Hands-on: Upcoming VR Shooter ‘Telefrag’ Boasts Impossible, Escher-style Arenas

Anshar Studios, the developers behind Detached (2017), showed off a new arena shooter at Gamescom this year. Dubbed Telefrag VR, the game (still in pre-alpha) pits you against another player in a futuristic, gladiatorial-style battle taking place in impossible spaces.

Set in an alternative history where the Roman Empire never fell and eventually set out into space, Telefrag tosses you into uniquely designed arenas which were seemingly inspired by M.C. Escher’s famous lithograph of impossible staircases, ‘Relativity‘. Here, you fight in a one vs one duel to the death with an arsenal of guns and your ability to teleport inside the other player, effectively killing them instantly (hence ‘telefrag’).

Maps are littered with ramps that take you upside-down and sideways, keeping you on your toes as you have to watch out for enemy fire from all directions.

Image courtesy Anshar Studios

Strapping into an Oculus Rift, I went head-to-head with the game’s level designer Michał Sapiński for a few matches in what should have been a fundamental break in comfortable VR design. I say ‘should have been’ because in the end Anshar has pushed the envelope into uncomfortable play territory, but pulled back somewhat to leave you with your lunch safely in your stomach. Case in point: you have to walk up a ramp and twist your equilibrium into accepting a new horizontal plane, which isn’t always the most comfortable in VR—but it’s done in such a way to make it basically a snag-free experience.

When you go up a ramp and the world inevitably rotates around you, it’s basically carried out via a series of mini-blink teleportations, and not one single smooth-turning gut-wrencher. This, in effect, let me move up and down ramps at the sort of speed and carelessness you would need in a heated 1v1 battle of cat and mouse. I tend to hate those types of world-shifting ramps, which seemed to plague the early days of consumer VR, but this didn’t seem to even give me the dreaded ‘VR sweats’, a telling precursor to full on nausea. I should mention the game isn’t exclusively a teleport-only experience, but was also demoed with smooth forward locomotion.

Image courtesy Anshar Studios

Shooting was a fairly standard experience, but the notion that I could teleport and dodge shots, block them with an energy shield and get close enough to telefrag, all really emphasized the sort of balance the studio is going for. Get too close to your opponent, and you’re dead, which usually means you’re trying to use the level’s geometry to your advantage as you search for tactically useful angles to surprise your opponent. Since your teleport movements make both noise and leaves a whispy trail behind you, it’s important to keep an eye and ear out for your enemy at all costs. Check out the tutorial below to get a good idea of some of the basics:

So what’s the objective in all of this? The arena game mode, I was told, allows you to fill three slots with your choice of weaponry. In a match, your individual loadout is put up as a wager, with the winner taking the loser’s equipment. In-game currency is doled out at the end of the match based on your score. With enough cash on-hand, the loser can buy back their lost loadout; a currency multiplier is awarded to the winner, and can be increased even further depending in their win streak.

Telefrag VR is slated to arrive on Oculus Rift, HTC Vive, OSVR and PSVR, although it’s currently in pre-alpha stage, so there’s no word on release date yet.

The post Hands-on: Upcoming VR Shooter ‘Telefrag’ Boasts Impossible, Escher-style Arenas appeared first on Road to VR.

New Screenshots And GIFs Show Population: ONE In Action

Recently a new battle royale videogame was revealed for virtual reality (VR) players in the foam of Population: ONE. Like other titles in the genre, players will find themselves dropping into an expansive, one square kilometer map in which they will need to fight, explore and look in order to be the last surviving player. Now, following its reveal a number of new screenshots and GIFs have been released showing off more of this immersive title.

Population: ONE features a range of different gameplay options for players to range war against eachother with, including a unique motion system titled FreeMotion. This has been described by the developers as a system that offers comfort while allowing players to run, climb, or even fly anywhere within VR without any discomfort.

Players will be able to climb structures within the environment to help get a better lay of the land and gain tactical advantages as the combat rages on. If players are looking to travel long distances then there are a number of options including jetpack-like devices and even build their own structures in the style of other titles. All of this is delivered in an realistic visual style that will immerse players within the thrill of the fight. Some of the newly released images and GIFs below will provide an idea of how the action within Population: ONE will play out.

Population One - Screenshot

On top of that, Population: ONE is aiming to deliver a unique first-person shooter (FPS) experience by offering cross-play between HTC Vive, Oculus Rift and Windows Mixed Reality device.

