Preview: Altair Breaker – Sword Fighting GDC 2022 Style

The show floor of the Game Developers Conference (GDC) 2022 wasn’t exactly bursting with new virtual reality (VR) titles – as was the case in previous years – but there were one or two juicy videogames to be found. One of which was Thirdverse Inc.’s upcoming sword-fighting title Altair Breaker.

ALTAIR BREAKER

The Japanese studio has made a name for itself in the VR sword fighting genre thanks to its first project Swords of Gargantua. If you’ve played it then you’ll know the gameplay relies heavily on almost sim-like swordplay, where you have to be accurate with your attacks and quick on the defence. You can parry to gain an advantage over your enemy and even use a bit of magic to increase your damage.

While great for veterans or those simply willing to put the hours in, Sword of Gargantua can be brutal, so Thirdverse has decided to go down a more arcade-style route with Altair Breaker. This means greater accessibility, making those first less daunting because you don’t have to be as precise; having some fun in the process.

It’s easy to see the DNA in Altair Breaker though. The demo was built around arena-scale fights with a mixture of enemies a similar size to me as well as a giant mid-boss who wasn’t too much trouble to take down. The gameplay itself is light and fluid, with a single-handed sword available to slice and dice opponents.

GDC 2022 - Altair Breaker
GDC 2022 – Altair Breaker. Image credit: gmw3

Altair Breaker felt instantly accessible with each sword swing intuitive and accurate – which is always a good sign when demoing any videogame on a show floor. I was able to block and parry just as you’d expect but with the added help of a red indicator to tell me where the next enemy attack was coming from. Where the game starts to step away from its older sibling is with features like the distance slice, where you can unleash a bluish curved projectile at an opponent.

Stand and face an enemy for a few moments and a red crosshair will appear so you can focus all attacks on that singular foe. In the early stages of a battle when several opponents surround you it wasn’t as helpful due to it constantly relocking, becoming far handier in the latter stages of the fight. Plus, when I had a spare moment I could use my off-hand to run across the blade to empower it for a moment. Although this only worked about half the time!

Another notable addition was the ability to interact with the environment, more to the point, climbing it. Yes, that’s right, just like you can in videogames like Population: One, in Altair Breaker there’s the option to climb nearby walls or pillars for a better vantage point, jump off and then glide to a new point in the arena. This really has the ability to open up the strategy options, especially where some of the bigger bosses are concerned. Lastly, there’s a quick dash – helped by that lock on – so you can knock an opponent into the air and then dash in to deliver a final blow as they come crashing down. Always a satisfying end.

ALTAIR BREAKER

Oh, and Altair Breaker will offer co-op multiplayer so you can get four of you together. The demo only offered a look at playing solo, so gmw3 will have to get back to you on the multiplayer aspect. Even so, Altair Breaker was a blast, less hamstrung by accurate physics and pinpoint sword timing. That doesn’t mean to say veterans won’t find it challenging or varied, there seems to be enough to mix up your play style and the big dudes can certainly take a beating.

Altair Breaker is due out this summer for Meta Quest 2 and PC VR headsets, for further updates keep reading gmw3. And don’t forget to check out our other GDC 2022 coverage including our hands-on with the Skinetic Haptic Vest.

Hands-on With the Skinetic Haptic Vest

Just as the Game Developers Conference (GDC) got underway in San Francisco last week, French haptic specialist Actronika launched a Kickstarter crowdfunding campaign for its first consumer-focused device, a haptic vest called the Skinetic. Happily, the vest was at GDC 2022 and gmw3 got a taster of this early in production device; leaving the demonstration quite impressed.

Now, haptic vests are nothing new when it comes to virtual reality (VR) immersion, the most well-known being bHaptics’ range of devices. It’s a niche market yet one that could very well benefit from a couple of competitors and Skinetic could very well be the vest to do that; in the long run.

