Firewall Zero Hour – Everything You Need To Know About The PSVR-Exclusive Shooter (Update)

Firewall: Zero Hour – Everything You Need To Know About The PSVR-Exclusive Shooter (Update)

Update: We’re still working on our review, but in the meantime you can read our latest hands-on preview with the release build of the game from August 16th and check down below for brand new details on game modes, customization, and more. We also added a section detailing each of the 12 contractors. You can also see our entire playlist of all Firewall Zero Hour videos over on YouTube.

Firewall Zero Hour is just around the corner with a release date of August 28th, 2018. In preparation for the game we’ve rounded up all of the information we’ve got so far on this highly anticipated release. Once Firewall is out on PSVR, you’ll already be locked and loaded to jump in if you read this.

So here’s everything you need to know about PSVR-exclusive shooter, Firewall Zero Hour!

What Is It?

Firewall: Zero Hour is a PSVR-exclusive tactical, team-based first-person shooter. In the game you pick one of 12 different contractors, form a team of up to four total players in its core Contracts game mode, and fight against another team of four players. There are Solo and Co-Op training modes as well.

Gameplay is slow-paced and methodical, similar to non-VR game, Rainbow Six Siege, or PC VR-exclusive shooter, Onward. There are no respawns during matches and the objectives are more complex than simply “kill the other team” to encourage teamwork and strategy.

We’ve gone hands-on with the game on multiple occasions, so you can read more about why we think this could be the next great VR shooter right here and right here.

How Many Game Modes?

In Firewall: Zero Hour there are essentially two game modes: Training and Contracts. In Contracts two teams of four players fight against each other on one of nine maps. The objectives for the Attacking team to locate and steal sensitive information by hacking a firewall and then retrieving intel off of a laptop inside the level. If you’re on the Attacking team you must complete your objectives. Simply killing all of the Defenders but not completing your objective will result in a loss.The Defending team’s goal is to prevent the Attacking team from getting the information, or killing all of the Attackers.

What makes matches extra intense is that there are no respawns at all. Once you’re dead, you’re out until the next match and can only watch security cameras to give your team advice.

The only way of playing the Contracts game mode will be through competitive 4v4 online multiplayer so an active community will be very important. If you decide to play Training instead, you can do this either as a Solo player against a stream of AI enemies, or in Co-Op with a total of 2-4 real players against a stream of AI enemies. In Training, the objectives remain basically the same for both Attackers and Defenders.

Both Contracts and Training will be playable in either Public or Private varieties, however, you only earn XP and rewards for playing Public matches. All game modes require an internet connection to play and PlayStation Plus is required for both Co-Op Training and Contracts.

What About Single Player?

As explained above, there will be a single player option in Firewall: Zero Hour, but it’s just one of the “Training” modes that is basically focused on the same objectives as Contracts multiplayer. The only difference is that you’re facing off against a stream of AI bots instead of other players. You will still gain XP and credits, but not as much as in Contracts.

This means that there is not a structured, narrative campaign. If you’re looking for a story mode similar to DOOM VFR or Farpoint, then you should look elsewhere.

Even the single player Training mode requires an internet connection to play.

How Do Contractors And Progression Work?

There are a total of 12 different Contractors in Firewall: Zero Hour. Visually each of them look different and have their own personal background stories informing their voice over style, name, and abilities. Although all 12 play the same mechanically in terms of actual controls on your controller, they differ in strategy. If you’ve ever played Rainbow Six Siege, this should sound very familiar.

Every contractor has a single special ability unlocked from the beginning of the game, such as faster reloading for certain types of weapons. As you continue to play as a Contractor and earn XP, you’ll unlock a second ability slot and additional weapon customization options for your loadout. There will also be a ranking system in place based on player overall level.

It’s also our understanding that there will be different outfits, face paint, and other forms of customization for each Contractor as well.