VRFocus’ Senior Staff Writer Peter Graham previewed Population: ONE at Gamescom 2018 saying: “At present any VR fans who find themselves torn away from their headsets to play Fortnite but long for some immersive battle royale action should now pay attention to Population: ONE. It didn’t seem like a videogame that was still in development, it felt solid, looked great, and could very well draw in the VR masses for some epic fire fights.”

Population: ONE is currently in development but VRFocus will be sure to bring you all the latest news and updates on the title in the future, so stay tuned for more. You can see the gallery of images below.

Population ONE - GIF
Population ONE - GIF
Population ONE - GIF
Population ONE - GIF

Hands-on: Cybershoes Aim to Deliver a VR Treadmill Experience at Lower Cost & Space

VR treadmills are usually pretty bulky, expensive, and have a questionable utility outside of the initial wow moment of seeing one in action. Vienna-based Cybershoes however are aiming to get your feet into the game with a pretty simple concept that is less silly than it appears on first blush.

I got a chance to pop into the Cybershoes booth at this year’s Gamescom where a decent crowd had already formed around the VR users strangely moving their feet back and forth while seated.

Strapping the weighty plastic soles onto my sneakers, which were secured tight with snowboarder style quick straps, it was my turn to play a couple of minutes of Doom VFR (2017) on HTC Vive and peddle my feet, spinning the barrel-shaped wheel either backwards or forwards. From a physical standpoint, the results were pretty positive, as I naturally moved my feet as if I were running in place, spinning the little wheel underneath with ease.

 

While it was a simple setup experience, and moving forward and backwards was a breeze, the experience does leave something to be desired. Because you’re sitting on a swivel-style bar stool, if you want to turn in VR—assuming the game doesn’t support so-called snap-turning—it means you have to physically rotate yourself with your feet to face the direction you want to go, which isn’t great for when you have to make quick turns.

That said, you will need some way to suspend the cable over your head so it doesn’t get tangled around you during play. The demo space was outfitted with a makeshift cable guide re-purposed from IKEA’s Regolit lamp holder, which the company suggests using; they’ll also be suggesting a few chair models when the project makes its way to Kickstarter in September.

Image courtesy IKEA

As for the shoe’s construction, I found them to be really quite sturdy. Milled from a single block of conductive plastic, the shoes are designed to both hold up to 100kg (~220lbs) and eliminate static discharge—something that’s extremely important, as you are essentially rubbing your feet on the carpet and potentially storing static charge throughout your game session.

The padded straps are essentially plucked from snowboarding boots, which allow for easy cinching and release—a good thing, considering you probably shouldn’t walk around your house with the things still on your feet for fear of faceplanting. Enterprise users will also likely appreciate the fact that they don’t have to strap unwitting first-timers into anything elaborate, or require users to wear special low-friction shoes like in some VR treadmills.

Image captured by Road to VR

The shoe’s single barrel-style wheel seemed to feature interior ball bearings as well, the same way a skateboard wheel spins effortlessly. Cybershoes CEO Michael Bieglmayer told me that the company at first wanted to go with a laser setup, like those found in computer mice, to reduce the chance of mechanic wear even more, but the variability of user’s ground texture essentially made this a non-starter.

In the end, the idea is essentially to reduce VR-related discomfort while making things more immersive by letting you ‘walk’ in VR. Cybershoes basically accomplishes this, and appears to be well on its way to full production, as the version I tried at Gamescom was a near-final prototype. While Cybershoes aren’t a perfect solution, the device makes a compelling case for lighter, space-saving locomotion controllers—one that checks many of the same blocks as VR treadmills at this point. Starting at less than $300, it may be just at the right price-point for VR enthusiasts with less square footage than disposable income too.

The company’s Kickstarter is slated to arrive in September which ought to shed more light on the project’s funding tiers, final price and delivery date.

The post Hands-on: Cybershoes Aim to Deliver a VR Treadmill Experience at Lower Cost & Space appeared first on Road to VR.

Preview: A Fisherman’s Tale – Enough Twist to Impress Even Lewis Carroll

Areas like the Indie Arena Booth in Gamescom 2018 can be a veritable hive of undiscovered talent, with small developers looking to showcase their work amongst the hustle and bustle of a tightly packed crowd. One virtual reality (VR) developer doing just that was Innerspace VR – the studio behind Firebird: La Peri – which is currently working on a bit of a mind-bending puzzle experience called A Fisherman’s Tale.