GDC 2022 - Skinetic
GDC 2022 – Skinetic. Image credit: gmw3

XS to XXL, it should fit  

Whenever I try on any peripheral designed for the body I’m always slightly hesitant because I’m a large guy. The last thing you want is for the product to either not fit around my frame or be unable to fasten, thus reducing the optimal haptic effect or making the whole endeavour null and void. Thankfully, that wasn’t the case. The Skinetic prototype fitted perfectly thanks to the easily adjustable side and shoulder straps.

It was very comfortable in fact, even with the protruding cable that ran down my back to the PC. This Actronika assures me is only for this prototype, with the final production version being fully wireless, having in-built WiFi5 tech.

Getting the vibe on

The Skinetic haptic vest has 20 actuators across the front and back panels, using Actronika’s patented voice-coil motors (VCM). What this provide was some excellent variance in feedback, from subtle environmental changes to full-on getting shot in the chest.

The first testing bench was a basic simulator environment where drones would fly out, circle around and shoot a number of different guns. Single-shot pistols hit with a satisfying thud, and I kept turning around to dynamically vary the placement between kidney shots to higher shoulder hits. Then in came the machinegun wielding drone, peppering me with projectiles that didn’t have the same force yet the actuators kept up nicely with the rapid-fire.

By far my favourite of the gun tests was the laser beam. You always see this in movies and videogames cutting through enemies, leaving a charred hole in its wake. Well, that’s essentially what the Skinetic was reproducing here. The haptics began building upon the front, gradually getting more intense whilst the back very slowly started to build in effect, as the virtual laser beam cut through me. Quite the unusual experience and the closest I’ll ever get to being run through with a lightsaber.

After that Actronika unleashed environmental effects that were far more full-body. Rain dabbled across my chest and down my back, whilst a sudden surge of fire seemed to activate all the actuators at once, almost in a nice massaging rhythm. The climax of this sequence was the nuclear blast where a wave of rumbling from front to back rippled across my torso. These larger explosions and effects are dramatic and in the right scene probably highly effective, yet for me, in this test, it was the more precise feedback that had the greatest impact.

Guns at the ready

This was all passive testing, simply stand there and take the impacts. Really what I wanted was some in-game action to demo the Skinetic on. And Actronicka provided in the form of a mode for Half-Life: Alyx. In a small sandbox area, I was treated to all the guns, being able to drop in enemies like the Combine soldiers, the odd headcrab or two and that annoying electric dog thing.

Low and behold, this experience was far more satisfying, taking a few rounds from the Combine gave a suitable short, sharp kick from the vest. It’s the only time I’ve ever encouraged the Combine to shoot at me, it gives the false sense that you’re wearing protective body armour.

A movie to move you

Actronika might be targeting gamers and VR players with the Skinetic – it was demoed with a Valve Index after all – yet the company doesn’t just see it being used in that regard. To complete the demonstration the team had married the vest up with a short scene from Avatar, with the idea that one day you could walk into a 4D cinema and put one of these on.

It was the scene where Jake, now controlling his new blue body encounters some of the local wildlife, first standing his ground against the giant rhino-like creature before that big, black, six-legged cat appears. As he runs through the jungle the vest provides that extra emphasis on each step, fall and scramble to safety. Having seen the movie several times, those additional haptics do provide extra depth to the spectacle.

Adding some skin to VR

I certainly wasn’t disappointed by the Skinetic haptic vest, as it delivered the kind of feedback I expect from this type of device. The actuators had enough power in them to really deliver a forceful response to input like gunfire, shooting games being one genre that truly benefits from haptics – you know if you get shot in the back for one thing.

However, this isn’t a final product and Actronika still has a long way to go to complete that Kickstarter. The other unknown is compatibility, having a technically awesome vest is one thing, having the software support from developers is another issue entirely. Some support is already there like the Half-Life: Alyx mod but much more is needed.

Skinetic is technically on point and it’s not due to be released until 2023, so gmw3 can’t wait to see how the vest is refined further.     

