Preview: In&Out – Keeping the Party Going With Some Social VR

Virtual reality (VR) has long fought the stigma of an isolating videogame experience, whether that’s been via online multiplayer, social apps that enable users to talk to each other’s avatar, or on the local side more inventive solutions like Keep Talking and Nobody Explodes (a VRFocus favourite). Indie Polish developer Underdogz looks to add its own unique take on the VR party game with In&Out for Oculus Go.

InandOut

Instead of printing reams of paper into a manual, Underdogz has gone for the technically superior smartphone app. The idea revolves around the VR player being a secret agent who needs to infiltrate a secret facility. The only downside, they have no idea where the traps are located or how to solve the puzzles in front of them. So in comes a mate with the smartphone app showing an overhead map view plus details of how to complete each puzzle.

Just like any of these types of videogame communication is key, if the VR player doesn’t accurately describe where they are and what they’re seeing then it can be much more difficult for their teammate to help. That being said, sometimes no matter how much information is given if the non-VR player(s) is a bit on the useless side then all hell breaks loose and death becomes inevitable.

In&Out’s design is simple and definitely mobile friendly, with big bold designs, a rich colour palette and minimal textures. This simplicity certainly helps when describing the layout to the other person as too much would over complicate the scenario and lead to all sorts of confusion. What also helps is if you’ve been on either side of the gameplay as both players are seeing almost different worlds. As mentioned the app is top down for the map, so describing a chair is irrelevant as it’s probably not featured, but where you walked into a room and the other doors will be. Also worth noting is that the app doesn’t mark the VR players location like the app for The Persistence.

InandOut

Being an Oculus Go title the control scheme couldn’t be simpler. With the trigger for interaction whilst the touchpad controls forward and backward movement all you need is a reasonable area to turn around in. The touchpad does feature both walk and run options depending on how far up the touchpad you press. The gap between the two is very minimal so it can be easy to run into a laser or get vaporised by a force field if you’re not careful.

The puzzles themselves which VRFocus came across are a mixture of finding the right component for a circuit board, missing floor traps, cutting correct wires and dashing out the way of lasers. Nothing to brain teasing at this stage but Underdogz are still reasonably early in development.

Gamescom 2018 didn’t particularly feature many mobile VR titles which was a shame considering Oculus Go only arrived a few short months ago. It was nice to see Underdogz not only flying the mobile VR flag but also the local VR multiplayer genre which is one of the best for showcasing the technology to family and friends. There was plenty to enjoy with In&Out, with VRFocus keen to see how the experience turns out.

Skyfront VR Developer Talks Maps, Customisation and Leaving Early Access

Fast-paced multiplayer first-person shooter Skyfront VR was launched into Steam Early Access in November 2017, and since then has seen a fairly consistent stream of updates featuring not just bug fixes but new content for players to enjoy. One of the team behind the title talks about what players can expect when Skyfront VR emerges from Early Access.

Nina spoke to Sandra Müür, community manager and PR at Skyfront VR developers Levity Play about the title and what might be coming next.

Skyfront VR screenshot

Müür began by explaining that Skyfront VR was tantalisingly close to its full release, “We’ve been in Early Access for quite some time, and now we’re really close to releasing the final version of our game.”

When asked what players could expect from playing Skyfront VR, Müür said: “While we’re still in Early Access we have two maps, though a third map is coming out the week after Gamescom. We currently have two game modes, seven weapons and six special abilities. Before we launch we’re gonna add two more game modes. One of them is going to be domination, and the other is a yet-to-be disclosed secret game mode.”

Explaining what would be added to the final version, Müür said: “The final version will have four maps and four different game modes and we’ll also be adding both customisation and progression.”

Going into a bit more detail on customisation, Müür explained: “For customisation, we’re not promising anything crazy, but we know people love, as we do ourselves, customising your characters and making it your own. We really want to give that to our players.”

Special abilities have become a stable of arena-based FPS titles, and Müür explains the types of abilities players can choose from: “We have things like self-heal, so you can save yourself from dying, there’s a shield and there’s Shockwave, which is my personal favourite ability. We also have stealth and some other ones for you to try.”

Skyfront VR animated gif

The full interview can be viewed below. For future coverage of Skyfront VR and other upcoming VR projects, keep checking back with VRFocus.