Here is list of all 12 contractors, their names, and what their starting primary ability skill is:

Skip
Real Name: Jack Turner
Primary Skill: Loaded (Extra ammo for primary and secondary weapons)

Texas
Real Name: Sarah Wells
Primary Skill: Bullet Sponge (Takes less bullet damage)

Red
Real Name: Sergei Volkov
Primary Skill: Bang Bang (Extra frag grenade)

Tarek
Real Name: Tarek Adjmi
Primary Skill: Wired (Enemy traps visible at greater distance)

Raha
Real Name: Raha
Primary Skill: Scout (Heightended enemy detection)

Diaz
Real Name: Rob Diaz
Primary Skill: Double Time (Faster movement speed)

Fang
Real Name: Fang Li
Primary Skill: Lightspeed (Reload magazines faster)

Meiko
Real Name: Meiko
Primary Skill: Ninja (Reduced movement noise)

Okoro
Real Name: Okoro Chetty
Primary Skill Heavy Duty (Less explosive damage)

Grim
Real Name: Charles Taylor
Primary Skill: Quick Fix (Revive teammates faster)

Nala
Real Name: Nala Buhari
Primary Skill: Ghost (Doesn’t set off mines)

Odin
Real Name: Erik Andersen
Primary Skill: Iceman (Decreased weapon recoil)

What About Maps?

Firewall: Zero Hour will launch with nine maps. As of August 16th, we’ve tried them all. Here’s what to expect:

U.K.
Docks – This one looks like a literal shipping facility with lots of containers and maze-like areas,
Office – A modern, brightly colored office space for a social media company called Social Makers,
Shoot House – Looks like a small, target practice shooting range with lots of cardboard cutouts.

Middle East
Hotel – This one is almost all indoors with lots of tight hallways and intricate decorations, very high-end,
District – Features lots of outdoor areas in the Middle East with a shopping district, several alleys, and even some grocery stands,
Compound – This was the first map we ever played and is a mixture of a large, open field with a multi-level building at the center.

Russia
Bunker – This is the second map we tried and it’s 100% in-doors with one open area at the center and lots of hallways at either end where you spawn,
Warehouse – Mostly just one large open area, but it has lots of obstacles and containers scattered around,
Embassy – Finally, this is a government building and the insides feature several cubicles in an office-like setting to duck behind for cover.

When you play a match in Firewall, the objective is placed in a different spot each time. So even if you play the same map over and over, it will yield a slightly different experience for both the Attacking and Defending team.

What About Weapons?

When you select a Contractor in Firewall: Zero Hour, you will also pick a loadout that is catered toward a specific playstyle. All loadout options are the same across all contractors and when you unlock a gun or accessory for a gun it unlocks those items permanently. For example, when you unlock and purchase the red dot sight, you can equip it on any gun that allows a sight attachment for any contractor. The same goes for camo colors/skins, patches, and gun trinkets.

We don’t have a full list of weapons yet, but from what we’ve seen everything you expect from assault rifles and handguns to shotguns and grenades are all represented. In our latest demo we counted around a dozen guns.

Can I Use PS Aim Or PS Move Controllers?

The first three demos we had for Firewall: Zero Hour had been with the PS Aim Controller. While using this peripheral, you move your character with the analog sticks on the controller itself and physically aim and shoot your gun with the plastic rifle. It feels similar to Farpoint and DOOM VFR, but it’s a bit slower-paced.

At the final hands-on opportunity on August 15th, we finally got to try the game using a standard DualShock 4 yet. It works similarly to the gamepad support in Farpoint, in which you must physically aim and point the controller as if it were your gun. It feels a little strange at first, but you eventually get used to it. Otherwise the controls are basically the same as the PS Aim.

Firewall: Zero Hour only supports the standard DualShock 4 and the PS Aim Controller — there is no support for the PS Move controllers. The main reason for this is that the lack of an analog stick on the PS Move controllers make it difficult to map all of the buttons and actions you need during a game.

When And Where Does It Launch?

Firewall: Zero Hour is releasing exclusively for the PSVR on August 28th. Specifically, the servers go live at 9PM PT. There is a PS Aim Controller bundle for sale if you don’t have the gun peripheral yet and want to use it when playing Firewall. If you want to pre-order the physical version of the game, you can do that from Target, GameStop, and Best Buy.

Or, you can pre-order the game digitally on the PSN Store. All digital and physical pre-orders for Firewall will receive the same pre-order bonuses:

Other News

How to Invite Friends to Contracts Multiplayer

Launch Night Livestream!

