPERHOT VR (2017) and mixed it all together to create Pistol Whip, a VR rhythm shooter that engages your body in a very unique and compelling way.

Pistol Whip on Steam

You’re constantly moving forward through a levels where enemies appear and shoot at you, and it’s your job to not only return fire, but dodge incoming bullets too. Flow state is the name of the game here (ok, it’s Pistol Whip, but you know what I mean), and although we are still technically waiting for more music to fill out its 10-song library, it’s a game you’ll be able to pick up easily but have a hard time mastering. Check out our preview to learn more about why we like it so much.

BONEWORKS

Boneworks (2019) from Stress Level Zero is not only an achievement in VR physics simulation, but it also basically brought to VR what Valve couldn’t. That was of course before Half-Life: Alyx was even public knowledge, but this part HL homage, part physics sandbox is still a super interesting game that takes a hardliner stance on how to best immerse the player.

Beat Saber on Steam

We didn’t give it the best score in our review—a respectable [6/10], which on our linear grading scale puts it at “good”. Due to a minimal narrative, you have to create some of the fun for yourself, which might just be right up your alley.

Until You Fall (Early Access)

Until You Fall arrives to us from Schell Games, the studio behind the super successful VR puzzler I Expect You to Die (2017), making this hack-and-slash melee adventure a bit out of left field for the studio.

Until You Fall on Steam

Nonetheless, it offers up what Road to VR’s Ben Lang calls “a surprisingly rich combat experience which successfully fuses meta-game elements in a way that no other VR title has yet managed.” It’s still in Early Access, so we haven’t given it a score in our EA review; if we had to, it would certainly be high up there.

Beat Saber

What’s a ‘best-of’ list without Beat Saber (2018), the game that has basically become synonymous with VR at this point. Granted, it’s available now on basically any VR headset worth owning, although its overall input simplicity makes it perfect for a multi-device platform like SteamVR.

Beat Saber on Steam

Ok, we get it. It’s not super recent, but the content keeps flowing at a pace we simply haven’t seen in other VR titles. Now that Facebook has bought developing studio Beat Games, there’s been a strong influx of content from household names like Green Day, Panic at the Disco!, Timbaland, and more to keep you coming back for that sweet, sweet paid DLC.

No Man’s Sky (New VR Support)

With No Man’s Sky (2016), Hello Games has gone the full hero’s journey. With one of the biggest hype cycles for an indie studio to weather, the worst releases in video game history, and nary a sign of a light at the end of the tunnel, No Man’s Sky easily could have slunk away into the darkness, never to be heard from again. Instead, Hello Games persevered and ardently improved No Man’s Sky, eventually even adding VR support with its free ‘Beyond’ update.

No Man’s Sky on Steam

Its VR support didn’t exactly wow us when it first released; Road to VR contributor Gabriel Moss called it “a wonderful, deeply flawed space odyssey,” giving it a still pretty respectable [7.5/10]. Quality of life updates have gone a long way of keeping us coming back for more since it first launched though—Bethesda could learn from.

Vacation Simulator

Job Simulator (2016) wasn’t an easy act to follow, considering it was likely people’s first VR experience when it arrived as a launch title on basically all VR headsets. No fear though, because the owls at Owlchemy Labs hashed out a slightly new direction with its more relaxed little bro, Vacation Simulator, which includes a story line, a more open environment and a ton of vacation-style activities to explore and play.

Vacation Sim on Steam

Some fans of the original may not exactly gel with the new direction Vacation Simulator takes, but we’re willing to bet many people will have a blast going through the gads of activities. Anyway, we did, which is why we gave it a resounding [8.8] in our review.

Angry Birds VR: Isle of Pigs

Angry Birds in VR? Pffft. That sounds lame! But no! It’s actually really fun, and not at all a diseased microtransaction-riddled mess like its mobile forbears have become. Here, Angry Birds VR: Isle of Pigs actually hits on some seriously fun gameplay by letting you not only knock down complex creations overrun by evil little piggies, but now you can even make your own block fortresses in creative mode.

Angry Birds VR on Steam Angry Birds VR on Viveport

Angry Birds just works in VR thanks to an intuitive shooting mechanic and a good mix of difficulty levels, which were big factors in why we gave it a [8.5/10] in our review.l

Update (March 26th, 2020): Out with the old, in with the new. We’ve updated to include a few of VR’s most promising recent games that you should definitely consider now that you’ll never leave the house.

The post The 10 Best SteamVR Games to Play in 2020 appeared first on Road to VR.

‘Star Wars Vader Immortal: Episode 3’ Review – All’s Well That Ends Well

ILMxLAB has finally released the concluding episode of Vader Immortal: A Star Wars VR Series. While I’m sad to see the series go, which has exemplified high-quality VR production, I can’t help but feel a tad let down at what could have been a much grander, more adrenaline-filled climax.

Star Wars: Vader Immortal – Episode III Details:

Official Site

Developer: ILMxLAB
Available On: Oculus (RiftQuest)
Reviewed On: Rift
Release Date: November 21st, 2019
Price: $10

Gameplay

If you’ve gotten this far, I’m assuming you’ve already played both Episode I and Episode II of the story, but if not, suffice it to say that Lucas Films’ immersive media skunkworks  ILMxLAB have put forth a highly polished cinematic experience that’s neither pure game, nor pure film. It’s somewhere in between, feeling more like an immersive theme park ride than a game or experience proper.

Ok. So what you’re about to read is a bit negative, but most of the positives from the previous episodes are present here too, like its incredible visuals, awesome voice acting, and immersive atmosphere that truly feels like stepping into the Star Wars universe. But the third episode does compound some things that make it less effective than I would have hoped.

I felt like there was a lot more pause for dialogue and scripted action in the third episode, something that stymied the flow of the adventure in a way it hadn’t encroached upon in episodes prior. That, and a few other gripes, shouldn’t put you off playing the third installment, or even starting from the ground up by purchasing the full trilogy, but I will say I was a bit disappointed that the climax didn’t have more weight than it did.

Image courtesy ILMxLAB

To me, this ‘choppiness’ is really a byproduct of the story’s chosen movement scheme. All three episodes lack a basic freedom of movement in favor of a node-based teleportation system which essentially keeps you waiting for dialogue cues so you can then continue on with the story. You’re led by a number of characters through tight, one-way paths that allow for little improvised exploration, taking momentary pauses for highly scripted action. While this is case throughout all three episodes, in the first two you’re still so far your true objective that you really only focus on the task at hand, be it fighting a rancor or learning a bit about the Dark Side from Mr. Vaderman. You let the story unfold before you because you’re not sure where it’s headed. You need someone to tell you where to go because you’re essentially the new kid on the block.

But as I started to see the light at the end of the tunnel, I was obstinately reminded that I would always be a captive to the next teleportation node, which only unlocks when the NPC fulfills their part of the exposition or action. I desperately wanted to run ahead into the fray, but instead I found myself constantly waiting for that node to appear. Instead of actually dashing through a fierce blaster battle with stormtroopers and fighting my way through, I was basically a sitting duck in a few different flavors of shooting galleries until an NPC magically allowed me to continue. Here, the third episode would have really benefited from some modicum of user choice when it came to locomotion and possibly even a slightly different pathway through the story, but I suppose that didn’t fit in the budget.