HTC Showcase How The Vive Wireless Adapter Took Over Gamescom 2018 In New Video

Following the recent announcement back at Gamescom 2018 that pre-orders for the upcoming HTC Vive Wireless Adapter would soon be going live, the company has now released a new video showcasing their presents at the event. HTC were keen to leverage the power of their new Vive Wireless Adapter with the many virtual reality (VR) partners at the show and the video reveals a great number were using the technology to offer greater freedom and immersion.

Vive Pro and Vive Wireless Adapter

Shen Ye, Product Manager, Vive Europe talks about the product in the video saying: “Powered by Intel WiGig technology, it brings the freedom of untethered, high-end PC VR to both Vive and Vive Pro owners.” He continues: “We are demoing across the show with lots of VR partners showing lots of new VR content including Beat Saber behind me, multiplayer Arizona Sunshine demonstrating a prime example of wireless location-based VR. We also have a bunch of other partners here at gamescom including HoloGate, Konami, HangyGames and many more so great content on both Vive and Vive Pro.”

Not only does the video show the HTC Vive Wireless Adapter in action on a number of different VR experiences but the video also reveals that the company won an award for it. They were awarded the Gamescom 2018 award for Best Hardware for the HTC Vive Wireless Adapter, making it the best hardware product on display at the event this year.

Vive Wireless Adapter

“Pretty much since the day the Vive launched, we’re been talking about the next step which we thought was to remove the wire, and I’m so happy that we are here at gamescom to announce that the product is finally available.” Explains Lee Machen, CM, Gaming & VR Sales, Intel who is also featured within the video.

Pre-orders for the HTC Vive Wireless Adapter are set to go live on September 5th, 2018, with a release date of the 24th September. The unit will cost £299 (GBP) and be available for customers in the UK from Overclockers, Scan and Vive.com. As an added extra to celebrate the launch all Vive Wireless Adapter purchases will include a two-month trial to Viveport Subscription.

You can see the new video showcasing the product at Gamescom 2018 below and for more on the HTC Vive Wireless Adapter in the future, keep reading VRFocus.

Bhaptics Talks About A Modular Approach to Haptics Technology

Haptic feedback technology is becoming increasingly prominent as an area of development as a virtual reality (VR) market matures and customers start to seek new ways of making VR experiences even more immersive.

Nina spoke to Stuart Burmeister, Software Engineer for Bhaptics about how the company is trying to meet the requirements of the market.

Bhaptics is a company that specialises in haptic feedback technology specifically for VR applications that helps users e more connected with the virtual world. The company has existed for roughly three years and is based in South Korea.

Commenting on the company’s mission, Burmeister said: “We’re looking into making VR more immersive by adding haptic feedback and adding a new level to gaming.”

Asked about how the Bhptics system differed from other haptic suits on the market, Burmeister replied: “Our main focus is comfort, so you can easily and quickly put the suit on, we don’t want you to have to fiddle around with straps, it should be on and then off. It should also be easy to wash, not too heavy or bulky and easy to wear.”

Going into further detail about how the suit worked, Burmeister said: “There are 40 motors in total, twenty on the front and twenty on the back, and they function in an array. So each of these motors will vibrate. So, we send a signal using Bluetooth and it will tell the right motor to activate and at what strength.”

When it comes to develops integrating the technology into videogames or apps, Burmeister said: “We use our own software to make it easy for people to access and send this information without worrying about which specific motor needs to be activated.”

bHaptics TactSuit 1
Photp credit: Engadget

Going further into the technology, Burmeister commented on the different components of the Bhaptics system: “We have the vest which is the core part, because of lot of games use the body, but we also have the sleeves, which do things such as deliver impacts from guns, we also have for the hands so you can punch when playing sports games, we even have something for the face, so if you get hit in the head, you can feel the impact from that as well.”

The full interview is available to view below. For further coverage on Bhaptics and other VR-related technologies, keep checking back with VRFocus.

The Top 5 VR Experiences from Gamescom 2018

Gamescom 2018 has now been and gone, offering European gamers the chance to get their hands on the very latest videogames ahead of launch. Of course VRFocus was there to bring you our hands-on impressions of virtual reality (VR) titles from across the globe, and we’ve now compiled a roundup of the five best on display. 

First up is Konami’s remastered version of its PlayStation 2 title, Zone Of The Enders: The 2nd Runner – M∀RSTraditionally 3rd-person, the VR edition includes a first-person viewpoint for the first time, where you get to jump into a giant mech cockpit, a JEHUTY for a whole new experience on PlayStation VR.

