Our Official UploadVR Discord Is Now Live

UploadVR Discord

As much as we love reading your comments on articles and across social media, we decided we want to keep the conversation going. Our official UploadVR Discord channel is now live! If you already have Discord, you can click here and join up! Please note you must be a member for ten minutes before you’re given access to all of the text channels, and the ability to type. Make sure to read all of the rules in the community guidelines channel!

New to Discord? No problem! Discord is a free to use text and chat app aimed towards gaming communities. Popular streamers, websites, and even esports teams have their own Discords for fans, too. If you’re looking for a smoother, more functional group chat, you may want to even consider making your own Discord. For parents wondering if Discord is safe for your child, and for some additional tips on helping them secure their account, check out this article published by Discord themselves. Parents, it should be noted that the Discord terms of service states users must be at least 13 years of age to use the service.

Discord runs on iOS, Android, Mac, Windows and any browser. To get started, go to the official Discord website. From there, you can enter a username (which you can change later if you’d like), and hop right in! In order to save which Discords you’re a member of and all your chats, make sure to create an account with an email address (it will prompt you to do so). If you don’t create an account, you’ll unfortunately have to make a username every day, and suffer the ten minute wait period before you can hop back into the chats.

Our Discord channel is also linked with our Twitch channel! If you subscribe to our channel, make sure you link your Twitch account to Discord if you haven’t already. This will give you the special Twitch Subscriber role (instead of just member). We’re working on some Discord perks for subscribers, so stay tuned!

Invite link: 

Tagged with: ,

The post Our Official UploadVR Discord Is Now Live appeared first on UploadVR.

Valve Index: Five Things We Want From Steam’s New VR Headset

Valve Index Leak

[This article was originally published on 4/9/19.] Thanks to some slip-ups, we already know a little more about Valve Index than we should. We know, for example, that it’s shipping in June with pre-orders going live in May. We also know there are integrated headphones, DisplayPort 1.2 and USB 3.0 connections, and that it ships with the Valve Index controllers.

But there’s still a heck of a lot more to learn about the Index. With so much in the shadows, we’ve come up with a wishlist for the kit.

Upgraded Specifications

Any new VR headset on the market is always going to be poured over specs-wise. But Index’s mysterious spec sheet is of particular interest. It will signal whether this is the next big leap for VR headsets or if it’s perhaps more of an incremental update like the new Oculus Rift S. With that headset potentially expanding the market, we’re hoping Valve is instead prepping to push the boundaries of high-end VR.

We’ve heard from sources that Index has an upgraded field of view and a resolution similar to that of the HTC Vive Pro. We’ll be eager to see the final stats set in stone, though. Only then will we know what the next few years of PC VR looks like.

Better VR Controls

One of the decidedly less mysterious aspects of Index is its controllers. They were popping up online long before we got word of Index itself under the Knuckles codename. They feature new finger-tracking sensors that may bring your hands into VR with a greater degree of accuracy. They also use a strap fastened around your hand that allows you to let go of the controllers when you’re not holding anything. These are pretty promising new features.

The question is, do Valve’s long-awaited controllers raise the bar above current VR input devices, and by how much? That’s a question we won’t be able to answer until we’ve finally got our own hands on a pair. Still, we’re hoping for a noticeable step forward, however small. The Index Controllers could be more evolution over revolution, but that would be fine with us.

VR Gaming That Makes A Statement

Yes, yes, we all know what we really want; an HEV suit, a crowbar and an army of headcrabs to whack. But simply sticking the Half-Life name over a VR shooter and throwing it out to the masses isn’t enough.

What we want to see from Valve’s Index games is a fundamental grasp of the language of VR and a clear vision of where it’s going in the future. VR development has come a long way, but it’s still a wild west in desperate need of a development touchstone. Half-Life changed the gaming industry for good. Half-Life VR can’t just retrace its steps; it needs to forge a new path. What that is and what it looks like? I have no idea, but I’m not Valve.

No pressure, then.

A Fair Price

This might be the biggest ask of all, especially if we had our way with the rest of the headset. But, at $799 in 2016, PC VR was destined to years of obscurity. Combined with the price of a powerful PC, it was simply too high a price to allow virtual reality to become mainstream.

I’m in no way expecting Index to match Rift’s $399 price, but there’s a big gap between that and the Vive’s original price point. If Index lands somewhere in the middle (as a full set and not just the headset), I’d be happy. It’s a tall order, but it could be crucial to the role Index plays in the future of VR and, by extension, the future itself.

Easier Set Up And Fewer PC Bugs

Valve’s first generation SteamVR Tracking system was easier for many people to set up than a room-scale Rift. While the Rift requires at least three sensors spread around the room and hooked up over USB back to the PC, Valve’s tracking technology uses positional beacons (aka lighthouses) to identify headset and controller positions. Only two lighthouses are needed for room-scale tracking and, critically for some, they don’t need to be hooked up to a PC to track movement over large rooms.

Oculus Rift S completely changes the setup process compared with the first generation Rift. While the new headset may not track movement with the lights turned off, it is going to be way easier to set up a Guardian system for room-scale movement freedom. That’s because the system doesn’t need those external USB sensors anymore and you can mark the boundaries of the space while wearing the headset.

We hope there are similar improvements to the Valve Index setup process. In addition to hardware setup, though, any PC VR user knows the frustrations involved with updates and software bugs related to Windows or SteamVR. We hope the new system from Valve produces fewer of those problems.

Tagged with: ,

The post Valve Index: Five Things We Want From Steam’s New VR Headset appeared first on UploadVR.

‘Vacation Simulator’ Review – A Relaxing Change of Pace Full of Familiar Whimsy

As a day-one launch title for HTC Vive, PSVR, and Oculus Rift’s Touch controllers, Job Simulator (2016) was an ideal first VR experience; it’s so simple anyone can immediately put on a headset and get to exploring the comically bad interpretation of what human jobs must have been like after an apparent robot takeover. Now a few years later (it’s 2060 if you’re keeping track), the robots are again back at their antics, this time trying to recreate the lost art of vacationing. By this point, you’re probably asking yourself whether Vacation Simulator is more of the same. It is, and it isn’t. And those are both good things.

Vacation Simulator Details:

Official Site

Developer: Owlchemy Labs
Available On:  Steam (Vive, Rift, Windows VR), Oculus Store (Rift), PSVR coming in May
Reviewed On: Rift, Vive
Release Date: April 9th, 2019

Gameplay

Like Job Simulator, its new laid back younger sibling is very much built on a few of the familiar core concepts of funny and weird object interaction; you’ll immediately recognize things like photocopiers printing actual 3D items, computers with binary keyboards, quippy robots, and plenty of whimsical food preparation (turn an instructional guide into a waffle! cover it with motor oil! eat it!). The sequel however is all about offering up a vast array of smaller activities in a variety of vacation locales, and setting it all under the umbrella of a singular story line.

Here you’re given free rein to move about the three vacation spots—the beach, the forest, and a mountain area—at your own pace and basically engage in whatever task you want, and in whatever order you want.

Image courtesy Owlchemy Labs

Each task completed earns you a ‘memory’ which is automatically tallied to your wristwatch; you’ll need five of these memories from each area to access a level’s single extra zone and reach a new piece of the story.