GDC Day 4: ARVORE, Hyper Dash, Emerge Wave 1 Haptics & More

The fourth and final day of GDC 2022 has come and gone. Don’t be too sad though — we’ve got lots of interesting interviews with VR developers straight from the show floor to cheer you up.

It was a great week at GDC last week, with lots of interesting news over the course of the four days at the show. Alex and Skeeva from Between Realities were checking it all out for us as UploadVR Correspondents, pulling some fantastic developers aside for interviews each day.

On day one, they spoke to Walkabout Mini Golf developers Mighty Coconut, Zenith developer Ramen VR and more.

Day two saw them speak to Polyarc about Moss: Book 2, along with Fast Travel Games on Cities VR and Virtuoso. Day three brought some hardware into the mix, including demos and talks with the developers of the upcoming Lynx R1 mixed reality headset. They also caught up Tilt Five and Owlchemy Labs, developers of Cosmonious High (releasing later this week).

For the fourth and final day, Alex and Skeeva first checked in with ARVORE, developer of last year’s Yuki and the Pixel Ripped series. When questioned about any new Pixel Ripped content or releases in the near future, Rodrigo Terra from ARVORE was tight lipped but did mention an upcoming collaboration with Holoride (who make VR experiences designed to take place inside moving cars) that might satisfy fans of the series.

Rodrigo also said that the studio is working on a few new projects, which could release this year or next, so keep an eye out.

Alex and Skeeva also spoke to the developers of Hyper Dash, who revealed a new free game mode will release for the title on April 1, called ‘Ball’. Triangle Factory CEO and Co-Found Timothy Vanherbergen insisted it wasn’t a joke, despite the release date, and described the mode as “Rocket League but with guns.”

Last but not least, there were some interesting discussions with the developers of the Emerge Wave 1 haptic device, which uses sound and vibrations to provide a new kind of haptic feedback, and the developer of Finger Guns, an FPS shooter using hand tracking technology coming to Quest this year.

What was your favorite news or reveal from this year’s GDC? Let us know in the comments below.

The Best of GDC 2022: Games, Gadgets & Web3

Finally, after several years of hosting virtual events due to the COVID pandemic, the Game Developers Conference (GDC) held its annual event in San Francisco, in person. And gmw3 was there to scout out all the latest and greatest virtual reality (VR), augmented reality (AR) and Web3 content and hardware being demonstrated for the first time.

GDC 2022 - Unity
GDC 2022 – Unity. Image credit: gmw3

While great to see one of the biggest events in the industry calendar back on, it was clearly noticeable that GDC 2022 wasn’t going to be able to match pre-pandemic levels just yet. The main South Hall was nowhere near full capacity and crowds had plenty of space to walk around, making for a far more relaxed event.

Even so, there was plenty to keep GDC attendees occupied during the course of the week-long event, with the first couple of days dedicated to developer talks covering all the latest topics; from core sessions like game engines, monetization and diversity to more VR centric talks on OpenXR or using live VR actors in projects.

But that was just the warm-up to the main event, the sprawling expo held inside San Francisco’s Moscone Centre. And it’s here (mostly) that gmw3 found new VR videogames to keep an eye out for, AR hardware that provided some exciting gameplay opportunities and a rise in Web3 companies showcasing their latest Blockchain titles.

GDC 2022 - Altair Breaker

VR, AR & Beyond

So let’s get straight into the fun stuff, what VR videogames were on show worth a mention? Firstly, Japanese developer Thirdverse Inc. was there showcasing its follow-up to Sword of Gargantua with Altair Breaker. This is another sword fighting experience from the team but with more of an emphasis on arcade-style battles rather than precision sword fighting simulations. That’s not to say features such as parrying with a shield for a tactical return attack aren’t there, just this time around you’ve got more moves to play with. Keep an eye out as gmw3 will be doing a deeper dive later in the week.