Then there’s Skyfront VR. Currently available on Steam Early Access for both HTC Vive and Oculus Rift, developer Levity Play showcased the latest build of the videogame that takes first-person shooters (FPS) skywards. Set in massive zero-gravity arenas, you have to master boosters and grappling hooks to get about as well as fighting opponents in Deathmatch and Team Deathmatch Modes.

One of the most well known VR titles made an appearance at the event, Vertigo Games’ Arizona Sunshine. This time however it wasn’t the standard home version on demonstration, rather the location-based entertainment (LBE) edition. Arizona Sunshine LB VR Edition still features everyone’s favourite undead, just this time you’re in a much larger room-scale environment with wireless headsets and an actual team. Read VRFocus’ full hands-on to find out more.

Exodus Burned

Another out-of-home experience to make VRFocus’ top five is Pillow’s Willow VR Studios’ Exodus Burned. Better known for its Gear VR title Spark of Lightthe team has been working on not only a fully competitive VR experience using standalone headset HTC Vive Focus, but a full body tracking system in conjunction with VRee to compliment the experience. Check out VRFocus’ hands-on of Exodus Burned for more info.

Lastly there’s Love Story from a team of South Korean students. As a complete tangent from the other titles, Love Story is an educational experience that takes viewers through the history of the country. You’ll find more information on Love Story and the rest of the titles from Gamescom 2018 in the video below. And watch out for more hands-on content from the VRFocus team.

Preview: Telefrag – Testing Those VR Limits to the Max

Over the years virtual reality (VR) developers have learnt what’s comfortable and what’s not, tuning their immersive experiences so that the majority of players find it comfortable. Then there are those studios who do seem to like throwing caution to the wind, creating a videogame that pushes the boundaries of VR comfort to their very limits. Anshar Studios happens to be one of these, making a name for itself with zero-gravity combat title Detached last year. For Gamescom 2018 the team had another multiplayer experience, this time with a lot more gravity and head twisting gameplay, Telefrag.

Telefrag

To say that Anshar Studios is being bold with its next venture is by no means an understatement, as Telefrag – even in its pre-alpha version – is looking to break the first-person shooter (FPS) mould with its level design and gameplay. The team essentially seem to be taking what they’ve learnt from Detached and built an arena shooter with one vs one combat.

Firstly, let’s talk about the videogame’s core mechanic, the telefrag. Currently movement is via very short teleportation jumps, whether that’s forwards, backwards or strafing left to right. You then have the option to telefrag by holding down the left Oculus Touch trigger (HTC Vive and PlayStation VR will also be supported). This unlocks a couple of options, the first being a much longer distance teleport for quick evasion or attack. The second is as a weapon. Spot an enemy and highlight them to instantaneously smash right into them. In the Gamescom build this meant instant death, so the VRFocus team great fun hopping around the arena trying to kill one another in a single hit.

This really did nullify the need for weapons but Anshar Studios did admit the feature was a little too powerful and would be turned down in the final version, they just hadn’t decided by how much, just not instant death.

Telefrag

The actual guns themselves were your bog standard Pistol, Assault Rifle and Rocket Launcher, each one selectable as a loadout prior to each map. Each match was three rounds, and upon death you could choose a different loadout to restart with, just not the same one, forcing players away from their favourite loadout to mix things up.

However there are two parts to Telefrag. While the movement design could be used across normal flat levels that’s just a little too plain for Anshar Studios. Instead the one level that was available, was a twisted and contorted maze that could almost give you a headache looking at it. Looking like an insane racetrack for Micro Machines, the floors, walls and ceilings all curved into one another, meaning you could either dash about with the whole world twisting when you came to a new vertical panel or telefrag to new surfaces.

Those who particularly suffer from VR nausea will probably read this with fright, so it’s difficult to tell how well Anshar Studios’ efforts to mitigate these issues have gone for those who are highly sensitive. On the other hand, the VRFocus team had no issues whatsoever, playing several matches in a row with no side effects.

If you’ve played Detached then you’ll know the quality level that Anshar Studios is capable of producing and even at this early stage Telefrag looks to be coming along nicely. Will Telefrag suit everyone, well that’s difficult to tell? It’s certainly going to enter a genre that’s becoming ever more competitive when it does launch, so having such a radical design might be just what’s needed.

Hands-on: ‘Nostos’ Aims to Deliver Anime-inspired Open World RPG in VR

Nostos, an upcoming open world RPG from China-based tech company NetEase, made its Western debut at Gamescom this year with something that appears to be heavily influenced by the popular anime series such as Sword Art Online.