The robots desperately want to figure out how humans vacationed and why, but you’re always bucking up against the boss of the whole affair, Efficiency Bot, who can’t help but quantify everything in hopes of delivering a simulation that’s perfectly optimized. Your friendly guide, Vacation Bot, is your main pal, and believes humans actually vacationed for fun (of all things) and don’t need optimizing. The story is linear, and pretty simple, but it makes for a nice way to tie everything together.

Image captured by Road to VR

Each area has around a dozen bots, half of which are main quest-givers. That said, there’s a pretty surprising amount of stuff to do, offering everything from building puzzle-like sand castles on the beach, to painting with an extremely chill Bob Ross-inspired bot in a tree house in the forest. I’ll talk more about NPC interaction in the Immersion section below. It’s safe to say though that each individual player will find some activities boring, and others more exciting, so it’s really up to you how to play the game.

Image captured by Road to VR

You can go about sampling all of the activities to earn a basic-level memory, or in many cases go on to complete all three difficulty levels in a single activity to earn all three. If you choose to go the ‘easy sampling’ route, only in the last bit of the game do you really need to drill down and complete a few more intermediate-level tasks to get past the final stretch, which requires a total of 30 memories collected across all three vacation spots.

Even though you’re required to complete a certain number of tasks to move forward in the story line, you’re pretty much left to your own devices to do whatever you find the most interesting and fun. Personally, it was a really nice change of pace that actually ended up feeling pretty relaxing.

My personal favorite mini-game was a skiing machine that made you shift your controllers left and right to avoid obstacles. Hitting a jump speeds up the treadmill and tilts the whole machine downward for a really cool (and comfortable) jump effect. My least favorite has been and always will be cooking. I don’t know why, but to me it’s not appealing, and it was nice to skip it entirely in favor of puzzles and movement-focused activities like playing ball or hunting for hidden targets with a slingshot than making a weird burger and playing delivery boy.

Image captured by Road to VR

I would say it’s still a great first VR experience, which is probably why it’s coming to Oculus Quest at some point this holiday season. It decidedly puts a bigger helping of meat on the bone for the series while staying accessible to pretty much anyone. Personally it didn’t serve up any belly laughs, but it’s definitely a quirky, sweet brand of humor that starts to grow on you. It’s corny, but in a really endearing way.

I can also imagine it wasn’t easy striking the right balance between the extremes of giving users a rigid set of A-to-B instructions, and throwing them into swath of disparate activities willy-nilly. The game is pretty self-aware of this fact, and it’s largely reflected in the conflicts that play out between Efficiency Bot and Vacation Bot. In the end, Vacation Simulator is a little bit of both, and I personally found it more appealing than Job Simulator in that respect.

Image courtesy Owlchemy Labs

Going for the bare minimum, I completed Vacation Simulator in around 3.5 hours, although there’s still a mess of activities left to do if you want to dip back in with an all-access pass to the entire game. There’s also collectibles everywhere, including game cartridges that you can play back on an old school tube TV at your home base. They’re simple little games, but they’re a much more substantive than your bog standard ‘find a thing for points’ collectible type.

Immersion

The bright and cartoony world of Vacation Simulator is pretty low poly, yes, but it’s also a really well constructed place that owes much of its immersion to the hard-won object interactions pioneered in Job Simulator. Here you’ll find yourself messing around with and easily snapping things in place that need to be, like ingredients in hamburger, a sandcastle piece, or a cheeky polariod snap from your trusty camera. These Lego-style objects truly take the fuss out of interacting with the world’s objects.

Image courtesy Owlchemy Labs

You’ll also be ferreting some objects from one vacation spot to another though, so the game also comes with a backpack mounted to your back, which you can whip out simply by reaching behind you. There’s little more immersion breaking than having to paw through a floating 2D inventory, so this was a nice touch.

The avatar builder is also a newcomer to the series, and while I personally don’t think a single player game really needs one, Vacation Simulator puts an emphasis on sharing selfies and in-game photos. Just like Job Simulator though, you’re a floating head and pair of hands. This personally doesn’t bother me, but I can see how it might detract from immersion in general.

Image captured by Road to VR

You can also set up an experimental camera to record video, which you can use to mirror to your monitor for a more realistic peek into the action for streamers.

As for interacting with NPCs, it’s dead simple: just wave at the bot in question and they give you a task. It’s a far cry from having to press a button to choose a response, or start a conversation, and while it removes some of your personal agency, it’s a lot more immersive being able to simply wave and initiate a conversation than being bombarded with quest prompts, effectively leaving you to wander around and experience the world at your own pace unabated by the actual mountain of tasks ahead of you.

Nearly everything about Vacation Simulator goes off without a hitch, and that’s a pretty important cornerstone of immersion. If you can’t trust the world around you to react like it should, the spell of immersion is essentially broken, and you start to get frustrated with technical aspects when you should be having fun in the game’s delightfully weird little world. One thing I couldn’t find though was a setting for a two-sensor setup which would allow me to snap-turn. This wasn’t a deal breaker, as most activities were front-facing, although I would’ve liked the option to let me take everything in a bit easier.

Comfort

Because the game introduces a new freedom of movement, moving around is handled by way of node teleportation, much like Owlchemy Labs’ game Rick and Morty: Virtual Rick-ality (2017). Each activity has a single node and a standard size room-scale play area of around six feet squared (or two meters).

Image captured by Road to VR

Teleportation in any form is pretty much the most comfortable methods for artificial locomotion. The rest is done with room-scale movement, which is by far the most natural way of experiencing VR, and also as comfortable an experience as walking around in the physical world.

Thankfully, if you’re a seated player or shorter than average, you have a few tools at your disposal. While there’s no bespoke ‘seated mode’, you can resize the world to be smaller, which essentially makes playing seated more of a possibility. You’ll find that in the backpack, which houses the game’s basic settings.

Tables themselves also have adjuster bars, so you can bring them higher or lower depending on your height—great for popping little ones in the game for a quick session.

The post ‘Vacation Simulator’ Review – A Relaxing Change of Pace Full of Familiar Whimsy appeared first on Road to VR.

Vacation Simulator Review: A Template For The Future In A Playground For The Present

Vacation Simulator Review: A Template For The Future In A Playground For The Present

Remember all that talk of Lucky’s Tale being the Mario 64 of VR? That was very on the nose, wasn’t it? Sure, it was literally a Nintendo-aping platformer but it didn’t carry the same significance that the Italian plumber’s transition into the third dimension did back in 1996.

Mario 64 was a playground of possibilities, a game you returned to time and again to not only relish but to push the boundaries. You wanted to see how far the game’s laws stretched, and if they’d bend to your own. Was it possible to make it to the top of Peach’s castle? Did the Mushroom Kingdom crumble if you reached some unseen vantage point? Every visit was part playtime, part R&D experiment.

I get that exact same vibe from Vacation Simulator.

Leaving On A Jet Plane

Perhaps that’s down to Vacation Island’s sheer optimism. Glistening beaches, dense forests and chilly mountaintops are just begging to be combed over. A colorful cast of bots tends to every corner of its world. Tasks are light and intuitive, understood in moments and mastered with enthusiasm. I suspect, though, it’s more to do with Owlchemy Lab’s unmatched grasp on interaction.