Image courtesy ILMxLAB

The third episode, which is about the same length as the other two, has a few new tricks up its sleeve, this time including conventional weapons such as grenades and blasters, the latter of which is interesting but a bit flawed in execution. Considering these weapons are this episode’s big addition, I really expected more.

Blasters are single-use items, which is fine, but you can’t really aim them effectively; there aren’t any iron sights, nor is the blaster’s scope actually functional, so you’ll just have to shoot by intuition alone (insert stormtrooper accuracy joke here). Adding insult to injury, you can’t actively teleport if both hands are occupied either, and your holsters can’t hold anything besides the single lightsaber in your possession, making your disposable blaster even less appealing as a tool.

Image captured by Road to VR

Although the third episode compounds a few inherent flaws to the series, and possibly even robbed a bit of the fun from its most important battle, it still serves up a nice slice of action with a side order of free-form fun thanks to its ‘Lightsaber Dojo III’, which this time gives you the full range of abilities you learned throughout the series, which includes force grabbing, lightsaber dueling, blaster shooting, and even the chance to toss grenades. All three dojos offer up multiple hours of frenetic action on their own, which somewhat makes up for a less than stellar third episode.

I can’t say I’m the type to play wave-based games for long, no matter how frenetic and engaging the scenarios may be, but I still got plenty of mileage out of the third dojo, as it mashes in bits from the previous two, making it more of a well-rounded combat game. If I had to play only one dojo, this would be it, as it gives you the most freedom to take out a wide variety of air and land-based baddies. If anything, it makes the other two feel redundant, which isn’t actually a great thing. Had there been three different type of free-play sections apart from the actual story portion, it may have offered much needed variety outside of the same song and dance with a different set of bad guys and weapons to use.

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New 'Boneworks' Video Reveals More Physics-based Madness, Story & More

Immersion

Despite feeling a bit letdown by the pacing, the world of Vader Immortal feels truly alive, which is a hard feat to accomplish when you’re given practically zero chance to explore on your own. I won’t harp on it too much, but player agency is a significant piece of feeling immersed in a game or experience. Giving the player a choice, which could be as simple as how to solve a problem or when to interact, can go a long way in feeling more grounded in the world.

Image courtesy ILMxLAB

Not to mention NPC interactions, which when done right can elevate an NPC from talking puppet to something worth protecting. There was really only one instance of this at the end, and it was pretty clumsy to say the least.

That said, graphics are again realized to awesome effect, bringing a level of visual fidelity and intention to the experience that feels more like a prescient peek into the ‘AAA’ VR games of tomorrow. It’s awesome.

Comfort

Without sounding like a broken record from the previous two episodes, teleporation is one of the most comfortable artificial locomotion methods out there, so newcomers and experienced VR users alike shouldn’t find issue with all three episodes.

You do however end up on moving vehicles at points, and provided you haven’t toggled it off in the settings, can be subject to camera shake and one more type of artificial locomotion that I won’t mention to preserve the storyline, which could be uncomfortable if it were more lengthy in duration.

Like the prior two, the third episode is also entirely playable whilst seated; both seated and standing modes can be toggled on and off in the settings.

The post ‘Star Wars Vader Immortal: Episode 3’ Review – All’s Well That Ends Well appeared first on Road to VR.

‘Espire 1: VR Operative’ Review – Solid Snake, But Rough Around the Edges

For better or worse, so far Konami has shown zero interest in bringing its long and storied Metal Gear series to VR. But if you’re looking to scratch that stealth combat itch with more than a flair for superhuman acrobatics, you may find Espire 1: VR Operative a serviceable Generic Snake, albeit a bit rougher around the edges than you may like.

Espire 1: VR Operative Details:

Official Site

Developer: Digital Lode
Publisher: Tripwire Interactive
Available On: Steam (Vive, Rift, Index, Windows MR), Oculus (Rift, Quest), PlayStation Store (PSVR)
Reviewed On: Rift, Vive
Release Date: November 22nd, 2019
Price: $30

Gameplay

Espire 1 offers up a pretty standard story that fits in the same basic vein as many entrants in the Metal Gear franchise; there’s a terrorist group, superhuman agents, infiltration of opaque national intelligence agencies, and plenty of talking heads that radio in to give you constant guidance and objectives along your stealthy way—that’s of course in addition to the game’s trope of puppeting a military-grade telepresence robot, of which there is ample supply stashed at various points throughout the game, making death an inconvenience, and not a total showstopper.

Robot-stuff notwithstanding, you should feel right at home dispatching the faceless, nameless baddies with a variety of weapons, some silent, while others announce your presence to the world. It’s your job to slink around, avoid security cameras, defuse trip mines, crawl through conveniently placed air ducts,  you know, spy stuff.

Image courtesy Digital Lode

Shooting is predictably a big part of Espire 1, and it’s a pretty unforgiving experienceyou don’t simply line up the dot in your red dot scope or your green glow sights and blast away. I mean, you can totally do that, but there’s actually significant recoil applied to your gun after every shot. That’s not to say it’s inherently a bad thing, although it does make your rely on a few other tricks at your disposal so you aren’t wasting an entire magazine on a single guy, namely your ability to temporarily go into bullet time. Not only does it slow down time, but it also smooths out your hand movements so you can get a better, more focused shot when it counts the most. Reloading is done by jamming your gun down onto an available magazine sticking out of your hostler, which is less fiddly than it sounds.

You can also use what’s called ‘Espire Vision’, which highlights in the vicinity all enemies, objectives, and traps like auto-turrets and laser mines. This feels a bit cheaty to be honest, but I can see why it exists; it eliminates some of the frustration of coming around a corner with your pants down. There’s also a tossable camera that you can throw around corners, which is actually an even cooler idea in practice, but I found myself more readily abusing Espire Vision instead simply because of how easy it was, and how regularly I was allowed to use it. Espire Vision, repairing, bullet time (more on that in a bit), and stunning guards with the repair tool all takes energy, which auto-refills over time.

 

There are genuine moments in the beginning when you’re scared stiff of being caught, as you slink around corners and hope the guards aren’t alerted to your presence. I’m not the most stealthy of players though, and I only died once throughout the campaign, which lasted a little under six hours for a single play-through (end game content prolongs this substantially, but more on that below). That’s true even near the end, where you encounter heavies that take multiple shots to kill, and a few baddies with active camouflage that require you to use your Espire Vision—one of the few times when you actually have to use it outside of detecting otherwise unseen laser mines.

Image courtesy Digital Lode

I didn’t die that many times because it’s super easy to fix yourself with your repair tool, and you also seem to have a pretty large number of hitpoints available to you. Juice is infinite too, and while it takes its time regenerating, you can easily wait it out by ducking into an air shaft or in a quiet place behind a box. Repairing is done by touching the device to a number of holographic orbs placed in front of you. Why? Because you’re a robot in the future and you should stop trying to make sense of things, that’s why (apparently).