I got a chance to pop into the NetEase booth at this year’s Gamescom in Cologne, and while there are some clear ‘wow’ moments thanks to the overall beauty of the world, it’s clear the studio has a ways to go before Nostos can be considered a true VR success.

Here’s the pitch: players live in the world of Nostos, a post-apocalyptic, but verdant place littered with the remnants of long-abandoned cities and artifacts that help you survive. Including deserts, grasslands, and mountains, players fight off enemies as a natural timer counts down, an ever-expanding destructive force called ‘Coralsea’. The game is supposed to be an online multiplayer, but it’s uncertain if the ‘M’ for ‘massive’ is applicable at this point.

According to a statement by NetEase, “[t]eamwork is key as players gather resources, build a clan they can trust, and fight to pull the world of Nostos back from the brink of utter desolation.” The game is slated to arrive some time in 2019 for PC via Steam, and for VR headsets via Steam, Viveport and the Oculus Store.

Strapping into a Vive, I got the chance to do a few basic tasks; drive a very Miyazaki-inspired pickup truck, shoot a giant bug-type baddie attacking the base (and loot him for treasure), and walk around to soak in a bit of the world that both NetEase and production studio ShuiGe have created.

In terms of its VR implementation, it’s clear at this point that the game is still in its earliest phases, possibly even too early to really be shown to the public without a healthy dose of disclaimers, something I unfortunately didn’t receive throughout my demo experience. While the game’s UI was serviceable, which is based on selecting options from your wrist-mounted watch, most everything was not stellar at this point.

Image courtesy NetEase

Besides some basic problems with low frame rate, there’s also the issue of a distractingly-close render distance, which resolves finer details like plants at only about a two meter circle around you. This takes away somewhat from the looming structures in the middle and far distances like mountains, large trees, and a cool looking center structure that reminds me of The World Tree from Sword Art Online.

Image courtesy NetEase

The demo’s overall object interaction still needs a lot of work too. Simply put, you clip through everything. Example: one aspect of resource gathering relies on you ability to fell trees with your trusty axe, which you then use to build houses, craft items, etc. Despite only working in half of the dozen-or-so times I tried, it never quite felt right because my axe would oftentimes clip through my target at not register on the tree at all—something PC players certainly won’t have an issue with. Even something as simple as getting into a truck didn’t seem to work in a VR-native way, as you would have to remember to press a hotkeyed controller button to enter and exit the vehicle, and not simply walk up to it and open the door.

At this point, NostosVR version feels like a shoehorned implementation, and I genuinely hope NetEase looks around at true VR natives such as Rec Room, Orbus VR, and Echo VR for inspiration moving forward. It’s still early days, and there’s definitely some good bones here that would be grand in VR if properly fleshed out.

Image courtesy NetEase

A few positive points: as a VR-capable game with standard PC support, the potential pool of players is likely to be higher, giving the possibility of a pretty good start in terms of raw player numbers.

The game is also supporting Improbable’s SpatialOS, a cloud-based server platform that allows for persistent online worlds that continue their physics simulations even if no one is there to interact. This wasn’t available during the demo, but I was told by a NetEase spokesperson that the implementation would be available at launch.

The post Hands-on: ‘Nostos’ Aims to Deliver Anime-inspired Open World RPG in VR appeared first on Road to VR.

Hands-on: Exodus Burned – Offers Full-Body Competitive LBE Gameplay

VRFocus has said it before and we’ll say it again, location-based entertainment (LBE) is not only a lifeline for early VR adopters but also great as a means of promoting the industry as a whole. Gamescom 2018 has already seen the likes of Vertigo Games showcase its project Arizona Sunshine LB VR Edition and Pillow’s Willow VR Studios also happened to be at the event to demonstrate its latest project, Exodus Burned, a bold attempt to enter the LBE industry.

Exodus Burned

Pillow’s Willow VR Studios is the Dutch team behind mobile virtual reality (VR) title Spark of Light, however, unlike other studios who adapt a pre-existing title into LBE, the developer has created a brand new experience as well as collaborating with VRee on a full-body tracking suit which is crucial to playing the title.

Exodus Burned is a competitive multiplayer experience where two players (the final version will feature 1vs1 and 2vs2) can go head-to-head across several short rounds. In this early demo which Pillow’s Willow VR Studios said was around version 0.3-0.4, the games consisted of either stepping on green floor tiles in quick succession – almost like DanceDance Revolution style videogames whilst avoiding red tiles that dropped the score. Another involved a red wall of tiles interspersed with a few green that you had to fit through.