A Fisherman’s Tale

Certainly going in a different direction to its previous immersive content, A Fisherman’s Tale is a multiplatform experience that was being demoed on Oculus Rift. The story goes that you play a lighthouse keeper named Bob. Living quite happily in his little cabin Bob suddenly hears a storm warning over the radio and needs to rush to the top of the lighthouse and switch it on. However, all is not what it seems.

A Fisherman’s Tale starts off fairly innocuously, putting you inside a fairly compact cabin which has a table in the centre with a model of the lighthouse plus various other items dotted around the perimeter. This room is the first chapter – and the only one being demoed – with each subsequent chapter essentially following an escape room style design.

Yet this is no ordinary lighthouse, or cabin it seems, as if coming from one of the pages of Alice’s Adventures in Wonderland, once a couple of puzzles have been solved things begin to turn a little surreal. Not in a bright colourful or twisted way like Alice’s Lullaby, more just a play on scale and Bob’s place in reality.

A Fisherman’s Tale

After opening a blocked window and taking the roof off of the model you’ll then find you can access the same room you’re in, just as a larger version of yourself. You know when you put two mirrors in front of one another and you get that infinite repetition, well it’s kind of like that. The puzzles then utilise this to great effect by having you either take tiny items out or resize larger objects.

There’s a point at which you have to help a very talkative crab which Innerspace VR explained would continue through each level, just with a different character and possible central puzzle mechanic change. The studio also mentioned that depending on a player’s experience, there would be a couple of modes available. One would give you no help whatsoever, while the other would give out hints and tips after a certain duration to keep the gameplay and narrative moving.

The narrative plays an important part in this puzzle adventure as there’s a lot of talking going on as Bob tries to figure out what the hell is going on. Much in the same way as Job Simulator: The 2050 Archives, A Fisherman’s Tale is very much a grab everything kind of title, with the room-in-a-room feature elevating it above others.

Even with this brief demo A Fisherman’s Tale offers an enticing concept and novel change to the usual puzzle mechanic found in VR. Featuring a charming visual design all the mechanics have been created to be accessible for players of all ages. This really is a videogame VRFocus wants to see more of, and definitely comes high on our list of titles played at Gamescom 2018.

Competition: Don’t Fear The Reaper, It Has Steam Codes

Congratulations everyone, you have successfully made it through yet another Gamescom, and after a week of bringing you a lot of virtual reality (VR) news we can finally get things back to relative normal. We say ‘relative’ because things change so fast all the time normal is scarcely normal for long. Those of you who went to Gamescom, I hope you had a good time. Those of you who did not, if you’re getting a touch of jealous over any swag given away at the event we’ve at least got a competition this week that you can enter.

VRFocus have teamed up with developer Odd Raven Studios to give you all the opportunity to bag one of five codes for their 2-player co-op title Carly and the Reaperman – Escape from the Underworld, playable on the HTC Vive, Windows Mixed Reality and Oculus Rift headsets.

Carly and the Reaperman – Escape from the Underworld is a “unique couch co-op experience in (and outside) VR”, according to the developer. “Master platforming to avoid dangers, solve puzzles and build your way through the Underworld in this cooperative 2-player game. Player one play as Carly on the computer screen in a classic platforming game while player two helps out as the Reaperman in VR. Together you must find ways to escape the Underworld.”

Standard prize draw entry rules apply: Follow us (or already be following us) on Twitter and YouTube for an entry. Additionally, or alternatively, visiting our Facebook, Google+ or Instagram accounts to get an entry for each. The competition will be open a week. Beginning today and ending at midnight UK time on August 31st, 2018. The draw will be made shortly thereafter.

You can find the app below. Best of luck.

Win Carly and the Reaperman – Escape from the Underworld

Hands-on: World of Tanks AR – Augmented eSports at its Best

Augmented reality (AR) in its present form for public consumption offers a fairly basic visual experience due to the processing power of the device being used, namely either a smartphone or tablet. But what if you had access to more juice, say a decent high-end PC for example, what could be created then. Wargaming.net has been experimenting with AR (and virtual reality (VR)) for a while now, with its R&D department having previously rolled out World of Tanks AR for both iOS and Android devices. At Gamescom 2018 this week the team had something new to share, a possibility for the future.

Essentially an upgrade for World of Tanks AR, the new app being demoed was highly experimental and conceptual due the nature of its design. While the freely available AR app shows a couple of tanks blasting away at each other, this new idea was to make you an AR spectator in World of Tanks matches in as higher quality as possible.