Like the Hitman series, you don’t necessarily need to be a silent killer to pass any of the game’s missions, although your score will take a major hit as you’re expensed for every bullet, gun, death, etc. The less Rambo-like you are, the less money you’ll spend, and the more cheats you’ll unlock for end game fun. I would have liked to see a higher level of difficulty here in place of the unlockables, which include cheats and starting weapons. There isn’t any difficulty levels to speak of too, only progressively harder objectives to fulfill such as freeing all hostages under a minute, or using your repair weapon to knock out all the guards in a level. That’s up to you though.

Image courtesy Digital Lode

There are a few real sore spots in Espire 1, the most egregious of which is melee. It’s rough, and I never once felt like I actually intentionally landed a punch on a bad guy after running out of bullets. When you get too close to an enemy, their character animation magically teleports them a meter away from you, which feels wrong on so many levels. You can also technically “hold up” bad guys by snatching their weapon from their hands, but this is really hit and miss unless you’re using bullet time, and even then it’s not a sure thing due to the aforementioned animation fuckery.

 

AI is also painfully dumb, and going undetected whilst walking in front of a guard only 20-feet away is laughably easy. It’s unclear what they can see, and where their field of vision ends, so you’re basically just guessing and hoping they don’t see you as they robotically walk their planned loops. Make not mistake: I’m not hating on planned loops here. After all, that’s a well-established feature of the genre.

That said, it’s still really fun to climb a wall, sneak over and stun a bad guy, or alternatively launch yourself through the air, engage bullet time, and line up a few choice shots to take out multiple targets, all while having zero auto-aim at your disposal for maximum self-pats on the back. All of this just nearly makes up for some of the unsightliness of dumb AI.

 

Once all is said and done, you can do a few cool things with Espire 1 to keep the fun going. You accumulate unlockable cheats by fulfilling extra objectives during the campaign, which changes up the feel by giving you things like invincibility, invisibility, a one-shot golden gun, etc. You won’t be able to save that progress though, or get on the leader boards, but unless you’re really a points-chaser, you probably won’t care about the leader board anyway. I certainly don’t. But you might, and if you do, there’s plenty of opportunity here.

Not only that, there are challenges too, which are apart from the campaign. Here you’ll be able to hone your stealth, combat, and various objective-focused things.

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Immersion

Level design is actually one of the real high points to Espire 1. While the game’s multilayered levels offer admittedly contrived, conveniently person-size air ducts, they play an important role in filling a melange of attack vectors, be it through an air duct, overhead by way of pipeworks, through easier side routes, or straight down the middle through a gang of guards. It’s really up to you, and this makes me actually think about where to go and what to do next as opposed to dumbly following orders and waypoints to my next bullet sponge. Ok, enemies are bullet sponges, and I would have liked at least more than a single boss to fight, but you catch my drift. Anway, I like it when games don’t hold your hands and simultaneously offering help—not forcing it upon you—when you need it most.

Image courtesy Digital Lode

It’s easy to get lost in the sprawling government facility throughout the game’s six missions, and there’s a degree of backtracking that you have to do too, although I was happy to see that Espire 1 avoids the temptation of simply giving you a map and floating objectives, which would otherwise make it feel a little more flimsy, and a little more hand-holdy. You can however toss your repair device on the ground to give you a line to your next objective if you do find yourself in a tight spot, however your omnipresent mission buddies will always give you some sort of clue as to where to go to next.

That said, voice acting is particularly good, but the rate at which the game launches the same lines at you over and over really makes me want to turn off audio completely. The cutesy teenage Japanese girl voice goes from interesting to downright unbearable as you’re fed the same prompting dialogue, something that magnifies in the game’s challenge portion. The same goes for whenever you’re hurt, as your served up a barrage of the same shrill lines about heading for covers and healing. Here, I would have liked to be left to my own devices, and the game definitely steps on some toes by insinuating I can’t see the plainly visible health meter.

Visually the game is fairly dark, drab, and doesn’t offer a bunch in variability when it comes to the environment, but it seems to be cohesive enough graphically.

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Positional audio is less-than-alright however, as solid structures don’t occlude sound in the slightest, so you can constantly hear enemies prattling away to themselves behind massive concrete slabs, or sometimes entire floors of a building, which forces you to use Espire Vision to confirm they are indeed not walking on top of your head, or sticking their heads into your armpits.

Climbing is a missed opportunity due to it lack of haptic feedback the transience of the world’s geometry (i.e. you have ghost hands). There’s a slight audio cue when your hand touches a grabbable surface which is typically metal, but your hands can pass through geometry with zero haptic feedback to help you understand where you can climb and where you can’t, making the world feel like a less solid place in general. Climbing involves guesswork, and that’s not great.

Espire 1 also features voice commands, but not only will you feel silly shouting ‘Freeze’ at an enemy, but I found it didn’t work all the time, so I basically just forgot about them.

Comfort

If you’re looking for maximum movement, you’ll eventually find yourself swinging through the air like Spider-Man. Although you can take it easy by climbing one hand at a time, flinging youself around isn’t only more efficient, but it’s actively encouraged during timed events. Of course, this level of unpredictable movement can cause discomfort in some users.

If you’re planning on going full ham on being Spider-Man, you may want to use the game’s ‘Control Theatre’, which applies a grid around your field of view that creeps in every time you turn or move. I turned this off in the settings immediately, but it is a tried and true method for keeping the player more grounded, as it eliminates movement in your peripheral, something that typically triggers discomfort in sensitive users.

Image courtesy Digital Lode

Variable snap-turn is also available, but you can just as easily forget it if you have an inside-out tracked headset, as you can simply move forward with the stick/touchpad forward movement scheme. Nope, no smooth motion turning here, but you shouldn’t need it if you aren’t on an OG Rift CV1 or a PSVR.

There’s also no teleportation, which is demonstrably the most comfortable (read: not most immersive) way of moving around. That may be for the best of things, as you’ll want to move quickly and fluidly when shit hits the fan.

The post ‘Espire 1: VR Operative’ Review – Solid Snake, But Rough Around the Edges appeared first on Road to VR.

The Most Anticipated VR Games Coming in 2020

There’s been no shortage of great VR games in 2019, although 2020 is shaping up to be a pretty significant year in VR gaming too.

We rounded up the top titles confirmed for release in 2020, which includes everything from polished indies to big budget ‘AAA’ games coming to a VR headset near you.

We’ll be adding to this list along the way to 2020, and keeping it current as official launch dates are announced, so make sure to check back for the latest.

There’s also a number of games that should arrive before the ball drops on New Year’s Eve; you’ll find those at the bottom half of the page.