I’m not suggesting Vacation Simulator will go down in history the way Mario 64 did. Far from it, in fact. But this feels like another step towards a greater realization. It’s another chapter in the developer’s quest to make VR worlds that don’t compromise on authenticity and immersion.

You’ve jetted off on holiday, then. Only, as with Job Simulator before it, this is an approximation of R&R for a generation that struggles to remember. You have to make the most out of your time in the sun and snow by building memories, usually gained from completing minigames and requests from bots.

For the most part, it’s a virtual dream resort. Vacation Simulator is packed full of activities that consider both you and the world around you to joyus effect. On the beach, you can get in some volleyball practice with finely-tuned physics that do away with VR’s usual awkwardness. On the mountain a conveyor belt climbing wall had me addicted to its combination of fast thinking and frantic exertion. Meanwhile, sitting out by a lake in the forest I learned to skim virtual rocks and watch them skip off into the distance. There’s even a pretty hilarious parody of Beat Saber with an unusual weapon.

Invention Through Interaction

You can also scour each area for insects that need slow, precise movement to capture, or targets that demand skill with a slingshot to hit. Other objectives play on VR’s creative side, like paintings to dot around the world. I was a particular fan of a more theatrical task set in a darkened campfire that played on atmosphere. Bots, meanwhile, are instinctively alerted with a wave of the hand and your favorite moments can be immortalized with a virtual camera. Vacation Simulator’s best bits offer a virtual smorgasbord of everything that’s fun about putting on a headset.

Crucially, each of these minigames feels seamless and natural. Owlchemy isn’t interested in anything too complex or, more damningly, unrealistic. Vacation Simulator is limited to the things that work in VR and it’s not ready to cut corners. That’s why, for one of the first times since VR’s launch, I was able to sit back on a couch and laugh away at my partner playing for an hour without needing to explain how to carry out specific actions or convincing her to keep playing. VR should be this accessible and Owlchemy’s no-compromise approach is to be championed.

It’s fair to say, though, that there’s a somewhat unwelcome amount of repetition too. Many of the game’s most mundane objectives are the ones most often repeated; taking pictures of almost every inch of every environment, or revisiting Job Simulator’s cooking experience with little new to say. One has to ask if Owlchemy, once scratching the surface of current VR, is now at the bottom of the barrel. I certainly struggle to see how much more ground its experiments can cover with current tech.

Trouble In Paradise?

By the time I was ready to put the game down (with the story beaten and 63% completion after seven hours), most of the memories I had left to get were these simple scavenger hunts. But many of the memories I did make will remain just that, memories. Owlchemy hasn’t lost its penchant for charm and humor. Simple interactions like applying coolant to the back of an overheated bot entertain thanks to the game’s script (“I think we just accidentally made a memory together.”).

Something about this cheerful world-building compels you to stay in it. At one point I almost instinctively roasted a marshmallow over a campfire as two bots clattered on. Every time I found an item I need I could use in another world I’d rush back to try it out. Vacation Simulator might not have the biggest world, but I could already tell you where to go and what to do in every part of it.

And yet, for all its mad genius, Vacation Simulator rarely transcends its experimental roots. You can’t escape the feeling that this exhibition of interaction, as entertaining as it can be, is a proof of concept. The rock climbing is exhilarating, but fully accomplished within ten minutes or less. Handball is a blast to play, but lasts for 15 seconds. There are individual concepts here worthy of fleshing out into their own products, but you’ll only get a taste of them in Vacation Simulator.

Ultimately, that’s why I feel like the search for VR’s Mario 64 is still on. In a time in which VR games are getting deeper and more textured, I’m eager to see Owlchemy apply its findings to something richer. Something that doesn’t just prove how immersive VR can be but also why that’s an essential step for the future of entertainment. Vacation Simulator’s inner-workings are some of the best in the industry, but its context could be more ambitious.

Final Score: 8/10 – Great

Ironically, Vacation Simulator feels like a progress report. It’s an encouraging news flash from Owlchemy about where it is with making VR as immersive as possible as we continue to tolerate the shortcomings of other, ‘fuller’ games. But its philosophy of authenticity and intuition above all else is to be praised and preserved. There’s playful fun, immersive wonder and liberating agency all gathered under one roof, here. Vacation Simulator may only be a small step in a wider journey, but it’s one well worth taking.

Vacation Simulator is now available on PSVR, Oculus Rift, HTC Vive and Windows VR. A Quest version will be arriving later in the year. Check out these official review guidelines to find out more about our process. 

Tagged with:

The post Vacation Simulator Review: A Template For The Future In A Playground For The Present appeared first on UploadVR.

The Tale of Lucky

The Tale of Lucky

Editor’s Note: This was originally published on March 29th, 2016 and is being republished today for the Oculus Rift’s third anniversary. The author of this piece, Blake Harris, has a new book out about the history of virtual reality and founding of Oculus called The History of the Future.

“Wait, hold on,” said Brendan Iribe, the CEO of Oculus, as he squinted with sudden confusion at the guests who had come to visit his company’s new Irvine office. It was December 2012, and there were four of these guys. Four of these guys from Dallas. “Wait,” Iribe continued, as his confusion grew to curiosity, “Who are you guys?!”

This is the story of who those guys were and how that awkward moment led to an intimate relationship and, ultimately, the creation of a foxy mascot named Lucky.

The Kings of Pop (Software)

Paul (left) and David (right) Bettner

In late 1997, when he was 19 years old, Paul Bettner began working at Ensemble Studios in Dallas. Six years later, Bettner’s younger brother David joined Ensemble as well. At some point between then and 2008—when the two would leave to start their own game company—Paul brought a chess board to work so that he and his brother could play a version of the game that can probably best be described as the opposite of speed chess.

Paul (left) and David (right) Bettner working in the library in 2008.

The way it worked is one player would make a move and then, the next time the other player passed the board, he would make his move (whether or not the other opponent was present). The game would continue in this fashion—toggling back and forth, each at their own pace—until one of the two won. Sometimes it would take days, other times it would take weeks. And then, when it ended, they would start it all over again.

Certainly, the Bettners could not have been the first to play chess in this manner, but they were the first to embrace the asynchronous aspect and bring it to the iPhone. And not just any game, but one that seemed ideally suited for the iPhone, which Apple had just recently brought to market. In terms of a gaming device, the iPhone paled in comparison to dedicated handhelds (like the Game Boy or PSP) in almost every way. Except for one: it was always connected to the Internet, which made it perfect for this newfangled idea of persistent social gaming.

Paul and David Bettner in their first office.

Text messaging meets gaming, that was the general idea, and in August 2008 Paul and David Bettner left Ensemble Studios to further explore this notion. To keep overhead low, they worked out of the McKinney public library and over the next few months they created a game called Chess with Friends. And in November 2008, Chess with Friends was released on Apple’s just-four-months-old App Store.

By no means was a runaway hit, but there was something unique about the release that kept the Bettners optimistic. Among those who did play the game, over half of them were still playing 30 days later. Compared to the love-‘em-and-leave-‘em games that populated the mobile market, the retention numbers for Chess with Friends were incredible. So the Bettners concluded that their problem wasn’t the gameplay, but rather the game itself. They needed something more fun. Something more playful. Something like…Scrabble.