Full List Of All Trophies

DLC Plan According to Devs

We Won’t Have A Review On Launch Day

The Official PlayStation Website Listing

Creative Strategist, Adam Orth, Departs Firewall Dev First Contact

Firewall Awarded Best PSVR Game At E3 2018 By UploadVR

How Firewall Could Be VR’s Next Great Shooter


If you’re looking forward to Firewall: Zero Hour, let us know down in the comments below!

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E3 2018 – Firewall: Zero Hour Launching ‘Very Soon’ With Nine Maps

E3 2018 – Firewall: Zero Hour Launching ‘Very Soon’ With Nine Maps

During a YouTube Live at E3 interview today, Geoff Keighley spoke to Adam Orth from First Contact about his studio’s big upcoming PSVR-exclusive shooter, Firewall: Zero Hour. Orth discussed the design inspirations for the game, how it played with both the PS Aim Controller and DualShock 4, as well as the game’s content.

Reportedly, Firewall will launch with a total of nine maps. We’ve only seen two during demo sessions (a house in a large field and a shipping warehouse) so we’re eager to find out what the remaining seven locations are like. Those nine maps will be spread across three geographical regions, ranging from the Soviet Union and Great Britain to the Middle East.

Additionally, there will be 12 different contractors to pick from that each have a wide range of abilities to level up and customize. Orth also alludes to “tons” of guns and gear customization options.

Finally, near the end of the interview, Keighley asks Orth when Firewall is releasing and after a pause, Orth simply replies “very soon” without adding more. Hopefully that means a release coming this summer. Or if we’re lucky, maybe it will launch this week during E3.

What do you think? Let us know down in the comments below!

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Taking Aim – How Firewall: Zero Hour Plans To Be VR’s Next Great Shooter

Taking Aim – How Firewall: Zero Hour Plans To Be VR’s Next Great Shooter

When developers first started theorizing the modern era of virtual reality headsets, I’d wager that shooters were a big part of the design discussions. Most of the great shooters are first-person games, which naturally lends itself to VR, and motion controllers are a great fit for holding things like gun in your hands. They even have triggers on them, or can be enjoyed with a gamepad and still feel good — especially if the game is focused on a cockpit.

When the PSVR launched it came with Rigs, a fast-paced mech shooter that embodied a fake sport with multiple game modes, mech classes, weapon types, and more. It was incredibly fun, but the studio eventually got shut down. The first couple years of VR then were mostly marked by a flood of wave shooters that did little to inspire creativity.

Eventually, Onward released on Steam for Vive (and eventually Rift) to bring hardcore, military-simulation style gameplay to the VR market with slow-paced, realistic firefights that felt like something out of a Rainbow Six or Ghost Recon game. People ate it up.

When the PSVR got its PS Aim Controller, Farpoint, a single-player focused (although it has co-op and limited 1v1 modes) shooter about aliens and space came along with it. It’s a good game, but doesn’t really offer the same type of military simulation thrills. Bravo Team seemed like it might fill that void when it was shown during E3 last year, but that wasn’t the case at all.

Now we’ve got Firewall: Zero Hour from First Contact. ROM: Extraction wasn’t exactly the most robust VR shooter, so I was hesitant at first. But after playing Firewall twice (both at PSX and then again at a pre-E3 event) I’m extremely optimistic about its future.

“In terms of the core foundational aspect of what a team shooter is we aren’t reinventing the wheel, but we’re putting our own spin on it and we’re trying to do something interesting and unique through VR,” said Adam Orth, creative strategist at First Contact during an interview. “We want to have the most people playing our game, PSVR has the most headsets in the world, and there is a vacuum where this game needs to be. We saw that early on and based on the history our studio has of what we’ve made individually and together, as well as in VR, and what we wanted to accomplish tech-wise for a shooter, this was the project for us to do.”

Having played most of the other VR and non-VR shooters that Firewall owes its inspiration to, the impact that VR has on its design can’t be overstated. I’ve played Onward and Pavlov, I’ve played Rainbow Six and Ghost Recon, and I can say that Firewall feels about as grounded as fans of tactical team-based shooters have come to expect, but with added layers of immersion.