Lone Echo II (Rift)

  • Description: Return to the rings of Saturn on a journey that takes you deeper into the mysteries of space — past the very boundaries of time itself. Venture beyond the unknown in Lone Echo II.
  • Developer: Ready at Dawn
  • Release date: 2020

Medal of Honor: Above & Beyond (Rift)

  • DescriptionMedal of Honor: Above and Beyond brings the historic battlefields of World War II back to the forefront for an epic AAA experience like no other. You’ll play as an Allied agent of the Office of Strategic Services (OSS), tasked with infiltrating, outgunning, and outsmarting the Nazi war machine. As you complete your tour of duty across Europe, you’ll collaborate with the French Resistance, working to sabotage Nazi operations from behind enemy lines.
  • Developer: Respawn Entertainment, Oculus Studios
  • Release date: 2020

The Walking Dead: Saints & Sinners (PC VR)

  • Description: Saints & Sinners is a game unlike any other in The Walking Dead universe. Every challenge you face and decision you make is driven by YOU. Fight the undead, scavenge through the flooded ruins of New Orleans, and face gut-wrenching choices for you and the other survivors. Live The Walking Dead’s dark drama in your own skin.
  • Developer: Skydance Interactive
  • Release date: January 23rd, 2020

LOW-FI  (PC VR)

  • Description:Welcome to the next generation of Cyberpunk virtual reality. Patrol the streets and the skies, solving mysteries, fighting crime, or giving in to corruption and your own desires. The choice is yours.
  • Developer: IRIS VR
  • Release date: 2020

Firmament (PC VR, PSVR)

  • Description: Firmament is a resplendent fantastic steampunk journey — a monumental voyage through diverse and curious realms with the ever-present assistance of a helpful clockwork adjunct, and the deep and moving instruction and emotional chronicles of an ethereal mentor.
  • Developer: Cyan Worlds
  • Release date: releasing to KS backers in July 2020

After the Fall (PC VR, PSVR)

  • Description: From the creators of Arizona Sunshine comes an epic VR action FPS with intense co-op gameplay at its core that pits up to 4 players against a vast, hostile VR world in a raging fight for survival.
  • Developer: Vertigo Games
  • Release date: 2020

Iron Man VR  (PSVR)

  • Description: Don the PlayStation VR headset to suit up as the Armored Avenger in an original Iron Man adventure! Using two PlayStation Move motion controllers fire up Iron Man’s Repulsor Jets and blast into the skies with an arsenal of iconic Iron Man weapons at your fingertips. Face off against Iron Man’s greatest foes in high stakes, action-packed battles. Upgrade tech in Tony Stark’s garage to customize Iron Man’s sleek suit and awesome abilities.
  • Developer: Camouflaj
  • Release date: February 28th, 2020

Paper Beast

  • Description: Paper Beast is a playful exploration game set in a colorful ecosystem born out of big data. Undertake a virtual journey of discovery through an immersive and poetic gameplay experience.
  • Developer: Pixel Reef
  • Release date: Q1 2020

Coming Soon

Stormland (Rift)

  • Description: The Tempest shattered your android body. Journey through an ever-changing cloudscape to augment yourself and save your friends. Explore an expansive world with complete freedom—bound up cliffs, glide across chasms, and fly through the slipstream with velocity. Detonate explosives, harness electricity, and wield makeshift weapons to overcome titanium sentries and monolithic guardians. Play single-player, or explore forgotten ruins together.
  • Developer: Insomniac Games
  • Release date: November 14th, 2019

Budget Cuts 2: Mission Insolvency (PC VR)

  • Description: Cut your way to the oil-splattered underbelly of TransCorp to put an end to their vicious budget cuts once and for all.
  • Developer: Neat Corporation, Fast Travel Games
  • Release date: 2019

Boneworks (PC VR)

  • Description: BONEWORKS is an Experimental Physics VR Adventure. Use found physics weapons, tools, and objects to fight across dangerous playscapes and mysterious architecture.
  • Developer: Stress Level Zero
  • Release date: Q4 2019

Sniper Elite VR (PC VR, PSVR)

  • Description: Experience a brand-new Sniper Elite game featuring an authentic first-person view, an explosive campaign and immersive motion controls.
  • Developer: Rebellion Games
  • Release date: “coming soon”

Valve’s Flagship Title (PC VR)

Image courtesy Valve
  • Description: Half Life VR confirmed???
  • Developer: Valve
  • Release date: 2019

Espire 1: VR Operative (PC VR, Quest, PSVR)

  • Description: The definitive VR stealth experience: Espire 1 brings the stealth genre to the exciting medium of Virtual Reality, delivering gameplay mechanics for the stealth and action genres that have yet to be explored.
  • Developer: Digital Lode
  • Release date: Fall 2019

Did we miss anything? Let us know in the comments below!

The post The Most Anticipated VR Games Coming in 2020 appeared first on Road to VR.

UploadVR Is Hiring A Full-Time Staff Writer To Cover VR/AR News!

UploadVR (UVR Media LLC) is hiring a Staff Writer to specifically focus on writing daily news content right here on this website. You will work with the editorial team on a daily basis to find, write, and publish news content about VR and AR technology, games, and the industry as a whole.

Staff Writer Roles and Responsibilities:

Write multiple news articles about virtual reality daily.

Proactively seek out, discover, and conduct original reporting to craft news stories on trending topics focused on VR/AR as your dedicated beat.

Some travel may be required, but the primary focus of this role will be on daily news content.

Be available during normal U.S. business hours (to be defined upon hiring).

Participate in weekly team meetings to establish shared goals and responsibilities.

Have passion, knowledge, and experience regarding the virtual reality, augmented reality, mixed reality, and video game industries.

Have knowledge of SEO best practices.

Staff Writer Required Skills and Experience:

This is not an entry level position, some directly applicable experience is required.

Specifically:

2+ years experience writing about consumer technology, video games, VR/AR, and/or other related topics in an editorial capacity for a media website or magazine.

Proficient understanding of the VR/AR, consumer technology, and video game industries.

Mastery of the English language with the ability to write quickly and clearly.

Proficient in using WordPress as a backend content management system.

Proficient in uploading and managing YouTube video content.

Other Job Details:

This is a full-time position. Specific hours are flexible, but you will be expected to be entirely available during normal U.S. business hours (to be determined upon hiring, based on time zone) Monday through Friday.

This position is a salaried, W-2 job but does not offer additional benefits.

This is a remote position, but a location near San Francisco, Los Angeles, or on the East Coast of the U.S. is preferred for proximity to industry events, opportunities, and a preferable time zone, although not required.

U.S.-based applicants preferred.

Prior access or ownership of VR/AR devices is preferred, but not required. We can assist with securing hardware if needed.


What Is UploadVR?

UploadVR is the leading news and reviews media publication specifically focused on AR, VR, and other related technologies,

We spend our time writing about VR/AR technology, VR/AR games, and the people that make those things possible,

Our editorial team is currently comprised of three full-time Editors, a full-time Staff Writer, a full-time Digital Marketing Manager, and a pool of reliable, recurring freelance talent,

We use tools such as Slack, Discord, and Trello to communicate and plan content, our website is based on WordPress, and we frequently publish video and livestream content via YouTube and Twitch.

To Apply for the Staff Writer Job:

Send an email to social@uploadvr.com with the following:

Your resume attached as a PDF,

A brief cover letter in the body of the email,

Links to at least three relevant news writing samples.

The post UploadVR Is Hiring A Full-Time Staff Writer To Cover VR/AR News! appeared first on UploadVR.