The Bettners followed up their hit Chess with Friends, with Words with Friends.

In July 2009, with their business hanging on by a thread, the Bettners released Words with Friends. In July 2010, the game surpassed 7 million downloads. And in December 2010, for $180 million, Zynga acquired the Bettner’s mobile game studio (Newtoy, Inc.)

Although neither Paul nor David Bettner would ever complain about their windfall—they both felt grateful, and lucky, to have created something so valuable—the aftermath of the acquisition was a shock to their systems. At Newtoy, they believed they were making something more than games. “Pop Software” they called it, referring to a type of catchy, intuitive content that appealed to both traditional gamers and non-gamers alike. They felt that they had been on the forefront of something special and, without getting into the nitty-gritty of why they no longer felt that way, let’s just say that come 2012—two years into the four they had planned to stay—the Bettners left Zynga.

Following his departure, Paul Bettner didn’t know what he was going to do next. And he certainly had no idea that it would involve unleashing a fox in virtual reality.

Diversely and Relentlessly

Paul Bettner visits the Oculus headquarters in 2012. (Photo Credit: Oculus)

After leaving Zynga, Bettner expected some sort of happily ever after. With money in the bank, autonomy reinstated and a wife (plus two young kids) at home, this was supposed to be the beginning of the good life. Except, as he soon learned, he wasn’t very good at that. Quickly he grew restless—feeling a gnawing need to create, build and collaborate—and started driving his family crazy with pet projects and creative fascinations.

One such fascination was virtual reality, and the string of what-ifs that kept popping up in his mind. What if virtual reality could actually be a thing? What if technology had advanced far enough to actually make it possible this time? What if three or four years from now, my wife (or even kids?) could be buying their first VR headset? So he reached out to an old friend, someone he believed could help him answer the question better than anyone: John Carmack, who around this time just so happened to be asking himself the same sort of what-ifs.

Professionally, these conversations with Carmack didn’t provide Bettner with any increased clarity about what he should do next, but personally—as a creator, as a technophile—he grew increasingly intrigued. Enough so to be one of only seven backers to pledged $5,000 or more to Oculus’ Kickstarter campaign. And, by doing so, received a reward that included visiting Oculus for a day.

Bettner scheduled that tour-the-office visit to coincide with another trip he was making to Oculus, a sort of how-can-we-work-together meeting. So in December 2012, Bettner and three colleagues flew out to Irvine to meet with Brendan Iribe and Palmer Luckey (twice). One as a developer, the other as a benefactor; which is what led to Iribe’s sudden confusion.

 “Wait, hold on,” Iribe said scanning the table. “Wait. Who are you guys?!”

“We’re the guys who did Words with Friends,” Bettner explained.

“Ohhhhh,” Iribe replied. “I thought that meeting was tomorrow. I thought you guys were here for a Kickstarter reward, just to visit.”

Laughs, smiles, recalibrated handshakes. And any potentially lingering awkwardness was wiped away by the awesomeness of trying the duct-tape Rift prototype.

By the end of this meeting, Bettner knew that this was what he needed to do next. “We want to make things with you guys,” he said. “We don’t really know what we want to make, but if mobile taught us anything it’s that we need to let go off our expectations and just figure out what works. So why don’t we start building things on, like, a month-to-month basis with you guys and we’ll see what comes with that?”

What came first was founding a new game studio (Playful Corp) and the idea of doing something like Wii Sports for VR. Not necessarily sports, per se, but a collection of mini games that showed off the potential of virtual reality. Not only did this seem like a logical creative approach (Wii Sports was the perfect vehicle to implement Nintendo’s “Blue Ocean” games-for-anyone strategy), but it also created a framework for Playful to experiment diversely and relentlessly.

Paul Bettner and the Playful Corp team.

During this time, they were churning out about one prototype a week. There was a Katamari-like game, where the player would subtly grow in size over time. There was a cooking game, where players would have to catch ingredients with a frying pan attached to their face. And there were a lot of games based around the mechanics of classics old and new (like Tempest and Doodle Jump).

Operating under the mindset that the fastest way to find the most compelling idea was just to keep building things, that’s exactly what they did. Brainstorming, building, bending (and then constantly re-bending) their expectations. And among the early batch of games, there was one concept that the guys at Playful had the most faith in: and it absolutely, positively was not Lucky’s Tale.

Super Capsule Brothers

One of Playful’s earliest platforming prototypes – the Super Capsule Brothers.

From the getgo, Bettner and his team loved the idea that VR could enable us to do things that were otherwise impossible. Like flying. That was the big one. They thought flying would be the coolest thing in the world and so, in game form, tried things like putting players on the back of a giant dragonfly. Except every time they tried something like this, it was never as good as they thought it would be. It always felt too flat, like a matte painting and lacked any compelling sense of depth.

Meanwhile, as Playful spent 2013 throwing spaghetti at the virtual wall, Oculus continued to take off. In June, they drew in $16 million of Series A funding and then, in December, they brought in $75 million more. As the scope of Oculus and what they believed the Rift could be grew larger, so did their hopes for what Playful could build; instead of a potpourri of mini-games, they wanted a big launch title. Hitting a home run instead of a spree of singles and doubles would be a challenge, but it was one that the guys and gals at Playful relished.

By this point, Playful had created forty games. Although none stood out as an obvious can’t-miss, there was one prototype they all believed in the most. But they had a little trouble admitting that at first because, in truth, it was among the ideas they thought least likely to pan out. This was the one idea that didn’t celebrate the first-person, immersive aspect that virtual reality offers; a third-person platformer called Super Capsule Bros. Inspired, of course, by Super Mario Bros., the prototype’s protagonist differed from its namesake. Instead of starring an Italian plumber, this one featured a blocky capsule (because that was one of the default shapes in Unity).

While the guys at Playful were initially skeptical about the type of game this was, they quickly realized why this concept worked: after decades touring the worlds of their favorite platformers (like Mario’s Mushroom Kingdom), they finally felt like they got to a place like this and explore. What they saw in that Super Capsule Bros. prototype was the first—and, still to this day, the only—VR experience that allowed for continuous, free-form locomotion through a virtual landscape without causing motion sickness. Or, put in terms that the kid inside of each of them was shouting through their skulls: magic.

Intermezzo: Q&A with Paul Bettner

Blake Harris: So you’ve got Super Capsule Bros., and it’s your favorite of the 40 games, but I was wondering if Oculus felt the same way?

Paul Bettner: I think, like us, they were surprised that a third-person game would work in VR. But after they tried it, they agreed that not only did it work, but they also saw the potential of what this could be. And another great thing about this game was that because it was a platformer, we didn’t need an excuse to put in whatever crazy mini-games we wanted. Because platformers have all sorts of crazy mini-games. So we were able to borrow from some of the other prototypes we’d built and bring elements of those into Super Capsule Bros., which, of course, soon became Lucky’s Tale.

Blake Harris: I figured that’s where this was headed. So tell me about how that happened. How did you go from capsule to fox? Were there other iterations in between?