Not to mention using the PSVR’s Aim Controller just feels really really good. It was easily the highlight of playing through Farpoint and it adds so much to any shooter that supports it that it easily gives the PSVR a leg up on the competition. Since Sony controls that ecosystem so carefully, there’s no extraneous third party gun peripherals with dubious support, it’s just a first-party rifle that absolutely feels great and gets the job done.

“The PSVR Aim Controller is pretty cool, it honestly adds real immersion to everything,” said Orth. “But you can also play our game with the DS4 and that’s cool too, I prefer the DS4 personally, but I can see how moving the gun in the real world around a corner is fun and feels good.”

To be clear: this isn’t to say that Firewall is the “ultimate” VR shooter, or that it accomplishes everything a game in this genre would want to do, but it’s a step in the right direction. There won’t be a narrative single player campaign at all for example, but you can play through combat scenarios on different maps with different AI operatives solo, via co-op, or through online multiplayer. It’s a very flexible system.

“Right now we’re concentrating on shipping with this single Attack/Defend game mode,” said Orth. “It’s hard when you make a multiplayer game you fragment the player pool so you really want to concentrate on this mode, but there are definitely other modes we have thought about.”

For a game like Firewall, that leaves a lot of room for DLC to include new game modes, new operatives, new weapons or loadouts, and definitely new maps.

If you’ve tried games like Onward on a PC VR headset then there isn’t a whole lot new here that you haven’t seen, other than the PS Aim Controller, but for PSVR gamers (which is the majority of the VR market) this isn’t that far off from a revelation. Standing side-by-side with teammates, in VR, holding rifles, aiming around corners, tossing out grenades, breaching and clearing rooms — this is the type of stuff gamers have been doing for decades, just not in VR yet. Until now.

“Every contractor has their own permanent ability and then you can unlock another slot to add to that, so it feels like there is really good amount of, just in the lobby, strategizing,” explained Orth. “We’ve taken the other team out of the lobby and it’s just you and your three partners, so you decide loadout and contractors based on the map and the strategy you want to employ. A lot of shooters do this, but it just feels like, when you’re playing this game, the stakes of what you’re doing feel a lot higher because of the immersion of VR.”

And the same could be said for Firewall’s release. As E3 inches closer, this is the first time the game will be shown at the conference meaning more eyeballs than ever are about to experience the shooter. They’re still targeting a 2018 release date which means that this could very well end up being Sony’s big PSVR game for the holiday season. New PSVR bundles are likely on the way as well, which could mean prime placement for Firewall on store shelves.

It’s a big deal and the stakes, as Orth said, feel higher because of VR.

Firewall: Zero Hour is slated for a 2018 release exclusively on the PS4 for PSVR. Players will be able to experience the game with either the PS Aim Controller or the standard DualShock 4 gamepad.

Let us know what you think of the game so far down in the comments below!

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Hands-On – Firewall: Zero Hour Is The Tactical VR Shooter We’ve Been Waiting For

Hands-On – Firewall: Zero Hour Is The Tactical VR Shooter We’ve Been Waiting For

During my most recent pre-release play session of Firewall: Zero Hour on PSVR, I had a revelation. I was playing the game in a low-light demo area for a pre-E3 Sony demo event in Santa Monica, but inside the headset I was in some sort of shipping warehouse full of cargo containers. I knew there were enemies about 30 yards ahead of me on the other side of the container I was hiding behind, so I reached around the corner with my arms holding the PS Aim controller and blind-fired at them.

While doing so, I physically turned my neck to check behind me to make sure I wasn’t getting flanked and spotted an enemy approaching from the side. Out of ammo in my rifle, I quickly switched to my pistol and spun around, in the real world, to quickly unload five or six shots into his chest, downing him as quickly as I spotted him.

Basically none of that interaction that I described just now could have happened in a non-VR game at all. The sense of presence afforded in a realistic shooter you play on a team with other people while holding a rifle peripheral is absolutely fantastic.

The previous time I played Firewall: Zero Hour at PSX last year it was shortly after the game had just been announced. I got to try a single map — a multi-story house in the middle of a large field — where attackers were tasked with hacking a laptop and defenders had to hold their position and wipe out attackers at all costs. My new demo was the same game mode (I’m told the game will ship with just this one single mode with multiple maps and operatives/gear loadouts to pick from) but on the new shipping warehouse map. There will be single-player and co-op options as well that fill in bots for the other slots, but it’s all the same game mode. There’s zero narrative content.