Superhot VR: How The Devs Gave This Classic New Life On Oculus Quest

We spoke with the developers of Superhot VR about porting the game to the Oculus Quest and opening up its potential to a platform without wires.

The game has changed: no longer do I have to stand there and wait for these crimson, crystalline enemies to come to me. I carefully walk using my actual legs right up to them and deck ‘em in their featureless faces. They shatter, and the screen fades to white and I find myself standing in the center of a new action scene.

“Superhot was built with mouse and keyboard in mind, but as soon as you’ve played it in VR, you instantly understood the next level of Superhot. And then you played it on Quest, things we didn’t design—it’s implicit in the game. You can hide under the table now. Or you can go around the corner,” Callum Underwood, producer of Superhot VR for Quest, says to UploadVR.

As many have already seen, Superhot VR (read our original Rift version review here) feels different on Oculus Quest. You are untethered, free to move through the balletic action game. The Superhot team worked a lot to make it happen—more on that shortly—but they are still working.

Just recently, a patch for the Quest version went live. Besides your typical bug-fixing, the patch added a new BIOS option screen to the game. It is accessible when you start up the game by holding the A and X buttons during the OS boot up. These screens allow you to modify the visuals a bit by dimming whites, to reduce the flickering at the edges that some people are sensitive to.

It also changes how the game behaves after you start it. The patch now allows three save files, giving players the ability to have different game states for different people. The team added this as they saw how the Quest version of Superhot VR was being played differently than past iterations.

“People are taking it to their friends and showing them Superhot. We added a Guest mode floppy, which you had to find. We expected people to Google it and find out how to do it,” Underwood says. “But now we added this fake BIOS setting screen, where you can choose which save file you are using, or launch directly into guest mode. Besides the bug we fixed, feedback was, ‘How do we make this better to show our friends?’ It’s nice to be one of those games that people want to show others.”

This new mode of play, bringing a VR headset to a friend’s house and showing it off, meant players wanted to show off the game from the beginning, not just jump them into the middle. And it wasn’t very intuitive how to do that originally. And once you did get friends inside, the Return pyramid that brought them back to the level select was present for these new players. It was confusing. That has been alleviated since players may now select a new save file and just start fresh.

But as mentioned earlier, this patch is only the latest set of changes the team had to make to get it optimized for Quest. When they began the task of porting the game over to the standalone VR headset about a year before launch, they realized that they had to throw out most of the code.

“The codebase we were working on was old as f**k,” Underwood says. “There’s bits of code in there from 2014. There was a ramping up of getting people used to the codebase. And it was never built with a mobile platform in mind. The tethered versus tether-less stuff was not a challenge at all. The tech challenge came from the fact that it was a mobile chipset.”

The team had to rewrite 98% of the graphical shaders. They had to rewrite almost every part of the game itself: how the bullets worked, how collision worked, how the enemies were built, and how the enemies moved.

“You’re talking about something that is a couple of orders of magnitude less powerful. Even from going from PlayStation VR to Quest is a huge jump. It’s a huge drop in overall compute power and GPU power. You have to think about things differently. The whole way the hardware works is different. There are huge differences between mobile GPUs and desktop GPUs. We just couldn’t use the existing stuff. They were designed for a completely different architecture. It takes this complete shift in perspective,” says Luke Thompson, lead programmer on Superhot VR for Quest.

The elegance of the resulting game may be a testament to the focus of the team and what they do.

“For me, and the rest of the team, it was just a fantastic challenge. It’s really hard. You are going down 100 times in power, but you are doing it for something that is really cool. You can’t really rely on the way of thinking you had before, especially with this new hardware,” Thompson says. “You have to start with baby steps: is this going to work? Yes or no? Is this going to work? Well, kind of, but we are going to have to redo some of it. The whole thing becomes an entirely new code base.”

“The success of Superhot as a company, and as a product across all different platforms, is largely due to the perfectionist attitude people here have,” Underwood says. “There is a lot of fine tuning. No one in a million years is going to notice any difference, but they have to be just right. We spent a long time fine tuning the color of the bloom in the new BIOS.”

To make the Quest launch, the team had to work closely with all involved. Things like animation weren’t even finished until just before launch. That assistance for the game helped. Underwood pointed to the Oculus engineers listed in the credits.

“This was all with Oculus,” Thompson says. “All the things we end up hitting, they were like, ‘That’s a new thing for us. That’s a new bug or that’s a new optimization that we’ve not done before.’ We were finding out what their hardware was doing at the same time as them. Toward the end, we had Unity make a custom version of Unity for us to get around a particular bug. That would never happen under any other circumstances. Oculus talking to Unity. Unity talking to Oculus. We’re talking to them both. It was this whole interconnected spaghetti mess of everyone figuring out how this new hardware works.”

The team was keen on getting Superhot ready for the Quest launch because there is cache to being a launch title, with extra marketing help to go along with the technical assistance. Not to mention, all the attention.

“Everyone’s eyeballs are on you when they check out what’s on the store,” Underwood says. “It means the platform is going to care about the fact that you’re there on day one, not only in terms of marketing, but also helping you get to that. Being there day one came down to how do we reach as many people at once, but we know, that being a launch title means you get special attention.”

And the team added some important design changes to this version for Quest. When they had a demo at OC5 last year, when Quest was officially announced, there was a demo sequence where players actually walked down a corridor to their room in the game. When the next sequence would load up, the player would sometimes be facing a wall. The team realized they had to make a change.

In the old versions of Superhot, there were pyramids placed in the center of the play space that would put players back in the center where they need to be and facing the correct way to be right in the middle of the action for the next sequence. And considering these were headsets that worked with front-facing experiences directly before cameras or sensors, such as Oculus Rift and PlayStation VR, it was easy to calibrate the next level for players.

Not so with Quest. Walking and moving meant the old system would result in players looking at a wall. So they added two systems. The game automatically rotates to ensure that when the next scene begins, players are facing the correct way so they can just spring into action. The game also automatically centers the next level to where the player is standing, so they are in the correct place at the start—usually within grabbing distance of a weapon.

“The auto-rotation is because we don’t have a wire, we don’t have the constrained play space, we don’t have to care if the user is facing forward,” Thompson says. “So whatever way you are facing, the next level loads up facing you. We know where the center is because of this absolute positioning, because the Quest has mapped out the room you are in. So we didn’t really care if you were in the middle of the room or if you were facing the right way. It’s just a much more seamless experience.”

These changes made to the Quest version of Superhot VR, including the new BIOS, aren’t going to remain on just on Quest. The team has plans to move these quality of life improvements to other platforms. They also just pushed Valve Index and Knuckles support to the PC version of the game.

With Superhot now being played in a 360-degree space, will more games make that leap away from tethered VR design?

“I’m interested to see if VR games in general stop being front-facing. Out of the big 3 [VR platforms], 2 of them are front-facing. Vive is more 360 than others, but it still has a big-ass cable attached to it. So you still want some kind of grounding to the front. If it’s generally going to be 360, that might be interesting,” Underwood says. “I worry a little about that, because Superhot makes you feel like a superhero. Are you going to feel like a superhero if you have to move so much in real life and you’re spinning constantly around that you are basically doing the actions of the superhero? The game feeds you enemies in the way that you can do this ballet or dance. That’s going to be harder if you build the game from the ground up with 360.