Paul Bettner: Oh yeah. There were four or five major iterations of the character before we finally got to Lucky. Early on, we knew we wanted to do an animal and a fox ended up working really well. He was cute, my kids were into that, and he also evoked something nostalgic. He looks like he belongs in plenty of games you’ve experienced before.

Blake Harris: He does. Given that he’s a fox, it’s hard not to think about Sonic’s old sidekick. But I think that association with Tails is about more than just being the same species. There’s some other quality about Lucky that evokes characters from that era.

Paul Bettner: You know, it’s easy to gloss over this, but I really think that—and I believe this is the reason why Oculus signed Lucky’s Tale as a bundled deal, why this even happened in the first place—when you meet Lucky in VR, there’s this feeling of new meeting the old. You have this incredible technology, you’ve never been inside of a game like this before, and yet you are meeting something that is immediately familiar to you and that most people have some nostalgic memory of. A character, whether it’s Mickey Mouse or it’s Mario, you’ve met a character like Lucky. So it’s kind of this childhood dream come to life. That’s where Lucky came from. We were trying to evoke that. We were trying to create something that felt familiar. Immediately familiar.

Blake Harris: Well speaking of iconic, mascot-type characters like Mario and Sonic, I’m curious why you don’t think there hasn’t been one in such a long time. Obviously there have been some since then—like, say, Crash Bandicoot and Spyro; though even they are both from the 90s—but why do you think it’s such a rare thing?

Paul Bettner: I really couldn’t tell you. I could say that it’s hard, because it’s definitely hard. You could ask our brilliant director, Dan Hurd. We’ve struggled and it’s been an uphill battle to create someone who looks and plays like Lucky. So that might be what keeps people away. Or maybe, to be honest, it could be the lack of diversity that exists in our industry. Typically, that’s not the kind of game that middle-aged white dudes play, nor is it what they tend to want to make. I really don’t know. But here’s one thing that I do know: it’s very frustrating from a consumer standpoint. I mean, I’ve got these little kids—a 7 year old, a 5 year old, a 2 year old—and we love to play games together. But the menu of games that are available to us is so thin. Like how many times can we beat Zelda Wind Waker together? We’re desperate to play more games like this, but there aren’t that many out there.

Blake Harris: That’s where you come in. Lucky’s Tale: uniting families everywhere!

Paul Bettner: [laughing] exactly. But seriously, I think that there’s definitely an element of us wanting to fill that void a little bit. And to be honest, that’s part of why we chose this direction for our first game and why the company is even called Playful.

Blake Harris: What do you mean?

Paul Bettner: Well, technology allows for entertainment to evoke plenty of different feelings. VR especially can evoke several strong emotions and responses. Fear. Adrenaline. Excitement. But what we want, the emotion that we’re going for, is happy. We want to evoke happy. When people put on a VR headset, we want to make them smile. And so everything we’ve done in Lucky’s Tale, all these little elements in the game, they’ve all been about trying to evoke that feeling of just pure joy, childlike joy, and I hope that’s the way that people react to it when it ships this week.

Blake Harris: Speaking of shipping, my last question for you is about how that came to be. Lucky’s Tale is one of two games bundled with the Rift. How did that happen?

Paul Bettner: Oh, that’s a good story…

Let’s Go!

In November 2015, Playful sent a final build of Lucky’s Tale to Oculus. Not long after, Brendan Iribe called up Paul Bettner. “I just sat down and played two hours of Lucky’s Tale,” explained Iribe. “Two hours, non-stop, without coming out of the Rift. I’ve never done that before, that much time.”

“That’s amazing,” Bettner replied. “I’m so glad to hear this.”

After they talked back and forth about the game for a bit, Iribe brought up the idea of making it exclusive to Oculus [for a period of time, at least] and bundling it with the Rift. “We’re going to put a deal in front of you,” Iribe began, speaking with the same sort of magnetic, it’s-all-happening confidence that persuaded many to work for him at Oculus. “We’re going to put a deal in front of you and you’re going to accept it because it’s gonna be that good.”

True to his word, Iribe soon put a lucrative offer in front of Bettner. But if there was anything that Bettner had learned from his Zynga experience, it’s that his long-term vision is more important than any amount of short-term money. Which, of course, begs the question: what was Paul Bettner’s vision?

Visions are hard to put into words, and even harder to put into numbers. So perhaps the best way to try and express Bettner’s outlook and ambitions is by sharing a story that he mentioned during one of our conversations. “This is something that we tell ourselves internally,” Better explained. “Imagine if you could put yourself in Walt Disney’s shoes back in the day. He saw this amazing new cutting edge technology called motion pictures and he believed it was going to change the world. Because what he saw was an ability to bring a character to life and make an audience fall in love with that character in a way that you just couldn’t do before. And the first time that you see Lucky come out of his house, and he looks up at you, makes eye contact, waves hello…I think people will feel something that they’ve never felt before. Then he points at you, points over to the level and says, ‘Let’s go!’ You just feel so connected to him in a way that you couldn’t have felt if this wasn’t VR.”

Sharing and spreading that kind of connection—one of joy, adventure and friendship—is, at least in my opinion, what lies at the heart of Playful’s vision. And so when Iribe presented his godfather offer—one that generously compensated Playful, wouldn’t require them to part with their IP and ensured that their foxy new friend would be experienced by 100% of those first traversing VR’s seemingly limitless frontier—it was, of course, impossible for Paul Bettner to say anything other than what Lucky himself would say: Let’s go!


About the Author

Blake J. Harris is the best-selling author of Console Wars and will be co-directing the documentary based on his book, which is being produced by Seth Rogen, Evan Goldberg and Scott Rudin. Currently, he is working on a new book about VR that will be published by HarperCollins in 2017. You can follow him on Twitter @blakejharrisNYC.

Tagged with: , , , , , , , ,

The post The Tale of Lucky appeared first on UploadVR.

VRMod Is Garry’s Mod In VR Because Why The Hell Not

VRMod Is Garry’s Mod In VR Because Why The Hell Not

Well, I suppose it was only a matter of time before someone made a VR version of Garry’s Mod. God help us all, it’s now arrived. Well, sort of.

VRMod is an early VR version of Facepunch Studios’ anarchic sandbox software. It’s created by Steam user Catse. It offers the massive toybox of tools and physics that has made Garry’s Mod a staple in most people’s Steam libraries for years now. You get to do pretty much whatever the hell you want, now with a headset on. Check it out in the footage below.

This mod packs some new VR-specific features, though. It’s got a teleport option was well as room-scale support. There’s a 3D menu too. All fairly standard stuff for VR, then, but very different additions to Garry’s Mod.

If you couldn’t tell from the footage, though, the mod is currently in a very early state. Catse warns that the “performance is bad and the projection is not perfect (it may make you feel sick, cause eye problems etc so use at your own risk).”

But performance improvements are on the way. Catse is also planning more locomotion options and multiplayer support in the future.

In fairness, we already sort of have a Garry’s Mod of VR. Sos Sosowski’s Mosh Pit Simulator offers a similarly hectic playground of death. That’s only just launched in Early Access, though, and it’s lacking a lot of the features that would keep us engaged. It’s also just so widely that we found it jarring and unenjoyable to play. Still, until VRMod is competent enough to play, it’s as close as you’ll get.