Next up is Bootstrap Island by Maru VR. This is a roguelite survival experience placing you on a desert island, back in an era of flintlock pistols and dodgy rum. The demo on the show floor provided some basic mechanics, gathering wood to start a fire, smashing open a locked chest to find a pistol inside then quickly learning how to load and use said weapon as night fell. Clearly an early demo, one aspect that was very clearly important to Maru VR was visual fidelity. Bootstrap Island was gorgeous, with golden sandy beaches, crabs scuttling around and the wreck of a ship off in the far distance setting the scene. Bootstrap Island will only be coming to PC VR by the looks of it.

For those that love a bit of VR horror, there was Do Not Open for PlayStation VR. Designed to be an old school survival horror, you play an infamous zoologist trapped within a warped version of his own house. For demonstration purposes Do Not Open ran on an Oculus Rift S but the final version won’t support PC VR. The demo section took place around the kitchen, challenging players to solve a knife puzzle within a set time limit, failing to do so saw a giant creature appear to end the session. Had a similar feel to Intruders: Hide and Seek, so definitely worth a watch.

GDC 2022 - Tilt Five
GDC 2022 – Tilt Five. Image credit: gmw3

There were several other VR titles but one of the show highlights came from the AR corner. Having announced a content partnership with Asmodee Digital at the beginning of the week, Tilt Five had its AR glasses on hand, providing one of the best hardware demos on the show floor. With the lightweight glasses on, Tilt Five presented three games to test, a third-person fantasy adventure where I held the slimline controller horizontal – just like the Wii remote – to hack through several enemies. Held in a vertical pointer fashion, a shooting gallery where you had to hit green blocks offered a fun distraction whilst the third title offered a platforming experience where I had to precisely build my own platforms.

All simple yet effective games, what really impressed me with Tilt Five was the clarity and depth of the visuals. Graphics on AR glasses can tend to be a bit washed out, but because the system requires looking at a specialised mat, that effect was greatly reduced. If you love the idea of AR, then Tilt Five could well provide a breakthrough gaming experience.

Sticking on the hardware side of things, French company Actronika was at GDC to give guests a taste of its haptic vest, the Skinetic. Currently running a Kickstarter campaign, Actronika demoed Skinetic with a range of software; from its own simulation environment that shot bullets at me, saw rain clouds shower me in water, and even dropped a nuke, the haptics work exceptionally well. A demo built inside a Half-Life: Alyx mod gave some on-the-fly haptic feedback and they’d even got the vest rigged up to the movie Avatar.

GDC 2022 - Skinetic
GDC 2022 – Skinetic. Image credit: gmw3

The highlight of the Skinetic demo, for me, was the laser, getting shot whilst simulating the effect that the beam was going right through me thanks to the front and back haptics. This kind of accessory isn’t easy to pull off but Actronika is going in the right direction.

The wonderful world of Web3

There was no doubt that Web3 and Blockchain gaming were going to be a part of GDC 2022. As mentioned, the previous GDC physical event was that long ago that this area of the videogame industry simply didn’t exist. Whatever your feelings towards blockchain gaming – a very divisive subject that even GDC’s own State of the Game Industry Survey shows most developers don’t have a love for – the sector is here and it’s here to stay by the growing number of booths.

Now, this is a best of GDC roundup and to be honest, none of the blockchain stands had a demo to play, unfortunately. Mainly because most were already available to download and start playing on your mobile or PC. Some like Seascape, for example, showcased their own titles as well as helped developers look towards this industry as a way to increase revenue.

And that was the overriding reason most were at GDC, education. Web3 gaming is so new that it can be a bewildering minefield that does offer genuine opportunity – not just scams.

Behind closed doors…

GDC isn’t purely about what’s on the show floor as any veteran will tell you, some of the most interesting demos and info lay behind closed doors. While gmw3 can’t talk about a couple of the things it was privy to during the event (at the moment), you’ve probably already heard about the one giant reveal that the press wasn’t allowed to see, the PlayStation VR2.

The below tweet from StrayBombay’s Chet Faliszek confirmed Sony Interactive Entertainment (SIE) and the headset was there, with select developers getting a chance to see the device – although there was no indication it was in its final form. To know that it was so close yet so far away…

And that’s it for this roundup. Keep an eye on gmw3 later in the week for several previews from GDC 2022.

