Preview: Arca’s Path – Marble Madness Rolls into VR

Virtual reality (VR) has the potential to be so many things. Even when adding in a limiting factor such as fulfilling the remit of ‘videogame’, there’s still so much room to explore and design entirely new experiences not yet offered by the medium. It’s become tiring, then, when a new first-person shooter (FPS) comes into the fray purporting to offer something new to the genre and ends up with little more than cookie-cutter gameplay. Dream Reality Interactive (dRi), are refusing to follow this mould.

Arca's Path - Screenshot (E3 2018)

Having begun to push against the given boundaries of augmented reality (AR) and VR videogame design in 2017 with Orbu, a popular iOS title using ARKit, dRi are set to launch their first commercial VR project, Arca’s Path, one year later. Published by Rebellion of Battlezone fame, Arca’s Path has been specifically designed to be scalable to a full range of VR head-mounted displays (HMDs), and as such will be launched on PlayStation VR, Oculus Rift, HTC Vive, Samsung Gear VR and many more simultaneously.

Considering the varied inputs available for this multitude of HMDs, dRi has chosen to use a common denominator for the basis of the entire videogame: viewpoint. For the uninitiated, Arca’s Path is a marble-based puzzle videogame in which the player guides their marble – a young lady transformed by a magic face mask – simply by looking in a specific direction. Movement is determined via the location of the ball opposed to the world scale; looking at a space won’t move the ball to it, but rather in the direction that space is in relation to the ball. Looking further afield will move the ball faster, and staring directly at the ball will bring it to a standstill.

As would be expected, Arca’s Path starts off very gently. Allowing the player experiment with momentum and turning on gentle ramps and no-fail courses. By the time the player is faced with ramps, breakable blocks and steep descents controlling the ball’s movement with the central point of your view will have become second nature. Then it’s about challenging yourself to execute tight turns at speed, hit ramps perfectly for optimum lift and exploring the levels to find all the hidden gems.

Arca's Path - Screenshot (E3 2018)

The final version of Arca’s Path will ship with 25 levels, for which basic completion is expected to take around 2-4 hours. However, finding those gems is an added incentive which in turn will unlock new gameplay opportunities. The scale of Arca’s Path may seem slight, but that’s entirely intentional. The videogame has been designed to be challenging but in enjoyable bite-sized chunks. dRi is ready to accept that VR hasn’t yet matured to the point where a mass market audience would happily spend hours at a time wearing an HMD, and while Arca’s Path will most definitely be enjoyed by the core videogame demographic it’s clearly positioned as an experience that anyone can enjoy.

Preview: Anshar Online – A Visual Treat for Oculus Go

Ozwe Games first dipped its toes into virtual reality (VR) development way back in 2015, releasing space shooter Anshar Wars and Anshar Wars 2 in the same year for Samsung Gear VR, one of the best looking titles at the time. The studio is back in 2018 with its next sequel Anshar Online which it debuted during the Game Developers Conference (GDC) 2018. Due to support Oculus Rift, Gear VR and Oculus Go, VRFocus got some time with the standalone headset version and put it through its paces.

Anshar Online - GDC Screenshot

Anshar Online is a far more multiplayer focused experience than its forebears, offering an eight player multiplayer deathmatch mode, 5 player co-op and a 50 mission campaign. All of which can be played cross-platform no matter which head-mounted display (HMD) you happen to own.

Starting up the title on Oculus Go the first thing to strike are the visuals. As mentioned, the series has always been visually appealing but on Oculus Go the quality certainly jumps up a notch, with the dedicated LCD display offering a crisp, vivid image that’s not unpleasant to the eyes. This aids gameplay, with floating asteroids really popping out the screen and enemy fighters far easier to see.

The demo VRFocus tried didn’t actually include any of the online features, rather just a couple of the single player campaign missions. The first will be familiar to anyone who’s played the other Anshar Wars videogames, protect a large ship from incoming hostile fighters by taking them all out as quickly as possible. All in space and in a handy asteroid field.

Anshar Online - GDC Screenshot

Flight controls were still gaze based, so there’s lots of spinning around to do when dogfighting – thankfully Oculus provided swivel chairs – with the Oculus Go controller operating the weapon systems. The trigger fired the main gun, whilst the touchpad operated the lock-on missile. The trigger was fast and snappy, allowing for easy burst firing of the gun. The same couldn’t be said for the missile, with numerous chances to take down an enemy lost due to its refusal to fire when needed, requiring a sliding upward motion rather than a press.

The second location was ground-based, set inside a towering city. This level was much more of a challenge when it came to flying, as it was possible to weave through the skyscrapers when hunting or evading enemies. It must be said that gaze-based control schemes don’t quite lend themselves to this kind of tight gameplay, they’re fine in space, but in a city can prove to be somewhat vague and less than nimble.