World Of Tanks AR SpectateAs this was purely a concept the emo didn’t feature live matches, rather several short segments across three levels, giving that idea of what could be possible when technology catches up to their ideas. The reason being that while an iPad was being used for the demonstration there was a substantial cable attached to the device which then connected to a PC to run the simulations. The level of quality and detail that Wargaming.net had produced was way out of the remit of a portable device.

And it’s this graphical prowess that was the main star of the demo. It looked exactly like the World of Tanks so many players know and love. In fact, at points it looked even better thanks to the way you could manoeuvre about a scene. Designed to be viewed entirely on a tabletop, moving the iPad in closer didn’t distort the graphics at all, allowing tanks to be seen up close and personal, or viewed further away for an overview.

This same detail featured across the battlefield, from the trees, bushes and other foliage, to the crumbling buildings and damaged wrecks. There was no hindrance in movement, just like other tabletop AR experiences World of Tanks AR allowed complete free-roaming around each scene.

That was it mind. There was no interaction of any sorts in the build, allowing you to pick points on the map to view, or dropping inside a tank for a first-person point-of-view. It was simple a trial to see how far AR can be pushed, and certainly from this test AR could (at some point) offer a completely new way to view your favourite esport.

Of course don’t get your hopes up this will happen anytime soon. As with any R&D prototype it was unwieldy to use and completely not practical due to the PC umbilical cord. Yet it’s still nice to glimpse into that future and see what could be. Maybe in another five years mobile devices might have caught up enough so that Wargaming.net can offer viewers the option of being an AR spectator at the latest World of Tanks tournament.

Bringing Zone of the Enders to the Next Generation

With the release date for Zone Of The Enders: The 2nd Runner – M∀RS due next month, Konami are getting the hype train rolling out of the station. This will be the third time that Zone of the Enders has seen a re-release, but for the first time, fans will be able to enjoy it in virtual reality (VR).

Zone Of The Enders: The 2nd Runner – M∀RS has been available for Gamescom 2018 attendees to play, with both the standard and virtual reality (VR) versions available to try out. Nina Salomons of VRFocus was lucky enough to speak with Céline Combelles, European Brand Manager at Konami Digital Entertainment about the project and what players can expect when it is released.

The title is a remastered version of the original title which was released for the PlayStation 2 back in 2002, and subsequently re-released in HD for the PlayStation 3 in 2012. This iteration will have 4K video support for users of the PlayStation 4 Pro as well as VR support.

Asked about the market demand for this VR remaster, Combelles replied: “There is definitely a strong fan following for Zone of the Enders, some people are really passionate about this game, because it is quite special in its own way.”

Moving on the speaking about the gameplay players could expect, Combelles said: “There aren’t that many games that let you pilot a giant mech and most of the ones that do exist are a little slower-paced, a little more strategic. Zone of the Enders is a fast-paced action game, a pretty unique take on the genre.”

Asked about what differences players might notice between the PlayStation 2 version and the VR version, Combelles said: “The story itself and the characters and dialogue are all intact. We’re simply bringing it to the next generation. However, this is the first time that Zone of the Enders will be on PC, so that version has been built from scratch, painstakingly rebuilding everything in the PlayStation VR version and bringing it to PC.”

Speaking about the new re-master’s visuals, Combelles said: “When you buy any version of the game, whether that is PS4 or Pc you actually can play the game very differently. If you have a PS4 Pro for instance, you will be able to see you details and new special effects, new reflections and shadows. Once you plus in a VR headset, you can jump in and be in the cockpit of the robot in a first-person perspective, compared to the third-person you would have without VR. This gives you a new view on every single scene.”

Zone of the Enders uses an Xbox or Dual Shock controller instead of motion controllers, Combelles commented: “That boiled down to a choice to reflect game design. Zone of the Enders has a lot of weapons to control and a lot of fast-paced movements. In order to allow you to deploy weapons in the game and fly around as a giant robot. So we thought that to feel the power of your weapons, we felt that the gamepad was the right option.”

Zone of the Enders is due to launch on 6th September, 2018 for PlayStation VR, Oculus Rift and HTC Vive. Further news on this and other upcoming VR titles will e here on VRFocus.

More Details Emerge About NetEase Title Nostos

Of the virtual reality (VR) offerings being showcased at Gamescom 2018, one of the ones that drew the attention of the VRFocus team was the upcoming title from NetEase, Nostos. Set apart by its amazing artwork, a bit more is now known about this multiplayer VR title for players to potentially get excited about.