Latest Manus VR Gloves Promise New Levels of Finger Tracking Accuracy

At GDC 2022 this week, VR glove creator Manus revealed its new Quantum Metagloves which the company says delivers significantly more accurate finger tracking than its prior solutions. Though priced for enterprise use, the company says it one day hopes to deliver the tech to consumers.

Manus has been building motion gloves for use in real-time VR and motion capture for years now, with prior offerings being based on IMU and flex-sensor tracking.

The company’s latest product, the Quantum Metagloves, moves to a new magnetic tracking approach which purportedly offers significantly more accurate finger tracking, especially when it comes to self-contact (ie: fingers touching other fingers or the palm of the hand).

Revealed at GDC 2022 for the first time, Manus showed off a demo of the Quantum Metagloves using a realistic real-time hand model that mirrored the wearer’s finger movements. Though the gloves are designed to work in conjunction with 6DOF tracking (via a SteamVR tracker or other motion tracking tech), the GDC demo didn’t employ 6DOF (which is why the visualization of the arm rotates in place). The latency reflected in this setup is also purportedly not representative of the actual tracking latency.

The Quantum Metagloves have a magnetic base positioned on the back of the palm while each finger has a module on the tip that is sensed within the magnetic field. Manus says this means the gloves can detect absolute finger length and width (once calibrated), which enables more accurate hand-tracking when combined with an underlying skeletal model of the hand that is scaled dynamically to the user.

Photo by Road to VR

In the video I asked the demonstrator to make a handful of different poses. Indeed, finger-to-finger and finger-to-palm contact looked impressive with no obvious clipping or stuttering. The company told me the demo wasn’t specially programmed to make clipping impossible and that the behavior was purely thanks to the positional data of the sensors which was described as “very clean” compared to alternative approaches to finger tracking.

Manus says the Quantum Metagloves are unique in this way, as other finger tracking technology tends to break down in these sorts of close-contact and self-contact scenarios, especially when both hands are near or touching each other. Even expensive optical tracking systems (with markers on the tips of each finger) can be foiled easily by self-occlusion or one hand occluding the other. Similarly, purely IMU-based finger tracking is prone to drift and requires regular recalibration.

But magnetic tracking is by no means perfect. In other magnetic tracking systems we’ve seen challenges with latency and electromagnetic interference.

Manus admitted that holding metallic or electronic items could throw off the tracking, but says it worked hard to ensure the gloves don’t interfere with each other; up to eight gloves can be active near each other without interference issues, the company says.

While self-contact looked generally quite good with the Quantum Metagloves, other poses didn’t fare quite as well—like a completely clenched first. The demonstrator suggested this would be improved easily with a more robust calibration process that included similar poses; whereas they say the calibration used for the demo at GDC was designed to be quick and easy for purposes of the show.

Photo by Road to VR

While the finger tracking did look great in many of the demos I saw, some of the other demo gloves on display showed much less accuracy. This was chalked up to “calibration,” though a big question for such systems is how much said calibration drifts over time and whether the periods between recalibration are practical for a given use-case.

In any case, use-cases will be deeply constrained by price; Manus says a pair of the Quantum Metagloves will cost $9,000, with pre-orders opening in April and shipments expected by the end of Q3. The company says it also plans to launch a haptic version of the Quantum Metagloves which will include per-finger haptics to enhance immersion in VR.

Manus maintains that it would like to bring its gloves to consumers one day, but says the number of custom parts and manufacturing makes it difficult to get the price down to a reasonable level.

The post Latest Manus VR Gloves Promise New Levels of Finger Tracking Accuracy appeared first on Road to VR.

GDC Day 3: Cosmonious High, Lynx Mixed Reality Headset & More

Another day, another round of GDC 2022 coverage. Today is day three and the Between Realities crew hit the show floor again to bring you more interviews with VR/AR developers.