The design of each game was clearly focused around movement, shifting around the 3m x 3m area as quickly and fluidly as possibly. Like a lot of prototypes still in production there was work still to be done to make the system truly accurate and user friendly.

Exodus Burned

On the hardware side they were using the new HTC Vive Focus standalone headset because it offered complete freedom of movement – whilst being ideal to demo at an event like Gamescom due to lack of external sensors. The software did struggle at points with drift, as while the highlighted area in VR seemed fixed and never stepped out of, at times it was easy to find yourself way off the original starting location.

The same goes for the tracking suit as it never felt 100 percent accurate. Quite a contraption to put on involving a back and waist pack, then straps around the arms and legs, it’s not a quick job to put on. It may have been a bit finicky to step into but it easily adjusted to my larger frame – which usually stops me from demoing haptic suits – and was perfectly comfortable.

The inaccuracy made trying to hit the green floor tiles whilst avoiding the red extremely difficult, caused by the digital leg not quite being in the same place as its physical counter part. These issues of course are all things Pillow’s Willow VR Studios are currently in the process of solving. One aspect that worked very well was the two player networking. There was a mode where both could team up and attack several challenges together with minimal lag between the two.

Just like home consumer VR in the early days, LBE VR needs continual innovation in both hardware and software to succeed. While the industry can still rest on the first time ‘wow’ factor for a little longer this won’t always be the case, with developments like those between Pillow’s Willow VR Studios and VRee essential in the long term. Finesse is still needed yet the potential is definitely there for full-bodied VR experiences that really get players involved in the virtual world.

Preview: World of Tanks VR – Well On Track

A long time ago VRFocus questioned Wargaming about the possibility of a virtual reality (VR) edition of World of Tanks. Given the success of competing online war machine simulator War Thunder within the new medium it seemed only natural for Wargaming to be looking into doing the same. At the time a representative of the company explained that it wouldn’t work for tanks in the same way as planes, and that a great deal of experimentation would have to be undertaken before World of Tanks could make such a jump. That jump, it seems, is into location-based entertainment (LBE).

World Of Tanks VR - LogoWargaming, with the support of Neurogaming and VRTech, unveiled World of Tanks VR earlier this year. It’s most definitely an aside to World of Tanksa spin-off experience designed for fans and newcomers alike – opposed to integrating VR into the existing online videogame. That brings both strengths and weaknesses into play, but also allows for Wargaming to pitch the experience perfectly for LBE execution.

Limited to four players, each dons their HTC Vive and prepares for war by choosing their preferred tank. In a significant update from when VRFocus first experienced World of Tanks VR, there are now a small selection of tanks available each one with statistics bars demonstrating firepower, reload speed, acceleration etc. Players are no longer limited to fast or slow, heavy or spread. Tactical ambition is now at play not just in the positioning of your tank, but also in the way you engage your enemies.

The World of Tanks VR controls are complicated at first, but soon it becomes natural. The tank will accelerate forward towards the direction the player faces, however given the large bulk of machinery may take some time to turn tight corners. Meanwhile, the player’s central viewpoint will always represent their firing arch in real-time. The player must combine navigation and maneuvering with lining-up that shot on the weak point in the enemy tank’s armour for maximum efficiency, and their best chance of escaping unhindered.

World of Tanks VR - Key Art

With a new map also on display at Gamescom 2018, Cologne, players were invited to work on new strategies revolving around a central chokepoint. The previous map VRFocus experienced was designed to grant a height advantage to those who lied in wait upon a hilltop, with an open plane providing little in the way of cover below. This new map, conversely, is too uneven to offer much in the way of an overview, but pushing into the busy central area looking for a kill can leave you open to attack from every direction; a bridge that provides access to spawn points at either end of the map makes you an obvious and easy target even for those shooting from the hip.

Matches in World of Tanks VR are only a few minutes long and consist of two rounds. It’s very much a simplified experience; one designed less for the passion of tanks and more for the thrill of battle. That’s no bad thing however, as World of Tanks VR stands as an interesting LBE title that may introduce new audiences to the core online experience in a sort of role-reversal for Mario Kart Arcade GP VR: World of Tanks is a franchise set to benefit from VR, opposed to being a benefit to its reputation.

You can also check out our hands-on with augmented reality (AR) counterpart World of Tanks AR Spectate from Gamescom, here.