The title is described as an open-world multiplayer VR adventure, set in a post-apocalyptic world featuring environments inspired by classic Anime such as the works of Studio Ghibli.

Players will need to explore a vast, beautiful but desolate world where cities have been abandoned for decades, crumbling and forgotten. There are artefacts left behind in these lost cities, however and these ancient relics might be the key to ensuring the survival of those who still live in this world, who are facing new dangers as access to resources becomes limited.

There will be fierce enemies to fight, and dangerous locations with treacherous climates. Players will be able to wander across deserts, grasslands and mountains to find the secrets to ensuring the survival of those who are left.

A significant part of the danger faced by the survivors is the ‘Coralsea’ a dangerous area that is continuously expanding, threatening the engulf the land the people need in order to survive. Players will need to team up and form guilds to gather and safeguard resources.

In order to build this vast VR world, NetEase have utilised the SpatialOS simulation technology from Improbable, which will allow players to explore a seamless open world which will contain unexpected weather patterns, intense combat and new wonders to find or build.

NetEase say that the cloud-based SpatialOS platform will allow players to experience superior physical simulations and a unique VR world. Nostos is said to be coming in 2019, though there is currently no confirmation on what VR platforms the title will be compatible with.

For further news on Nostos and other upcoming VR titles, keep checking back with VRFocus.

Hands-on: ‘Population: ONE’ is Poised to Become VR’s First Great Battle Royale

BigBox VR, the developers behind VR multiplayer shooter Smashbox Arena (2017)are making their way into new territory soon with their upcoming battle royale shooter Population: ONE. The studio showed off at this year’s Gamescom what promises to be a full-featured shooter with some of the Fornite and PUBG trimmings that you’d hope for in this distinctly VR native game.

Starting at a high vantage point, you board a one-man escape pod destined for the map below where you loot, shoot, and duke it out with other players until there’s a single person standing. Of course, it wouldn’t be a battle royale game if there weren’t an ever-closing wall of death too, which gradually limits the size of the map.

Image courtesy Big Box VR

In the case of the demo, we were only given a small fraction of the game’s one square kilometer map to play in, and were only allowed to participate in two vs two team deathmatch—a necessity to keeping things quick in the demo area. The studio is however targeting a total player number of 24 players, which will be chunked into either 12v12 team deathmatch or 24-player free for all.

Thankfully, before launching out to the abandoned town below, I got a chance to run through the basics of the games movement scheme, something that promises to make Pop: ONE unique (and not simply “Fortnite in VR!!1!”).

Image courtesy Big Box VR

Firstly, you can’t jump. I would actually consider this a good thing, as jumping can be pretty uncomfortable in VR. Instead, you have the ability to climb anything by simply depressing the grip button on your system’s controller and grabbing onto any given vertical surface. High buildings beckon you to climb them, where hopefully you’ll find that sniper rifle you’re pining for.

You can fly. Well, not really, but you can gracefully glide down and shoot while doing it too. To activate the flight mode, you simply have to put your hands into a ‘T’ pose, and you glide at a fairly flat decline. There’s a super high building that I couldn’t get to, but my first objective is to climb that sucker and fly all the way down.

SEE ALSO
'Smashbox Arena' Studio Announces VR Battle Royale 'Population: ONE'

You can build. Unlike Fortnite though, there’s only one type of brick resource which can’t be mined or otherwise obtained without finding it directly in a loot pile. Once you’ve looted enough bricks though, a single button press brings up a highlighted blueprint of your wall/floor/ceiling’s position and you can deploy it. Besides the ability to build one very specific structure type (a flat square, that’s where the comparisons to Fortnite stop. As a VR native, I expect this to become less about frenetic construction wars (which are absolutely insane in Fortnite), and more about climbing and flying—two things that feel absolutely cool in Pop: ONE.

 

Despite this, the ability to both climb and build in practice act as nice counterpoints to each other. You can build wherever you want, and as high as you want, but it won’t stop the hordes from scaling your walls and ganking you in your improvised sniper’s nest.

The game also appears to have some pretty tight gun mechanics too. A manual reload function means you can’t just spray and pray, as you have to physically insert mags and charge the bolt. It isn’t fiddly either, as a mag floats just below the gun’s mag well, and is highlighted yellow until you ram it in. Your bolt is then highlighted yellow for visibility, and you charge the first round into the chamber. From what I’ve seen, there are no gun customizations though, only default weapons such as a 9mm UMP, P90, M4, sniper rifle with scope, and various pistols. Aiming and shooting is also a great experience, as it makes heavy use of iron sights, red dot reticles, and standard scopes.