I also got to check out a peak at the character selection and customization screen. Previously, First Contact explained that Firewall would feature some light upgradeable elements, such as equipping different guns and other items. In the demo I saw that each operative has a different perk assigned (such as taking less explosive damage) and as you play and level them up, you unlock another additional perk on top of that.

Combining operatives with loadouts that match their perks will be a big part of the game’s strategy. I was able to play through three rounds during my demo and I came away hungry for more. The team at First Contact have really done a nice job of tapping into what makes tactical shooters like Rainbow Six and Ghost Recon so satisfying and then transferring that inside of a VR headset.

I’d be lying if I didn’t point out that the limitations of the PSVR platform come across as a bit frustrating since I desperately want to twist and side step and duck and move around while playing this game, just like I do in Onward and Pavlov on Rift or Vive, but the PSVR can’t handle that. The single tracking camera means you really need to keep your feet planted and you can’t turn any farther than 90 degrees in either direction or else you risk occluding the PS Aim controller. It was an issue I found with Farpoint as well.

Although, if I had to pick between playing roomscale with Touch or Vive wands and playing standing still with the PS Aim, I think I’d pick the Aim. It feels so good in your hands and does a remarkable job of making it feel like you’re actually holding a rifle just like your character in the game. The trigger has a believable amount of resistance, turning on and off my flashlight or laser sight is quick and easy with the d-pad, and the tracking held up surprisingly well throughout an entire match. Cradling the butt of the gun in my shoulder to actually aim down the sights felt extremely realistic.

I’m told Firewall will also support DualShock 4, but I haven’t tried it that way yet at any events. So far I’ve been really impressed with the PS Aim and how good it feels to aim, fire, and move around. All movement is full locomotion using the control sticks on the Aim, and I’d imagine it plays similarly on DS4. PS Move is not supported since there are no control sticks on the Move wands.

Also, it’s worth calling out specifically that this game is nothing like the poorly-received Bravo Team despite surface-level similarities. Supermassive’s modern military shooter is wave-based and doesn’t allow for any locomotion whatsoever other than picking when to move up on a level, whereas Firewall is a full-on shooter with all the bells and whistles you’d expect of something like this. It’s the game players wanted Bravo Team to be, more or less.

After the smash-hit success of WipEout VR, Firewall: Zero Hour and Dreams both represent huge moments for PSVR and, by extension, VR as a whole. These are the kinds of games that can really move the needle in terms of putting an industry on the map.

Are you excited for Firewall: Zero Hour? Let us know what you think so far down in the comments below!

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PSX 2017 Hands-On – Firewall: Zero Hour Is Basically Rainbow Six VR With Full Locomotion

PSX 2017 Hands-On – Firewall: Zero Hour Is Basically Rainbow Six VR With Full Locomotion

The first time I played Rainbow Six was completely by accident. I went to a game shop in my youth intending to purchase 007: The World Is Not Enough on N64 but they were sold out, so I got Rainbow Six instead based on cool box art alone. I was hooked. Friends would come over and we’d spend hours clearing missions and facing off in tense multiplayer battles. Firewall: Zero Hour looks like it aims to replicate that tactical multiplayer FPS feeling perfectly.

Developed by First Contact, the same studio behind ROM: Extraciton, Firewall looks like the type of game PSVR gamers have been clamoring for ever since the PS Aim controller was revealed. While Firewall will have DualShock 4 support as well, the best way to play the game will undoubtedly be with Sony’s sleek, plastic peripheral in your hands.

Notably, Firewall looks to be the exact game that many people assumed Bravo Team would be when it was unveiled at Sony’s E3 2017 press conference earlier this year. On closer inspection, however, Bravo Team turned out to be nothing more than a Time Crisis cover shooter without any direct movement at all. This time around however you can not only freely move around the environment such as you could in Farpoint using the Aim’s front analog stick, but you can face-off in competitive team-based tactical warfare as well.