Tagged with: , ,

The post VRMod Is Garry’s Mod In VR Because Why The Hell Not appeared first on UploadVR.

Audica VR Review: Chaotic Rhythm Shooter

Now that Audica has officially launched on Oculus Quest and is available on PSVR and PC VR headsets, we thought it was the perfect time to revisit our review and update it for the current version of the game with a finalized score.

When Audica first hit Early Access it was early 2019 and Beat Saber fever was still in full sing. Beat Saber was absolutely the VR shot heard around the world and clearly Harmonix was listening closely.

To their credit, they have the most experience with crafting music games out of anyone on the planet. They’ve established their legacy as the music game creation game company with titles like Amplitude, Rock Band, and Dance Central to their credit, not to mention VR games like Rock Band VR, Singspace, Dance Central VR, and even Harmonix Music VR, so it’s no wonder they took note. Since then, Pistol Whip has burst onto the scene as another rhythm-based VR shooter, but that one is its own beat entirely.

Comparing Audica to Beat Saber is inevitable, but it has just as many differences as it does similarities. It definitely offers something distinct and different, but not necessarily better. The relatively unwieldy mechanics and lack of overall fluidity makes it harder to recommend than its main competitor’s dead simple pick-up-and-play approach — but let’s dig into the specifics more clearly.

The basic premise in Audica is that you shoot blue and orange nodes inside VR using motion controllers to the beat of the music. Instead of slicing boxes, punching orbs, or blocking objects, you shoot colorful targets. It’s just different enough to feel unique and challenging, obviously requiring a different type of hand-eye coordination than physically punching or swinging. And when you nail it and rack up a huge combo, it feels extremely satisfying.

Once you get in the zone Audica has a way of feeling almost more like a dance than anything else. You’re not only aiming at targets as boxes close in on the center, but also swinging your arms to swat down orbs trying to hit you and scanning the field with your head to locate the next target. The way the game engaged my head and forced me to move and look somewhere other than straight ahead was definitely an adjustment for games like this. We’ve yet to really see a rhythm music game in VR that takes full advantage of the 360 space, other than 360 levels in Beat Saber, but playing Audica on Quest definitely had me looking from left to right constantly.

When you watch footage of this game it’s a bit hard to tell the nuances of each movement, but there are actually a lot of different ways to shoot a target in Audica. There are basic shots with circle targets, diamond shaped shots that require holding the trigger to channel electricity, as well as dual combo shots, chain shots that require tracing a pattern while holding the trigger, as well as both vertical and horizontal shots. It’s a lot to digest.

Even though the tutorial throws everything at you quickly the actual difficulty stages are pretty diverse. In Audica you have entire new game mechanics to contend with depending on which setting you pick which really does help make it feel like a progression within the game rather than notes just moving more quickly.

audica image updated 6

As it turns out, gameplay is actually very similar to an obscure downloadable rhythm game you may not have heard of called Osu which involves dragging your cursor through circles as they shrink and timing it as the outer circle hits the center. Or like in Elite Beat Agents for DS. Basically that, but in VR and with two guns.

I think my main issue with the core gameplay loop is that it doesn’t feel as fine-tuned as it should. For example, with modern VR headsets like the Rift S and Quest, the main two I’ve played this game on, it’s easier than I’d like to miss new targets because of the narrow field of view relative to my actual eyesight. Frequently on the second difficulty tier and above, new targets will appear outside of the headset’s vision. The only indication that a target is there is a faint aura that emanates just before it appears but if you’re turning your head or already looking at an existing target it’s way too easy to miss it. A headset with a wider field of view would help, but I only tried it on Quest and Rift S for this review. It becomes less of a music rhythm game and more of a “quick reflex reaction time” game.

However, the main thing Audica has going for it is a deep and varied selection of songs — especially if you factor in the DLC as well. When you buy the game you’ll immediately have access to over 30 tracks right off the bat ranging from EDM and electronic tracks, as is customary in this genre, but also with a few pop songs and even some metal via Dragonforce thrown in for good measure. They don’t all fit the gameplay that well as far as I’m concerned, but everyone vibes with music differently.

If you add in the DLC, which is reasonably priced at $2 per track or $19.99 for the whole 2019 Season Pass, you get even more variety with artists like Ariana Grande, Billie Eilish, Imagine Dragons, Post Malone, Fall Out Boy, and more. Having that much to pick from is really, really nice and new track releases happen very consistently.

audica image updated 4

Another issue is that the key action you’re performing (quickly aiming at and shooting targets) doesn’t feel natural. Usually when you shoot a gun in real life or in other VR games you’re holding it up, arms steady, and taking aim carefully or at least with some stability. On the contrary in Audica your arms are swimming through the air, almost like you’re in a ballet, as you swat away objects and quickly take aim at new targets just as they appear. However, this does foster a need to memorize the song patterns and it becomes a much more skillful game, which will appeal to hardcore players. The skill ceiling feels enormous here.

The pure physicality of hitting things though, the cornerstone of what makes so many VR rhythm games addictive, is all but missing. Pointing and pulling a trigger just isn’t as satisfying as the impact of slashing or punching. Even other shooting games like Pistol Whip manage to be more visceral because of the dodging and active nature. In Audica, you basically just stand still. In this way, it feels like something is missing.

There’s a Campaign mode which splits the tracks up into different thematic categories you progress through, but the bulk of your time will likely be spent in Solo play mastering the various difficulty levels. There’s a Group Play mode as well that’s designed for passing the headset, which works great on Quest especially if paired with Chromecast streaming for parties. There are also leaderboards, naturally.

One very unique feature Audica has going for it is the ability to craft your own beat maps for songs directly inside the app itself, which is really unique and fun. However, it does not have anywhere near the same level of custom beat map modding support that Beat Saber does. If you don’t like the songs included in Audica, you should skip it entirely instead of expecting the community to mod in songs you want.

I hate to have made so many comparisons to Beat Saber in this review, but especially on the PC side of things where the active modding community is providing Beat Saber with a near infinite number of songs and so much more, it’s hard not to. For a lot of people the question is: Why should I buy Audica if I already have Beat Saber? And that answer is gonna be very different for most everyone.

audica image updated 3

Audica VR Review Final Verdict:

As it stands Audica is definitely something different, for better and for worse. The gameplay mechanics are enough to make it stand out, especially if you dedicate the time to really dig into it, but in a crowded VR rhythm game market the circumstances surrounding how and why it’s different aren’t always in its favor. If you’re a big fan of VR rhythm games, make no doubt: there is plenty to sink your teeth into and you’re gonna have fun, but if you’re picky about finding your flow in a game or already enamored with Beat Saber, there may not be enough to pull you in


Final Score: :star: :star: :star:  3/5 Stars | Pretty Good

You can read more about our five-star scoring policy here.


Audica is available now on Steam for PC VR headsets, Oculus Home for RiftPSN for PSVR and Oculus Quest at a price point of $29.99 on all platforms. This review is primarily based on the Oculus Quest version of Audica, but we’ve played it on PC via Rift and Rift S as well.

Editor’s Note: The first version of this review was published in March, 2019, when the PC Early Access version of Audica released. As of today, February 4th, 2020, the review has been updated and rewritten to account for the launch version of the game. 

