GIVEAWAY: Win Copies Of Pistol Whip, Doctor Who VR, And More!

Happy Holidays, VR fans! Over the weekend Perp Games continued their VR Advent Calendar series of videos in which they’ve been partnering with VR media publications like UploadVR and other content creators to give away select VR games, like Pistol Whip!

For our partnership with Perp Games we’re happy to giveaway four extremely different titles (such as Pistol Whip and Ninja Legends) that are sure to scratch at least one of your gaming itches:


 

 

Doctor Who: The Edge of Time

Excerpt from Jamie Feltham’s Review:

“Who is at its best when there’s a hook; a gimmick so playful and innovative that anyone can get carried away in the madness that ensues. Instead of testing those waters, The Edge of Time settles for bringing the series’ most tried and true elements directly into headsets in hopes of winning over dedicated fans. It plays more like a rejected episode of the TV series rather than something that fully embraces its platform. The Who faithful be satisfied in that safety, I suspect, but I personally can’t help but wish this was a little more dangerous.”

GIVEAWAY: Win A Free Copy Of A Doctor Who: The Edge of Time On Steam!

 

Pistol Whip

Excerpt from Ian Hamilton’s Review:

“Pistol Whip’s multiple difficulties and modifiers like Deadeye and Dual-wield add depth to a game that’s more addictive and satisfying than Beat Saber. This is neither fully a shooter nor completely a rhythm game yet it ticks off both boxes and does so exceptionally quickly in a stylish package. The 10 launch songs, all in the same general musical style, are a bit limiting. Pistol Whip, though, is already the game that brings me back to my VR headset again and again, and I expect that to be the case for months to come. I’ll be in the group waiting for more official scenes to arrive, trying to finish a few more songs in Deadeye mode on hard, showing the game to others and hoping someone figures out how to add custom maps and songs.”

GIVEAWAY: Win A Free Copy Of Pistol Whip!

 

Ninja Legends

Excerpt from David Jagneaux’ Preview:

“Although I initially wrote off Ninja Legends as just another wave-based VR game recycling assets and gameplay mechanics, it’s actually really fun and well-made with an addictive slow-motion system and satisfying ways to slice enemies in half and lop off body parts…It’s got a very cartoon-style aesthetic which helps alleviate the subject matter and lets you focus on the fun of a good slash. What makes the system so fun is that it isn’t canned animations at all. If you slice through an enemy with enough force you can actually cleave the character model itself into bits.”

GIVEAWAY: Win A Free Copy Of Ninja Legends!

 

HellBlade: Senua’s Sacrifice Non-VR Version

NOTE: This is not the VR version of the game, Perp Games instead sent us codes for PS4 (NA and EU), Xbox One, and Switch. We do not have any PC VR codes to give out unfortunately, Perp Games only provided non-VR codes.

Excerpt from David Jagneaux’s Review of the VR version:

“In Hellblade you take on the role of Senua as she descends into the depths of Nordic Hell, otherwise known as Helheim, on a quest to save the soul of her lost lover. Throughout the adventure you’re besieged by twisted, demonic creatures that engage you in ferocious melee combat. The journey consists of battling back these deranged creatures, exploring dark, twisted worlds, and uncovering the meaning behind cryptic symbols and puzzles….a remarkable achievement in visual and sound design…”

GIVEAWAY: Win A Free NON-VR Copy of HellBlade!


Thanks for entering and good luck! Which of these games do you hope to win most: Pistol Whip, Doctor Who VR, Ninja Legends, or the non-VR version of HellBlade?

The post GIVEAWAY: Win Copies Of Pistol Whip, Doctor Who VR, And More! appeared first on UploadVR.

13 Third-Person Games That Should Get VR Ports Like Hellblade

13 Third-Person Games That Should Get VR Ports Like Hellblade

The VR adaptation of Hellblade: Senua’s Sacrifice is brilliant. Ninja Theory took one of the best, most atmospheric, and excellent games to release this entire console generation and managed to cram it all inside of PC VR headsets to give it a new lease on life. We’ve seen third-person VR games work before (Lucky’s Tale, Moss, and Edge of Nowhere all stand out) but never anything quite on this scale before.