The main game mode in Firewall involves competing teams of four known as Attackrs and Defenders. The Attackers must infiltrate a location, bypass the firewall at access points, locate the laptop, and hack it. On the other end the Defenders must secure the access points and prevent the hack. Adam Orth from First Contact alluded to other game modes in the works, but they couldn’t talk about those just yet. It will have single player content in the form of playing scenarios with and against AI soldiers, but there is no narrative-based campaign mode to speak of.

Playing matches and winning earns players “cryptocurrency” and XP that can be used to upgrade your in-game contractor mercenaries with new weapons, equipment, and customization options. I wasn’t able to see any of this in my demo, but I did get to try out both the close-quarters shotgun glass and the auto-rifle based Assault class.

I was the first member of the media to try out Firewall at all of PSX this weekend and I can thankfully report that it feels great in action. Movement is a lot slower than you’ll find in something like Farpoint or DOOM VFR because this is a very slow-paced tactical shooter. The moments between and preceding firefights in which you’re cautiously wandering hallways, poking your head around corners, and trying not to be seen are just as impotant as when you’re firing at enemies across a room.

I got to play on the Attacking team twice. The first time I used a shotgun and we rolled up guns blazing straight through the front door. We decided to ignore the objectives and just cleared out all four of our enemies to complete the mission instead. Using the front trigger buttons I can throw out a frag or flash grenade for certain scenarios, which came in handy during the next match.

For this scenario I opted for the Assault class instead with an auto rifle. We took a much more measured and sneaky approach this time around, circling around the outside of the building to a balcony entry on the second floor. Before we could get inside we made contact with the other team. I was ducking behind a window opening, tossing in grenades to keep the scattered while the rest of my team worked their way inside. The other team’s shotgun guy made quick work of them and downed all three of my teammates before long. I thought it was just me and one guy left standing, so I ran in and made quick work of him, then shot my gun in the air in celebration.

I wasn’t alone.

His other team members showed up to avenge him and forced me to retreat into the house. I ducked behind a door and tried to shoot them from across the hall, but being out of grenades and not knowing the building layout, I didn’t stand a chance.

The full, smooth locomotion worked great and the back analog stick enabled snap turning. Since you move so slowly and deliberately in a game like Firewall I didn’t notice any motion sickness at all. The rest of my team did a great job of calling out appropriately military-themed phrases like “I’ve got your six!” and “Contact left!” to amp up the immersion even more. Playing with a good group of people that take the game seriously like this is going to be key once it launches next year.

Firewall: Zero Hour is slated for PSVR in 2018 and is in development in partnership with Sony as a platform exclusive. Let us know what you think of the game so far down in the comments below!

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First Update for ROM: Extraction Brings New Rifle, Level and Destructible Scenery

December 2016 saw newly formed studio, First Contact Entertainment release its fledgling virtual reality (VR) title, ROM: Extraction for Oculus Rift and HTC Vive. Now the team has released its very first expansion for the videogame called Overrun.

The update adds a selection of new features, primarily there’s a new weapon, the two-handed EOS-15 rifle, a new level, and a jumping suicide robot.

ROM Extraction - Overrun level

The EOS-15 rifle gives players an orb-launching, auto-firing weapon of destruction which can only be unlocked with a power-up token in game. While the new Overrun level not only provides more gameplay options and destructible scenery, it also continues the ROM: Extraction storyline.

All of this is complimented with improved animations, a leaderboard for the new level and a new music track, Kill Room by Delta Heavy. Check out the new mixed reality (MR) trailer for Overrun below and for the latest updates from First Contact Entertainment, keep reading VRFocus.

Full Patch Notes:

  • New level – Overrun
  • Audio volume adjustment
  • New music – “Kill Room” by Delta Heavy
  • Updated animation sets
  • New Hit reaction animations
  • New Fire stance animations
  • EOS-15 two-handed rifle via power up token
  • Robot head decapitation of jumpers
  • Jumping suicide-robot AI type (beware!)
  • Updated front end environment
  • New leaderboard for Overrun level
  • Widescreen output for better recording/streaming (when social screen is disabled)
  • Improvements in framerate optimization—in ROM’s graphical settings, users can opt for MSAA instead of TAA (Temporal AA), increasing GPU frame time by 25%. MSAA bringing additional crispness to the rendering.