The post Audica VR Review: Chaotic Rhythm Shooter appeared first on UploadVR.

Dreamscape’s The Blu: Deep Rescue Is a Tranquil VR Experience

Dreamscape The Blu

Dreamscape’s The Blu: Deep Rescue took me back to 1996. When I was a kid I made it a point to tell anyone I knew that I wanted to be a marine biologist. I was super obsessed with ocean life – specifically whales – growing up. Couldn’t tell you how many times I watched the Free Willy movies, because I’ve honestly lost count. That being said, growing up in the San Francisco Bay Area and wanting to constantly be around ocean life wasn’t exactly easy.

Sure, my family would take me to Marine World (now known as Discovery Kingdom) to see the dolphins and orcas, but they wouldn’t let me sit close up. When I was twelve, we went to Hawaii and went on a whale watching tour… Except not a single whale showed up. Eventually, I gave up on my hopes of being a marine biologist. My obsession with ocean life still shows, though every so often. When Ian gave me background on The Blu and its history, I only had one question. Am I going to get emotional?

A shot of the waiting area at Dreamscape Immersive in Century City. Photo provided by Dreamscape Immersive.

Walking into Dreamscape

Dreamscape currently only has one location: the Century City Westfield Mall near West Los Angeles. When you walk in, a Dreamscape employee greets you, and helps you check in. The check in process is simple if you printed your ticket at home: Scan the QR code, fill out basic information, and sign a waiver. After signing, you get to choose an avatar for your experience. Both experiences offered male, female, and gender non-binary avatars from which to choose.

A mini-gallery of various VR headsets in the departure lounge. Photo provided by Dreamscape Immersive.

After you check in and hang a left, you enter a large, comfortable lounge to relax in prior to your adventure. If you arrive early for your booked slot, or are even waiting for an additional adventure, you could purchase a variety of beverages, snacks, and souvenirs. Merchandise includes from t-shirts and jackets as well as coffee table books about whales and endangered animals. If you don’t want to sit and enjoy a beverage before going in, you could walk around and look at the Alien Zoo exhibit they had set up (and cool photos of various VR headsets from over the years on the wall).

The departure lounge and boarding area reminded me of Disneyland’s Soarin’ Around the World. Using dark blue and copper tones, I got a retro steampunk vibe from the place. The overall space is very comfortable for individuals and families alike. I wouldn’t mind having to wait a while, as it’s a nice escape from the loud, busy mall.

This is the area where you and up to five others gear up for your adventure. Photo provided by Dreamscape Immersive.

Gearing up for the adventure

Roughly ten to fifteen minutes prior to your booked time slot, an adventure guide (the employee who assists you with gear and remains in the room during the experience) comes and gets everyone. You walk into a room with six seats, three on each side. One seat is assigned to each guest.

The employee told us to put on our equipment in a specific order. First were the foot trackers, which slide on and tighten around the center of your feet. Next was the backpack, which seemed significantly lighter than the one worn for VOID experiences. Then there’s a hand tracker for each hand, and finally, the Oculus Rift.

You’ll get to see all sorts of ocean life on your journey. Photo provided by Dreamscape Immersive.

The adventure begins

You then enter the room where the experience takes place. For The Blu, it was just Ian and myself. The employee instructed us to put on and secure our headsets, and step on a set of footprints on the ground. With our hands at our sides, the system then calibrated avatars for our bodies. Our avatars popped up in front of us, in a kind of mirror, and once we confirmed we could see them, the screen went black momentarily. Then we transported somewhere else.

Ian and I started our journey looking at a giant projected globe. We could step into the globe, put our hands through it, walk, and look around. The narrator asked us if one singular form of life was ever important enough to make risks for, and ultimately save. We then transported to a state-of-the-art underwater laboratory. The narrator briefed us on our mission. We were going to dive deep into the ocean and look for a whale in need of help.

The room’s layout as we saw it in the real world was matched inside VR. There were rails around the space, and a center platform area. After looking around the laboratory for a bit, the narrator instructed us to stand on the center platform, and hold on for the descent into the deep blue ocean.

I would love to play with seals for hours in VR, thanks. Photo provided by Wevr.

I could have done this for hours

Yeah, I got a bit emotional. I teared up a bit. As the platform “lowered” into the ocean, it really felt like we were moving, just without all the pressure building up in our ears. Loads of beautiful sea life surrounded us, including adorable seals! They were very animated, playfully swimming around us. Ian tapped me on the shoulder and pointed down, and there was another seal, looking up at us from below with curiosity. It made me feel warm and fuzzy inside, reminding me of when I first touched a seal in the real world at Discovery Kingdom. I forgot about the world outside of Dreamscape.

We got off the platform to restore power to a shipwreck, and some sea scooters. While searching for a power button I leaned in close to examine some of the sea anemones. They varied in color – vibrant pinks, oranges, and greens – and mimicked the movement of real sea anemones. For whatever reason, I decided I wanted to reach out and “touch” one. When my hand got close, the anemone closed up. I thought surely it was just a coincidence, so I did it to a few others, which reacted the same. I called Ian over and we both started poking sea anemones.

Once we powered up the underwater scooters, we hopped on. These scooters were visible around the outer edge of the platform when we first arrived. Hesitating to reach forward and grab the handlebars, I honestly expected them to truly not be there. Much to my surprise, the handlebars were exactly where I expected them to be.

From there, our scooters took off. I could still hear Ian next to me, of course, but we had freedom to move around on our scooters. Ian sped up in front of me, and at one point, I was in front of him. We could turn around and wave at each other. Each scooter takes a different path, so at one point we were truly separated. I think we were both low-key terrified of some sea monster attacking us while we lost sight of one another. There are no sea monsters here though. And because we saw completely different things I want to go back and try other scooter paths.

If you love the ocean, The Blue isn’t an experience you’ll want to miss. Photo provided by Dreamscape Immersive.

Toward the end of the trip as you’re raising back to the surface, multiple whales are swimming all around you. This, for me, was the most emotional part of the whole adventure. Accelerating on the underwater scooter and looking down to see a giant whale eye peer deep into my soul took me back to being the kindergartner who dreamed of having that moment in real life. I definitely wasn’t underwater in scuba gear and the whales that surrounded me singing their beautiful songs weren’t real either. But it felt real.

Dreamscape’s The Blu: Deep Rescue is an amazing experience. For $20, I dove into something that left me refreshed, relaxed, and rejuvenated. As someone who is constantly busy and generally high-anxiety, I can absolutely see myself returning to Dreamscape to unplug from the world for a bit. I highly recommend The Blu for those who are looking to do immersive virtual reality for the first time, as it isn’t intense. If you’re just getting into VR, I don’t recommend starting with Lavan’s Magic Projector: The Lost Pearl.

Employees at Dreamscape said there would be new adventures coming to Century City “very soon.” I for one, am very excited to see what the company has in store.

You can also check out Ian’s hands-on feature of Dreamscape’s Alien Zoo from last year by clicking here.

Tagged with: , , ,

The post Dreamscape’s The Blu: Deep Rescue Is a Tranquil VR Experience appeared first on UploadVR.

VR Game Releases For March 2019

march 2019 vr game releases

Every month we aim to round up each and every VR game release for you in one single place — this is March’s list. Don’t worry — we’ll continue highlighting the best ones at the end of each week too.