“I’ve seen Beat Saber start to play around with 360, because there is already so much happening front on. Is it going to be improving the experience to be turning around? I genuinely don’t know. It might provide some more immersion, but that’s the last thing I’m thinking when I’m playing Beat Saber. I’m just trying to hit the box.”

So adapting Superhot even more to fit the large play area of Quest does not seem to be in the cards. But that doesn’t mean the team isn’t already working on the future.

“We would like to do—if you look at my tweets looking for developers, I’ve asked for people with experience with modding tools and level editors. I don’t want to talk too much about that, but we have plans that need people with that experience. And then, who knows about sequels? [Big smirk.] We can talk more about that when we know what’s happening,” Underwood says.

But any user-created options and/or sequel lies in the future, after the team has hired more Unity developers to support their next vision. They are focused on Quest right now. There will be another bug patch coming to Quest in a few weeks. For the team, support for the Quest platform has become integral to virtual reality.

Oculus Quest

“The launch of quest has been the first time that I’ve seen Games Industry friends, who have been naysayers of VR, want to buy a Quest,” Underwood says. “People have been tired of VR evangelists saying, ‘VR is here and it’s amazing.’ Where actually, it’s been good, but it’s been happening in steps. I don’t think there’s been enough tempering of expectations. There’s more that we can do, but I feel like it is moving along.”

And the Quest’s portability and the practice of people lugging it to another’s house means more than convenience.

“Sharing is going to be really important to this ‘generation’ of VR, if that’s the right term,” Thompson says. “It’s the first era where Word of Mouth will be more important than inorganic marketing. Up until now, it’s really been enthusiast stuff. As for the mass market, it feels like you need to have that Word of Mouth to get beyond the enthusiast VR market. I think the Quest is fantastic for that. And I think that’s going to be really important, not just for the Quest, but for VR in general.”

For more on Superhot VR, make sure to read our review of the Oculus Quest version.

The post Superhot VR: How The Devs Gave This Classic New Life On Oculus Quest appeared first on UploadVR.

nReal Light Is A $499 Consumer AR Headset, Shipping This Year

nReal Light Is A $499 Consumer AR Headset, Shipping This Year

Today AR headset company nReal have announced the debut of the nReal Light, a consumer-focused AR headset with a small sunglasses form factor for just $499. It begins shipping later this year. nReal is also launching the developer edition for $1,199. To help teams get started building experiences for nReal, the SDK will launch in August.

Out of all the AR companies we’ve seen in recent memory, nReal is one of the more promising ones. The nReal Light model has a 1080p display and is focused on ease-of-use. During demos we watched AR concerts on tabletops, streamed video on virtual floating screens, played simple games, and checked tasks with pop-up calendar displays.

For $499 you get the glasses themselves that must be connected to a smartphone running Snapdragon 855 or better. Not all 855 phones will work though, as they will require USB-C for the glasses’ DisplayPort output and there’s an app that will pre-certify only specific phones. This keeps the cost down so they don’t need to ship the device with its own processing unit. We’ll have a full list later this year hopefully before launch.

“nreal light provides a light-weight XR Viewer that allows consumers to take advantage of 5G including high bandwidth and low latency to deliver immersive experiences virtually anywhere,” said Hugo Swart, head of XR, Qualcomm Technologies in a prepared statement. “We worked closely with nreal to ensure Snapdragon smartphone compatibility and ecosystem integration to transform the way people connect and consume entertainment, and to further advance XR to make it the next generation of mobile computing.”

This sort of lightweight and frankly pretty stylish design is likely the future of AR headsets as opposed to bulky visors. nReal’s field of view reportedly falls right around 52 degrees, which is a step up from the original HoloLens and just barely wider than the Magic Leap One’s 50 degrees.

The consumer edition of nReal Light will start shipping in limited quantities later this year but will be mass produced in 2020. Let us know what you think down in the comments below!

Update: Details added about USB-C requirements.

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The post nReal Light Is A $499 Consumer AR Headset, Shipping This Year appeared first on UploadVR.

Oculus Quest Review 2020: Facebook’s Standalone Savior Is The VR Headset To Beat

This Oculus Quest review was originally published on April 30, 2019. On May 22, 2020 we updated the review to mark the one-year anniversary of Quest’s launch, incorporating recent updates to Quest software and the addition of hand-tracking and Oculus Link.

One year on from launch, Facebook’s Oculus Quest has more than delivered on its promises to take VR wireless and finally open the platform up to the masses. While not a perfect device, a solid year of additions to its software library, improvements made to its core foundations and some unexpected and significant new features make Quest the VR headset to beat. Find out more in our full Oculus Quest review.

With an Oculus Quest over your eyes, you can boot up games previously confined to cumbersome PC and console setups like Beat Saber and Superhot VR and play until the battery is flat (around three hours from full). You may very rarely experience some slight hiccups in the headset’s incredible inside-out tracking, and the visuals might not be as sharp as you’ll find in other devices.

Other than that, you’ll experience a fully intact PC VR game on a standalone headset. Or, at least, an early-generation PC VR game (more on that further down).  The freedom to twist and turn in VR without worrying about wrapping my legs in wires is liberating and, as of this week, you can even play some games in entirely new ways hardly available on PC headsets with controller-free hand-tracking.

Yes, Quest still has some caveats. A VR enthusiast that’s owned an HTC Vive or Oculus Rift for the past three years is unlikely to be swayed by its limited processing power. But for the audience that’s sat on the sidelines since 2016, waiting for VR’s various barriers to come tumbling down, Oculus Quest is the real deal.

Front-Heavy Headset

Oculus Quest Review

Quest is a standalone VR headset. That means that everything it needs to run is already built into the device. No PCs, no smartphones, no consoles; $399 gets you all you need to jump right into VR. As such, it’s heavier than the original Oculus Rift; my scales told me Quest weighs in at 580g compared to Rift’s 470g. It’s also similar to Rift S’s official 563g weight. Despite being heavier, the design is more comfortable than the original Oculus Rift, with its foam faceplate putting less direct pressure on your forehead. That said the Quest is still a front-heavy device and you might consider some simple modifications to weigh it down at back. Without them, I’d feel the strain on the front of my face after anywhere between 10 – 20 minutes of usage. Not enough to stop playing, but enough to long for the comfort of Rift S’s halo strap design.

But there are some nice additions to the design. The head strap, for example, expands and retracts from the hinges, giving you room to pull it on and then have it fit to your head without adjusting it every time. That said, the tough rubber strap can dig into the back of your head over time, similar to how the top of your head can hurt when wearing headphones. Whereas Facebook has had the luxury of updating many of Quest’s shortcomings in the past year, hardware design isn’t something it can so quickly address.