Currently Anshar Online looks like it’s not going to break the series mould, merely refine it and up the ante with plenty on single-player missions and multiplayer options for that replay value. That’ll certainly be helped by the cross-platform support. As a showcase for Oculus Go Anshar Online certainly hits the mark, but it’ll need the support of Oculus Rift and Gear VR players to make half the title worthwhile.

Preview: Steel Alive – Sci-Fi Horror FPS Heads to Gear VR

The Samsung Gear VR has arguably had its day. While it remains one of the biggest selling virtual reality (VR) platforms currently available it has been outdone by both high-end head-mounted displays (HMDs) and the aggressive price point of Google’s Daydream View. That said, there are still content creators looking to innovate on the platform, and Sylphe Labs is one such videogame developer.

Steel Alive screenshotThough still early in development, Steel Alive is an impressive visual feast. Built on the Unity engine, it’s an arresting vision of a decaying industrial dungeon. May not sound too original, but in VR such an environment feels much more oppressive than on a traditional 2D monitor. And on the relatively low-powered Samsung Gear VR, a cleverly lit fully 3D environment is still impressive.

Played in first-person with the help of the Samsung Gear VR Controller released earlier this year, Steel Alive is a logic puzzle videogame with elements of combat. The opening section which VRFocus got hands-on with tasks the player with exploring the environment to find items which can unlock new areas, picking up components along the way to build their first weapon. Switch puzzles, hidden objects and keycards are the common survival horror conventions that Steel Alive relies on, but the most gruesome creature you’ll come across at this early stage in the videogame is actually your friend.

A spider-legged mutant monstrosity will offer hints as to where you should be exploring to progress, but for those not willing to spend hours searching every inch of a small confined space Steel Alive does also offer a signposting system that will point the player from puzzle-to-puzzle. It’s a system that could be seen as overly aggressive handholding on console formats, but here in VR is a welcoming identifier.

Steel Alive screenshotSadly, Sylphe Labs’ ambition currently outstretches the studio’s available funding, and so despite this early demo appearing in good form the future of Steel Alive remains uncertain at present. The team is working to gain more finance, as discussed in a recent interview with Sylphe Labs, and VRFocus will keep you updated with the studio’s progress.

Preview: Sociable Soccer – Football’s Coming Home to VR

The imminent arrival of Sociable Soccer on Steam Early Access has been met with an enthusiastic response. The spiritual successor to the hugely popular 16-bit era Sensible Soccer, Sociable Soccer is designed to deliver the football videogame that FIFA and Pro Evolution Soccer are shying away from; a sturdy experience born less of automated flash and more of player skill.

Sociable Soccer screenshotIn VRFocus’ most recent hands-on, this was clearly evident. Sociable Soccer harks back to the day when tutorial systems and face-mapping weren’t even a dream in the developer’s minds, and instead the core gameplay has to be rock solid. Sociable Soccer is a videogame that demands the player knows how to control the ball, how to tactically push forward and how to retreat when necessary.

The standard 2D monitor version of Sociable Soccer shown to VRFocus at Gamescom 2017, Cologne, appeared to be in good shape. Significant improvements in visual design and AI were immediately evident, but also advances in the tightness of the player control and selection were important revisions. A number of other statistical additions – numbers of teams, players and leagues in addition to many others – were also touted, but not available for evaluation in such a short demonstration.

However, the Samsung Gear VR version of Sociable Soccer hadn’t changed much since VRFocus last had the opportunity to get hands-on with the videogame. Tower Studios was honest with their desire to get the Steam Early Access edition of Sociable Soccer prepared prior to launch before returning to the virtual reality (VR) versions of the videogame, which is understandable, and promised that the studio would strive for parity between the 2D and VR editions of the videogame across all formats.

Sociable Soccer screenshotEven without the updates seen in the 2D versions, Sociable Soccer presents an appealing case for a traditional football videogame in VR. Taking the viewpoint of a cameraman on the sideline, the panning of the player’s camera is controlled by their own head and, as lead designer Jon Hare rightfully stated, the player’s eyeline will naturally follow the ball just as with watching a live football match in the stands.

Despite the disappointment of little progress being made with the VR edition of Sociable Soccer, the evidence of significant improvement in the 2D version has left VRFocus wanting more. Sociable Soccer is a return to basics for football videogames, and any fan of the genre in the 16-bit era will be calling for just that. Sociable Soccer is set to launch for VR formats – now including PlayStation VR – early next year, and VRFocus will bring you more details on the progress of the title as soon as they’re available.

