A Smashing Time In Blobby Tennis

For today’s gameplay video, VRFocus is heading to the beach with a tennis racquet and a weird red blobby thing for a spot of tennis. Game place today comes courtesy of VRFocus staff writer Peter who is playing the HTC Vive version of the title.

Blobby Tennis is a physics-based tennis game which eschews realistic opponents for a purer experience of pitting the player against a featureless red, jelly-like blob. The setting is a bright, sunny beach populated with palm trees and sand dunes which puts you more in mind of beach volleyball than tennis.

VRFocus reviewed Blobby Tennis recently, giving it a reserved two stars, saying: “But this doesn’t help in the fact that apart from having a rally, bouncing the ball on the racket, or just randomly trying to hit things – there’s an achievement for hitting the radio – there’s just not a lot to keep you playing for any length of time. There’s no score board, no multiplayer or even a different location, just you the blob and a racket.”

There will be more gameplay videos available later in the week from VRFocus.

Boom Shake The Room: VRFocus Return To The Mini Worlds of GNOG

Those of you who grew up in the 90s might remember the pocket-sized objects that contained a tiny world with miniature characters to play with, such as Mighty Max or Polly Pocket. GNOG takes that concept of interactive dioramas and brings it into the vivid world of virtual reality (VR).

GNOG was announced back in 2015 by developers KO_OP for the PlayStation VR, and its recent release saw it receive some praise from the VRFocus official review.

In the latest gameplay video, Rebecca reutrns to the neon bright world of GNOG to take on another puzzle, this time getting to grips with the PURP-L level. Resembling a retro ‘boom box’ music player, the level is themed around sounds and music. Can Rebecca solve the puzzle and make her way to the next stage? Watch below to find out.

VRFocus will return with more gameplay videos throughout the week. Keep checking back for more.

GDC 2017: Star Trek Bridge Crew Will Have ’40 Plus Hours’ of Gameplay

GDC 2017: Star Trek Bridge Crew Will Have ’40 Plus Hours’ of Gameplay

During a press briefing at GDC 2017, Ubisoft’s VP of Digital Publishing, Chris Early revealed that the highly anticipated VR game, Star Trek: Bridge Crew is going to be a “40 plus hour experience.”

According to Early, these hours will be distributed over the course of several different game modes. There will be “scripted missions” that follow a more linear story path and give you the chance to follow a cohesive chain of events. And there will also be the non-linear “Ongoing Voyages” mode that provides randomized missions to dive into solo or with friends

These ongoing missions will be procedurally generated, according to Early and will follow the “classic” Star Trek recipe. Start with one bold space exploring crew, add one unexpected challenge, add in a dash of last minute crisis and solve for X. Early expects that fans of the source material will be thrilled by the types of missions and various aesthetic touches in Bridge Crew.

“It’s really just pure Star Trek. We really wanted to take that typical chain of events and translate it into a really fun and satisfying VR game,” Early said.

Bridge Crew puts you in a seat on the bridge of a Federation starship. You will be put in charge of one specific portion of the ship: weapons, transporters, engines etc. Your job is to execute your role at the right time and in the right way in order to complete the mission and keep your ship from being blown out of the cosmos.

Here’s the official synopsis for Bridge Crew:

Developed specifically for VR, Star Trek: Bridge Crew will immerse you in the Star Trek universe. Explore a largely uncharted sector of space known as The Trench with your friends on board of the USS Aegis. In co-op, form a crew of four players to serve in the roles of Captain, Helm, Tactical or Engineer.

Now there’s even more to get excited about for our Most Anticipated Game of 2016, but we’re going to have to anticipate it for a while now. Bridge Crew was recently delayed again to a May 30, 2017 release date. We’ll give Ubisoft all the Federation Credits we have if they don’t delay it again.

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Bebylon: Battle Royale Is Weaving The Worst Of Online Behavior Into A VR Party Brawler

Bebylon: Battle Royale Is Weaving The Worst Of Online Behavior Into A VR Party Brawler

On our list of 50 VR games we can’t wait to play in 2017, Bebylon: Battle Royale certainly stood out. With babies (or characters that appear to be babies) engaging in vehicular melee, one can’t help but be curious about what’s going on here. At PAX South 2017, Kite & Lightning co-founder Ikrima Elhassan was excitedly demoing Bebylon for passersby and we jumped at the chance to speak with him about the game and get some hands-on time.

We had no idea what we were getting into.

The game is still a ways off from release for this year, so what we played was a very early build. Nevertheless, Bebylon is wild and exciting. In Bebylon’s science fiction future, humanity has discovered an immortality pill that stops aging, which includes newborns. In Battle Royale, we’re introduced to the society of Bebylon which was created by adults that still look like babies who grew tired of being ridiculed and not taken seriously. No one can die anymore in this world, so things like status, fame, and wealth are the focus of the inhabitants of Bebylon and they feed their ego through battle royales.

The battles themselves are the core of the gameplay and it’s essentially a party brawler in the vein of Super Smash Brothers. With ego and status as prime focus in the meta of Bebylon’s world, it’s hilarious to see that the core gameplay involves a great deal of trolling abilities based on popular culture. For example, when you use a powerful uppercut you take a selfie that immediately goes up on the fighting venue’s huge screen. As you are more narcissistic and show-boat during combat, your ego meter fills up and you are able to do even more powerful attacks. The audience is influential as well and, as you play to their excitement, you earn multipliers for cash and gaining followers (the game’s experience system) for the end of matches.

“The whole game, the subtext, is a bit of a satire on how everyone in society may be vying for attention all the time,” Elhassan explains. “The more terrible you are and the more terrible things you do, the more you get rewarded for it. For the game design aspect, we took everything that kind of annoys us or the worst of modern online behavior and were like ‘let’s make that the foundation of a game, what could go wrong’.”

With the third-person nature of Bebylon: Battle Royale, Elhassan seemed to expect the question of “why VR” but he and the team are taking a more immersive approach. Elhassan says, from the outside looking in and from screenshots, it’s third-person with a fixed perspective and seems like it could be a non-VR game (the team is considering a non-VR version).

“VR adds a couple things we’re really excited about,” he says. “From a pure technical fighter perspective, the depth perception VR gives you allows you to fight in this 3D arena in ways you couldn’t do before.” He goes on to reference games like Power Stone and Smash Brothers that have a fixed and limited space that, while it is 3D, is still on a 2D plane to a degree.

The arenas in Bebylon can change and evolve depending on in-fight events, even spinning around quickly which is something that affects VR users in a different way from someone playing on a standard screen.

“It allows, from a creative and design perspective, us to really mess with the sense of scale and the sense of environment as a new axis to move the emotional needle in different directions,” he said.

The controls seemed unfinished in this build, but the foundation of the gameplay was fun. With the fixed perspective, comfort wasn’t a concern at all but you do still get a taste of VR immersion when the map’s floor disintegrates and everyone falls down to a lower level. We’ll be looking forward to getting our hands on a more complete build sometime later in the year.

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