Specs And Stuff

On paper, Quest is about in-line with what you’d expect from a mobile VR headset in 2020. Its 1,440 × 1,600 per-eye is an appreciated step up from 2016-era headsets but far from a revolution, with the gaps between pixels still clearly visible once you’ve acclimatized to the device. Small text is definitely easier to read but don’t expect an eye-opening jump. Audio, meanwhile, adopts the same convenient design from 2018’s Oculus Go. There’s a pair of built-in speakers that allow you to play at a volume that suits you but also hear what’s going on in the world around you. Still, if you want more immersive audio, a pair of earphones is advised.

A three-hour battery life might not sound too impressive for Quest. But, in practice, I found this accommodated the headset pretty well. Many of VR’s best games simply aren’t designed for three hours of straight play. One way or another, they’re too intensive (I certainly had to push myself to stay inside for three hours of Apex Construct). My bigger concern is with the two hours it took to fully charge the device again once flat; Quest is a device that will require constant access to a charge port if you’re planning to play regularly though, again, third-party peripherals are there to help.

As with Rift and Go before it, Quest is a sleek package from top to bottom. But, for once, we’re not really here to talk about display and audio, are we?

Inside-Out Tracking Triumphs

One of Quest’s main draws is its new inside-out tracking system, dubbed Oculus Insight. Whereas the original Rift used external sensors to track your headset and controllers in physical space, Quest has four cameras mounted onto the device itself. Oculus reasons that the shift to inside-out is so compelling that it’s even refreshing the original Rift with this style of tracking.

Quest makes a great case for the switch, especially following a year’s worth of software updates. The vast majority of the time you’d be hard-pressed to find a difference. Pretty much all of the content I’ve played on Quest has been completely playable without a hitch. In Beat Saber, I slashed my way through Escape on Expert (in No Fail, I’ll admit) without being able to tell the difference. In Space Pirate Trainer I shot for the same high scores with as much success as I’d have anywhere else. Recent updates have even found the headset able to accommodate games you’d assume you’d need 360 degree tracking for, like Ready at Dawns’ Echo VR. You might assume Quest wouldn’t be able to handle those types of games, but you’ll be pleasantly surprised by the results.

Whereas Quest at launch definitely wasn’t up to the same standards as, say, Valve’s SteamVR tracking system, a year of updates has significantly decreased that gap, if not completely closed it for at least some games.

…And (Significantly Reduced) Turmoils

Quest’s tracking area doesn’t cover a full 360 degrees, so not every action you could perform on SteamVR or an original three-sensor rift setup will work in the headset, but these are very rare actions the vast majority of apps avoid. Plus Oculus uses prediction algorithms and other sensors in the Touch to estimate where your controllers might be, and these have improved since launch. Extreme lighting conditions can have an impact on tracking quality, especially when dealing with the newly-added hand-tracking (which we’ll get to in a bit).

All that said, if you ever notice issues with Quest controller tracking, it’s likely because you’re testing it to its limits; wide, fast swipes from one side of the tracking area to the other, or perhaps obscuring tracking rings from the headset’s camera during some interactions. I can sometimes bring my hand from behind my head suddenly back to the center of the screen only for the Touch controller to appear when I stop moving. But, again, this is a specific stress test as opposed to an action you’re actually likely to carry out.

I’ve also had some troubles with my Quest controllers getting stuck in a fixed position and requiring me to turn the headset off to fix, something that hasn’t gone away in the past 12 months. It’s rare, but in the middle of multiplayer sessions, it’s quite frustrating. You’ll also sometimes have to reset your Guardian boundaries to keep you safe in VR because Quest can’t recognize the area anymore. It may be that you’ve changed the room but I’ve sometimes had to reset Guardian without anything actually changing. Still, Guardian is so quick and easy to set up, this is hardly an issue (more on that in a bit).

Going Hands-Off

Tea For God Hand-Tracking

To mark the 12 month anniversary of Quest’s release, Facebook recently moved its hand-tracking input option out of experimental mode and made it a full feature for Quest users to utilize.

Hand-tracking lets you put down the Touch controllers and experience a limited number of apps (both officially and on SideQuest) without holding anything in your hands. The same camera that handles inside-out tracking also keeps track of your fingers, replicating virtual versions of your hands inside VR. You can also operate the headset’s menus with hand tracking.

As with other features on Quest, hand-tracking started life with plenty of issues that have slowly but surely been reduced down over time. In its most recent form, the option features often competent and responsive input that’s quite incredible to experience. You can cast spells in Waltz of the Wizard or play with diorama-sized levels in The Curious Tale Of The Stolen Pets. When it works, it’s an incredibly intuitive means of input that does away with button inputs designed with gamers in-mind. But it is still prone to losing tracking and failing to recognize gestures and comes with its own complications like a lack of haptic feedback. It may have lost the experimental branding, but hand-tracking is still very much an in-progress feature.

That said it’s early days for hand-tracking and, while it’s unlikely to fully replace controllers anytime soon, its a remarkable inclusion for a 2020, standalone headset.

Guardian Angel

With this change in tracking comes a new means of staying safe in VR. Quest uses the same virtual barrier system, named Guardian, as seen on Rift. Get near the edges of your play space and blue borders will appear to let you know. But Quest’s passthrough camera evolves the system in two important ways. Firstly, it makes setup incredibly easy. Once you switch Quest on it will scan the environment for pre-established Guardian boundaries. If it doesn’t find any, it asks you to make them again. Doing so is as simple as putting on the headset and drawing a line with your Touch controllers around the area you can play in. You may occasionally have to redraw the area as it drifts out of its original position, but it’s not a big issue.

It’s wonderfully simple. Better yet, if you do step outside those barriers then the passthrough system automatically activates, showing the world around you. Plus you can now head into the passthrough option on demand. It’s intuitive to a degree VR hasn’t really enjoyed before. Previous setup systems were complicated and easily confused. With Quest, anyone that puts on a headset for the first time can be up and running in seconds. Better yet, if someone’s using the space you want to play in you can just find another one.

PC VR, Minus The Performance…

While Quest might not need a $1000 PC to run, it’s an inescapable fact that its Snapdragon 835 mobile hardware can’t afford the same kind of performance seen on Rift or even Sony’s PSVR. In many cases I’ve seen, VR developers have done a tremendous job optimizing their once processor-intensive games for much leaner hardware. Superhot VR feels as sharp as ever, for example, as does Beat Saber. Stack them side-by-side with the PC counterparts and it will be clear which looks better, but once inside Quest it’s hard to tell.

Sometimes the cutbacks feel a little too much. Survios’ port of 2018 boxing hit Creed: Rise to Glory has the playable fundamentals down, but it relies heavily on foveated rendering (see below) and other games like Arizona Sunshine have much muddier textures.

It’s telling, too, that Oculus Studios’ own Quest games like Lies Beneath, Journey of the Gods and Ballista, adopt cartoonish, simplistic art styles that do away with the intricacies of photorealism. Meanwhile, visually rich Rift-exclusives like Asgard’s Wrath and Stormland remain confined to PC. Again, Quest’s potential to sell more than its PC VR contemporaries could mean we start seeing a lot of VR developers adopting less graphically rich games in the future.