Both the map and inventory are very basic at this point, both of which function as pop-up menus keyed to a button press. A quick tap on the inventory button lets you hot-swap between a your chosen gun and an empty hand, which is required for climbing.

Once you die, you’re then given a number of ways to spectate. Starting out as the size of Godzilla, you can either ‘grab’ the world to move around, move via stick, shrink or grow by doing a ‘pinch and zoom’ movement with both controllers, or go to human-size and clip through the world’s architecture as you watch the final bits play out.

Population: ONE is headed to Oculus Rift, HTC Vive, and Windows VR sometime in early 2019. Closed beta signups are now available.

For a look at a quick match and spectator mode, take a look at our gameplay video below:

The post Hands-on: ‘Population: ONE’ is Poised to Become VR’s First Great Battle Royale appeared first on Road to VR.

The Wizards erscheint Ende 2018 für PlayStation VR (PSVR)

Werbung für Virtual Reality Hygiene

Das zauberhafte The Wizards verlies im März 2018 die Early-Access-Phase und ist seitdem für Oculus Rift, HTC Vive und Windows-VR-Brillen auf Steam sowie im Oculus Store erhältlich. Freudige Nachrichten gibt es nun auch für Konsolenbesitzer/innen, denn das VR-Abenteuer von Entwicklerstudio Carbon Studio soll noch vor Ende des Jahres für PlayStation VR (PSVR) erscheinen. Auf der Gamescom 2018 führten die Entwickler/innen die PSVR-Version bereits vor.

The Wizards für PlayStation VR (PSVR) – Demo auf der Gamescom 2018 vorgeführt

In The Wizards erwartet die Spieler/innen ein VR-Abenteuer in der Welt von Meliora – eine mystische Fantasiewelt voller Fabelwesen und Magie. Der VR-Zaubertitel schafft nun den Sprung auf die Konsole und lässt bald auch Besitzer/innen einer PlayStation-VR-Brille zum Zauberstab greifen.

Die Spieler/innen übernehmen die Rolle eines Zauberers, welcher seine Feinde mit mächtigen Zaubersprüchen bezwingt. So stellt ihr euch Drachen und anderen gefährlichen Kreaturen und erledigt diese mit Feuerbällen, Blitzen und arkanen Geschossen.

The-Wizards-PlayStation-VR-PSVR

Das Gameplay setzt auf eine immersive Gesten-Mechanik, wodurch ihr eure Zaubersprüche durch spezielle Handbewegungen und Zeichnen von Mustern ausführt. In der kommenden PSVR-Version kommen entsprechend die Move-Controller der PlayStation VR (PSVR) zum Einsatz, um das Steuerungssystem umzusetzen.

Neben den Action-Elementen erwarten euch während des Spielverlaufs diverse Rätsel, die es zu lösen gilt. Ein erneutes Durchspielen der jeweiligen Level ist jederzeit möglich und dank sammelbaren Gameplay-Modifikatoren werden zudem die entsprechenden Belohnungen angepasst. Ein Leaderboard sorgt außerdem für einen Vergleich mit anderen Mitspieler/innen.

The-Wizards-PlayStation-VR-PSVR

Mit den Fate Cards könnt ihr eure Erfahrung sowie Belohnungen anpassen.

Zur Steuerung kommt Teleportation, freie Fortbewegung per Knopfdruck oder eine Mischung aus beidem zum Einsatz. Als Spielmodi stehen der Story- sowie Arena-Modus zur Verfügung.

Laut Demo-Testern auf der Gamescom 2018 soll die Konsolenadaption sich zwar nicht sonderlich von der PC-Version unterscheiden, dafür soll sie allerdings extrem intuitiv umgesetzt worden sein. Auch grafisch hat der PSVR-Port einiges zu bieten und fährt detaillierte Umgebungsdetails auf. Die Entwickler/innen selbst kündigen dagegen an, dass die Enhanced Edition einige brandneue Inhalte verspricht, die exklusiv für den PlayStation-Release entwickelt wurden.

In einer kommenden Ankündigung sollen diese Neuerungen sowie ein genauer Release-Termin veröffentlicht werden.

(Quellen: PlayStation Blog | Upload VR | Video: PlayStation Europe YouTube)

Der Beitrag The Wizards erscheint Ende 2018 für PlayStation VR (PSVR) zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!