Preview: SingSpace – No need to sing in the shower, just warble your heart out in VR

Karaoke is one of those past times that people either love or loath. It’s one of those great unifiers no matter who you are, young or old, where people gather round a karaoke machine at home, or head out to the local karaoke bar for a sing song. At Oculus Connect 3, Harmonix unveiled its take on the past time with SingSpace, a virtual reality (VR) offering for Samsung’s Gear VR that not only allows players to sing popular tunes, they can also sing with friends whilst adding some inherently social videogame mechanics.

Firstly you have to ask yourself, do you like singing – regardless if you can carry a tune – and do you like singing in public. If that’s a yes to both then read on, as SingSpace is all about letting your vocal chords do the work.

singspace_screenshot_02

When starting the videogame you’ll be taking into a colourful cartoon world where you can pick an avatar and then dress them in a range garish garments to suit your tastes. Then its onto the mode you wish to sing in. For the demo Harmonix ran at the Game Developers Conference (GDC) 2017 there were two choices available, either sing on your own or head into multiplayer. The latter was the obvious choice, as previously mentioned karaoke’s all about the social element, singing with friends – or in this case the developer – and the general banter that ensues depending on how well you sang.

For the demo only five songs were available, but this being Harmonix there’s going to be plenty available when SingSpace launches this year. For this particular multiplayer demo you take it interns, singing whatever song you like – it doesn’t need to be the same. To build social interaction into the title the studio gives the person not singing a range of emoji style images to choose from, they can then select these however they like as they listen to the other person sing. These range from stars, and pizza’s, to bags of money and loads more. At the end of the song all of the selected icons are then tallied up as a form of score, allowing the singer to see how well the other person thought they’d done. Or you could simply congratulate them – or heckle if you so wished – using the mic.

It’s a reasonably fun solution for keeping a group of friends entertained whilst awaiting their turn to sing. Whether its novelty value will keep players interested enough for any length of time is another matter.

singspace_screenshot_01

Unlike Harmonix’s more renowned VR title Rock Band VR, SingSpace doesn’t have the pedigree to rely on to attract users. It’ll be down to the selection of songs that will really gain it some attention so hopefully the studio has some killer tracks planned for release.

On the face of it SingSpace is a quirky videogame that has its own charm and appeal. It’s certainly basic, both in the design and the mechanics, there’s not a great deal you need for a karaoke title. It just begs the question, do you want to sing your heart out in VR?

Preview: Term1nal – Hacking gets a VR makeover

Force Field VR, the studio behind the recently launched Landfall on Oculus Rift, debuted its next project at the Game Developers Conference (GDC) 2017, a stealthy hacking adventure that’ll support Samsung Gear VR called Term1nal. Rather than the all out action of LandfallTerminal goes for a far more thoughtful approach, demonstrating even at this early stage a nuanced approach to virtual reality (VR).

Set in a future of high tech robots and dangerous corporations, you play a hacker who’s been hired to infiltrate STRIDE Industries, a security and robotics firm. But rather than staring at reams of code on a computer screen, you remotely take over an experimental robot that’ll run through STRIDE’s security, sneaking past sentry robots, avoiding lasers, unlocking doors and hacking computer terminals.

Term1nal - WarehouseTransporter03

Term1nal is played from a lofty third-person viewpoint, essentially as the hacker you see everything through the building’s CCTV cameras. The videogame utilises a Bluetooth controller to move your character through the maze of rooms, hallways and traps in your path. As you navigate between them the camera angle will change depending on the room, but it’ll always provide the optimal viewpoint, there was never a moment in the demo where anything felt blocked.

This was an early build of Term1nal, and as such only one level was available to play through. But this was still enough to get a feel for the mechanics and the types of challenges that needed to be overcome. The goal of the demo was to locate a key in one area and bring it back to another. If you’ve played Landfall you’ll instantly be at home with running your character around, with the controls feeling precise. There are moments where you have to quickly duck around robots, hiding in lockers to avoid their gaze which never posed an issue.

Stealth is of paramount importance, you robot isn’t equipped with any weapons, get spotted and you’re restarting the area until you get it right. Once the key is found it turns out to be a small robotic dog that’ll follow you around and obey your commands. The dog can then be used to distract robots and unlock previously impassable doors. Term1nal certainly tries in this short period of gameplay to offer a variety of puzzle elements to keep you thinking on your toes, although that’s easy to do. The real challenge will be to see if Force Field VR can come up with a significant selection of puzzles without too much repetition, a trait titles in this type of genre can fall foal of.

Term1nal - CorridorOffice01

From this initial play though Term1nal has all the right elements to be a fun, engaging puzzle experience for Gear VR. Its looks nice, the challenges were varied and plentiful, with just the right amount of difficulty to make you stop for a second and think without being frustrating. For those that like this element in their VR videogames, Force Field VR looks to be on the right track with its first project for the mobile headset.