If you missed the previous two days, it’s been pretty jam packed already. Day one saw Alex and Skeeva talk to the developers of Walkabout Mini Golf, Zenith VR and more, and day two brought us interviews with Polyarc (Moss Book 2) Fast Travel Games (Cities VR and Virtuoso) and others.

Alex and Skeeva kept up the incredible pace today, speaking first to Owlchemy Labs (Job Simulator, Vacation Simulator) about their new game Cosmonious High, which releases next week.

They also caught up with the teams behind Patchworld: Sound of the Metaverse, Altair Breaker and Snapdragon Spaces.

Last, but definitely not least, Alex and Skeeva gave the upcoming Lynx R1 mixed reality headset a try and spoke to Stan Larroque from Lynx about the hardware.

When asked how far along everything was, Larroque said that things were “pretty mature” on the software side and they were “in the process of manufacturing” the hardware at the moment. The headsets were meant to ship next month in April, but Lynx has been affected by the ongoing global supply chain issues, which will mean a short delay.

“We were supposed to deliver in April but we’re going to face some issues with the supply chain,” said Larroque. “I think you can expect the first headsets to come between June and July. It’s a matter of weeks, we have some weeks of delays here.”

Keep an eye out for our GDC wrap-up show tomorrow, where Skeeva and Alex from Between Realities will join Ian live in the UploadVR virtual studio to discuss their hands-on experiences over the last few days.

You can catch that live on our YouTube channel tomorrow at 4pm Pacific.

GDC Day 2: Moss 2 Updates, Cities VR Nears & More

The Beyond Realities team were up bright and early for the second day of GDC 2022, and we’ve got another first look at a new round of interviews straight from the show.

Yesterday Alex and Skeeva were talking to the developers of Zenith, Walkabout and more. Today, the pair caught up with Polyarc to talk about the imminent release of Moss Book 2, Fast Travel Games to discuss this spring’s launch of Cities VR and the recent arrival of Virtuoso.

Listen out for another few headlines, including hints about when we might see Moss 2 on other platforms, and possible launch windows for No More Rainbows and other indie VR titles.

Today sees the full GDC showfloor open and there will be plenty more people to talk to, so make sure to check back later this week for the latest interviews. If you missed yesterday’s coverage, check that out here.

GDC 2022 Day 1: Walkabout Mini Golf Content, Zenith Dungeons & More

Day 1 of GDC 2022 is done and dusted and we have interviews straight from the show floor, talking to developers about titles like Walkabout Mini Golf, Zenith VR and more.

This year, the team from Between Realities are our UploadVR Correspondents at GDC — Alex and Skeeva are on the show floor for us, talking to developers about the latest and greatest in VR titles.

Our Day 1 Wrap-Up video features talks with Mighty Coconut (Walkabout Mini Golf) creator Lucas Martell, CEO of Ramen VR (Zenith VR) Andy Tsen, CEO of MobX Games (Everslaught) Gihad Chbib, as well as Jonathan Ovadia and Albert Ovadia from AEXLAB (Vail VR).

A few spicy tidbits were dropped in the interviews. Most notably, Walkabout Mini Golf developers Mighty Coconut seem interested in going further with licensed content in the future, hinting that there might be more IP-themed content to come after the upcoming Labyrinth course.

Andy Tsen from Ramen VR also gave a bit of clarity on the schedule that Zenith players can expect for content releases. “We’re really excited about the next major content update. I can’t give you guys an exact launch date on that yet. What I can say is that we plan to push our major content updates roughly once a quarter, and minor updates monthly. So you should start to see some news coming out about that soon.”

He also spoke about the philosophy towards future dungeon designs, indicating the want the environment to be more of a focus compared to traditional MMO dungeons.

“We really want the dungeons that you guys encounter in the next major content update to really embody that same sense of open exploration that you felt when you’re seeing Zenith for the first time or gliding around. So more environmental puzzles, more parkour things, and we want it to feel different from what you might get in a traditional MMO.”

Keep an eye out for more GDC news over the following days.