With the door closed on February, we’ve just been a solid month of VR content. Between the surprise release of Angry Birds VR, the Mage’s Tale PSVR port, and Xing: The Land Beyond PSVR port, there was some good stuff worth checking out. Unfortunately Shadow Legend saw several delays and is now releasing this month in March. There were lots of titles to check out last month overall. Now with March upon us, it’s time to take a look at what’s coming down the line next.

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

Rift, Vive, and Windows VR Game Releases For March 2019

FragmentVR ($8.99) – March 1st – Vive
Wardens of the Amber Cage ($24.99) – March 1st – Rift, Vive, Windows VR
Quantum Legend (Free) – March 3rd – Rift, Vive
Rhythm Nights ($19.99) – March 4th – Rift
Puzzle Out VR ($5.99) – March 5th – Rift, Vive, Windows VR
Real Fishing VR ($12.99) – March 5th – Vive
GUNGRAVE VR ($14.99) – March 6th – Rift, Vive (PSVR Version Review)
Gungrave VR U.N. ($9.99) – March 6th – Rift, Vive
Audica ($19.99) – March 7th – Rift, Vive (Read Our Early Access Review)
Oika (Free) – March 7th – Rift
Patagonia ($3.99) – March 7th – Rift
Tranquility ($1.99) – March 7th – Rift
Labyrinth Trap ($2.99) – March 7th – Rift
Shadow Legend ($24.99) – March 7th – Rift, Vive, Windows VR (Read Our Review)
Haunting Hour ($5.99) – March 8th – Rift, Vive
It’s Fun To Break Things ($9.99) – March 8th – Rift, Vive
K.O.M.A ($TBD)March 8th – Rift, Vive, Windows VR
Skyfront ($9.99) – March 8th – Rift, Vive, Windows VR
Mage VR: The Lost Memories ($14.99) – March 8th – Vive
On Target VR Darts ($14.99) – March 8th – Rift
Trash Time (Free) – March 8th – Rift, Vive, Windows VR
TetrotronVR ($7.99) – March 9th – Rift, Vive, Windows VR
Ultimate Coaster X (Free) – March 10th – Rift, Vive
Riff VR ($9.99) – March 11th – Rift, Vive, Windows VR (Our  Preview)
Fovos VR (Free) – March 12th – Vive
Mad gun Range VR Simulator ($9.99) – March 12th – Rift
Virtual Battlegrounds ($TBD) – March 15th – Rift, Vive, Windows VR (Our Preview)
Icesolation ($TBD) – March 15th – Rift, Vive (Read More)
Project Centauri ($TBD) – March 20th – Vive
Space Junkies ($39.99) – March 26th – Rift, Vive, Windows VR (Our Preview)
Area of Darkness: Sentinel ($TBD) – March 26th – Rift, Vive, Windows VR
Blood Trail ($TBD) – March 2019 – Rift, Vive
JetX ($TBD) – March 2019 – Rift, Vive, Windows VR (Our Preview)

Mobile VR Game Releases For March 2019

TheBlu ($2.99) – March 6th – Go, Gear VR
Insect Revolution ($9.99) – March 7th – Go, Gear VR
JesusVR – The Life of Christ – March 7th – ($7.99) – Go
Cyber Sky ($4.99) – March 7th – Go, Gear VR
Tiny Magic Carpet (Free) – March 7th – Go
Big Small Things ($0.99) – March 7th – Go, Gear VR
Rax & The Lost Diamonds ($4.99) – March 7th – Go, Gear VR
Patagonia ($1.99) – March 7th – Go, Gear VR
Magic Wand ($4.99) – March 7th – Go
WarYards ($TBD) – March 2019 – Go

PSVR Game Releases For March 2019

Summer Funland ($19.99) – March 7th
Verti-Go-Home! ($12.99) – March 8th
The Wizards PSVR ($24.99) – March 12th (Our Review)
Immortal Legacy: The Jade Cipher ($TBD) – March 20th
Space Junkies ($39.99) – March 26th (PC Impressions)
The Arcslinger ($TBD) – March 2019


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

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

Tagged with: , , , ,

The post VR Game Releases For March 2019 appeared first on UploadVR.

Why GDC 2019 Could Be VR’s Most Important In Three Years

Why GDC 2019 Could Be VR’s Most Important In Three Years

February was slow, wasn’t it? For such a short month it sure does drag on. But it’s only lasted so long because we’ve been really, really looking forward to March. Or, more specifically, we’ve been looking forward to the 2019 Game Developers Conference.

That’s for a lot of reasons.

This GDC could well be VR’s most significant, at least since 2016. That year Oculus, Valve, Sony and HTC put the finishing touches on their launch campaigns. VR was on the cusp of going consumer and everyone was excited. The 2017 and 2018 iterations, while eventful, didn’t hold such importance.

But now in 2019 VR feels like it’s yet again on the cusp of something new. Perhaps not a second generation, but an intriguing mid-way point that will see the same suspects head off on exciting new tangents.

Oculus Quest and Rift S

Last year Oculus used GDC to lift the curtain on the Go headset. We got an in-depth hands-on and a first glimpse at games ahead of launch at F8 the following May.

We’re expecting a similar sort of roll out for the highly anticipated Oculus Quest. We already know we’ll see new demos for the six degrees of freedom (6DOF) standalone headset at the show. This could be Quest’s big coming out party, a chance to show everyone what this device is really capable of.

But Quest isn’t all we might see from Oculus at GDC. This month we found code that seemed to corroborate the existence of Oculus Rift S. Rift S is rumored to be a refreshed take on the Rift with inside-out tracking and an updated display. It could even be out this year. We’ve got our fingers crossed that Oculus has more news in store for us at GDC, even with Quest on the way.

HTC Vive Cosmos

HTC also has something in the works on the consumer VR side. At CES 2019, the company announced Vive Cosmos. It’s a PC VR headset with inside-out tracking. That’s about all the company will confirm on-record.

But not-so-sly hints and teases promise much more than that. HTC suggested Cosmos can also be powered by phones for portability. Not only that but the device will be modular, likely allowing users to swap out components for a VR experience that best suits them.

Cosmos is due to release later this year and GDC marks the perfect time to tell us more. This week, Vive announced a Developer Day for the first day of the show. There it will lay out its road map for 2019. Expect Cosmos to play a big part in that.

Valve’s Own SteamVR Headset

Oculus and HTC might not be great at keeping secrets, but no one plays its cards closer to its chest than Valve. After launching the Vive with HTC in 2016, we’ve heard that the SteamVR creator could be branching out with its very own headset. Supposed pictures of the device circulated the internet last year. GDC could be the time to reveal all.

Sources tell us the headset would feature a 135 degree field of view. It could come bundled with the company’s long-anticipated Knuckles controllers and, whisper it, a Half Life-based VR game.

At this point we’ve learned never to ‘expect’ something from Valve. If GDC were the coming out party for this headset it could easily be the biggest story of the show.

Exciting times ahead, then. We will be at GDC in full force and we will have all the latest from the show.

Tagged with: , , , , , , ,

The post Why GDC 2019 Could Be VR’s Most Important In Three Years appeared first on UploadVR.