…Unless You Have A PC

One of the major new additions to Quest since launch is the beta for Oculus Link. With Link, you can plug a USB cable from a PC into your headset and have access to Oculus Rift games too. This works not just on the Oculus Store but even SteamVR where titles like Skyrim VR and No Man’s Sky Beyond reside.

It sounds almost too good to be true but, even in beta form, Link works incredibly well. There is some slight image compression but, honestly, I’ve never really been able to notice the difference unless playing only the graphically richest games like Half-Life Alyx. Facebook has its own 5-meter cable for the system but recent updates greatly expand the range of cables that support the kit, including the one that comes in the box. With all of those pieces, Oculus Quest isn’t just a great standalone VR headset; it’s a pretty amazing PC one, too.

Of course, that brings with it all the usual caveats of PC VR, like the need for an expensive PC, so this feature isn’t likely to be used by the vast majority of Quest owners. That said, if you feel like upgrading your VR experience, Link offers a path to getting into new VR games without getting a new headset. With Link’s introduction, anyone interested in a Facebook VR headset should seriously consider buying a Quest instead of a Rift S.

Fixed Foveated Rendering

Foveated rendering is a promising avenue for the future of VR. It’s a technique in which a headset only fully renders a certain part of its display, taking some of the pressure off of processing. Ideally, it would be paired with eye-tracking, allowing the device to see where you’re looking. Like Oculus Go, though, Quest uses fixed foveated rendering in many native apps. There’s no eye-tracking, so the headset instead simply blurs the edges of the screen in hopes you won’t realize.

In Quest’s most intensive apps you’ll notice the foveated rendering. In some games like Beat Saber it isn’t perceptible. Again, though, Creed was the giveaway.  In the game’s opening training montage I couldn’t help but point my eyes down and see two blurs for feet running on a treadmill. Tilting my head up over text to move it into the foveated area revealed the scale and size of the effect. It renders fully right in the center and gets increasingly blurrier as you move closer to the edges of the display. You can see the effect in these images captured directly from the headset, which still reflect the experience in 2020.

I’ve found the technique to range from incredibly distracting to occasionally noticeable. Creed is the main offender, yes, but it also caught my eye in games like Journey of the Gods and Apex Construct. It’s a necessary evil to get some of PC VR’s bigger games onto the headset but problematic all the same.

A Growing Library, Inside And Out

Despite technical setbacks, Quest’s library has been steadily growing over the past 12 months with ports of some of the best PC VR titles alongside a handful of games built from the ground up for the platform. We probably won’t ever see power-hungry apps like Fallout 4 VR come to the headset natively, but there’s a good selection of VR milestones, from Superhot VR to Red Matter (see our 25 Best Quest Games list here). Most of them run really pretty well, save for some exceptions.

It’s also true, though, that Quest’s technical limitations will hold the system back in some regards while PC VR and console-based headsets continute to expand certain VR development ambitions. Recent advances from some studios have seen some PC VR titles make leaps and bounds. Half-Life: Alyx offers a full-length, cinematic campaign that would be hard to imagine on Quest. Meanwhile, Boneworks and The Walking Dead: Saints & Sinners lead a physics revolution that may be tough to match on the platform. That said, both games have new versions on the way to Quest, so it remains to be seen if the headset can meet new standards.

However, Facebook’s strict curation policy for Quest content, designed to bring only the most polished, market-proven games to Quest, is arguably stifling creativity on the platform. It’s a difficult trade-off; Quest releases are far more sparse than most VR platforms, but there also isn’t any of the shovelware that litters platforms like Oculus Go and SteamVR. That is, at least, in an official capacity; you can head to the kit’s settings to turn on Developer Mode and run content from sources other than the Oculus Store.

Then, using services like SideQuest, you can access much more content. Some of the headset’s best experiences, like Tea For God, are beyond the reach of the Oculus Store. Keep in mind this obviously puts your Quest at risk of harmful malware.

Conclusion

It’s hard to think of a piece of consumer software that’s improved so dramatically over the course of a year. Twelve months ago I said Oculus Quest was mostly successful in its mission to make VR as accessible as possible in 2019. But, thanks to tracking improvements and the introduction of hand-tracking and Oculus Link, Quest has risen through the ranks to become the VR headset to beat. It’s a wonderful piece of standalone technology with a burgeoning library of awesome VR content. Crucially, though, if you’re looking for a high-end experience, Quest now offers that too via Link and, on the opposite end of the scale, the beginnings of VR hand-tracking, however buggy, promise to make VR accessible to new types of consumers.

If you’re a VR enthusiast that already owns a bleeding edge PC headset they use regularly, then this is not the device for you. But, if you’ve sat on the sidelines for the past four years longing for a chance to play Beat Saber and Superhot VR, or you’re looking to upgrade from your original Oculus Rift, HTC Vive or even PSVR, this is easily your best bet. When Quest is at its best (and it often is), it delivers an experience so close to PC VR you won’t care about the difference. And if you do notice that difference, you can seek out the PC experience instead through the same headset.

And yet, for all its advances, Quest likely still isn’t enough to truly take VR mainstream. Its limited mobile hardware, the expense of getting into Link and its front-heavy design hold the system back, as does the usual array VR caveats like display resolution. Plus, even the very reasonable price of $399 is steep for anyone that doesn’t consider themselves a gaming enthusiast. Could Oculus expand the audience beyond the niche group that enjoys VR now? Absolutely. Is it VR’s mainstream moment? Probably not. Looking back though, we’ll likely view it as a vital stepping stone to getting to that point.

What are your thoughts on our Oculus Quest review? Do you agree? Let us know in the comments below!

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UploadVR Announces The First Ever E3 VR Showcase

UploadVR Announces The First Ever E3 VR Showcase

I love E3. It’s a heck of a lot of work, incredibly stressful and relentlessly tiring, but nothing beats the big moments. You know the ones I’m talking about; the surprise reveals and unexpected trailers. They keep me coming back for more.

It’s time VR got in on that action.

VR has struggled to find a home at E3 in the past few years. Sony’s had some amazing reveals, but it’s skipping this year and PC VR developers haven’t really had anywhere to turn. There are plenty of amazing VR games that deserve just as much of a spotlight as many of today’s popular console titles and they’re just not getting it.

We’re planning to change that.

So we’re making the Upload E3 VR Showcase. The simplest way to explain it is like a Nintendo Direct or PlayStation State of Play show, but for VR. It’ll be a pre-recorded presentation with a BUNCH of new game reveals, trailers and more. We’re going to be jetting off around the globe to meet VR devs of all shapes and sizes, talk to them about their latest projects and reveal them to you. Expect faces old and new as well as some guest stars from the VR community and beyond.

This is our chance to show the world what the future holds for VR. We want to produce something that will excite not just the Rift, Vive, PSVR, Quest and Windows VR owners of the world today but also those that haven’t yet bought a headset. We’ve been talking with developers about this since last year and, trust me, some of these reveals are going to be big.

With a lot more work, your support (and a bit of luck), we might just pull this thing off. Be back here on June 10th, 9am PST/12pm EST/6pm CEST for an action-packed presentation of all things VR. You’re not going to want to miss this.

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