After playing Hellblade VR, I’m convinced that there is a market for re-purposing third-person non-VR games for VR devices when done right. As a result, I’ve put together this short list of third-person non-VR games that I would absolutely love to re-experience through the lenses of a VR headset.

This list is far from exhaustive though — let me know your votes down in the comments below!

God of War (PS4)

As soon as the God of War reboot released, it was immediately lauded as one of the greatest games of all-time and perhaps the best of the PS4’s entire, massive library. Not only does it feature a gameplay style strikingly similar to Hellblade, but God of War was actually a PSVR tech demo once upon a time.

We can dream, right? Teases like this aren’t enough.

Middle-earth: Shadow of Mordor/War (PC, PS4)

This is probably the biggest longshot on this list, but it’s fun to think about. Middle-earth is one of the few fantasy properties out there that hasn’t really gotten the VR treatment yet and both Shadow of Mordor and Shadow of War are exciting third-person action games with massive, sprawling landscapes.

It’d be a real treat to play these inside of a VR headset.

The Witcher 3: Wild Hunt (PC, PS4)

We know that CD Projekt RED is hard at work on Cyberpunk 2077, but if they were going to bring one of their properties to VR, then The Witcher 3 would be the right way to do it. In fact, CD Projekt RED has shown interest in VR as recently as last year.

This would be an excellent rival to Skyrim VR for the VR RPG crown.

Ratchet & Clank (PS4)

If VR can work in platformers like Lucky’s Tale, Moss, and Astro Bot, and Insomniac already has three VR games under their belt with a fourth on the way, then I see no reason why Ratchet & Clank shouldn’t be a totally natural fit for the medium.

This feels like a no-brainer. Come on, already!

Batman Arkham Trilogy (PC, PS4)

Rocksteady claims to have moved on from Batman, but after playing the Batman Arkham VR experience I’m left with nothing but questions. Namely: how do you release a Batman VR game that doesn’t let me fight crime, explore the city, drive the batmobile, or do anything at all other than investigate crime scenes?

They dipped the tip of their toe into VR already, so it’s time they dive all the way in and give us a real Batman game in VR.

Tomb Raider Series (PC, PS4)

Yet another example of a developer experimenting with a tease of VR support by the way of Rise of the Tomb Raider and a movie tie-in app, but not fully committing to a full game. With Shadow of the Tomb Raider due out soon, this would be the perfect time.

Lara is an icon of the game industry and we should be able to experience her adventures from inside a VR headset for sure by now.

Assassin’s Creed Series (PC, PS4)

Ubisoft has positioned themselves as one of the top publishers of VR content in the market right now. Between Eagle Flight, Werewolves Within, and Star Trek: Bridge Crew, with Transference and Space Junkies coming soon, they’re got a great track record.

We saw a brief Assassin’s Creed location-based VR demo at E3, but it was barely a game. We want to really dive into a full adventure.

Red Dead Redemption Series (PS4)

As a big surprise last year, Rockstar delivered LA Noire: The VR Case Files and totally caught us off guard. It was a great implementation of the game’s mechanics that featured a huge chunk of content and the entire city to explore. Even if we don’t get a full Read Dead VR experience, something on that scale at least would be amazing.

I just want to be a cowboy.

Uncharted Series (PS4)

Naughty Dog is absolutely, without a doubt, one of the best game developers in the business right now. From Crash Bandicoot and Jak & Daxter to Uncharted and The Last of Us, virtually everything they touch turns to gold. I am desperate to see what a studio like that could do in the VR space.

Even if it’s just a straight port, it’d be amazing to see one of these adventures inside a VR HMD. In the meantime, we just have to wait to see what former Naughty Dog developer Amy Hennig is up to…

Resident Evil 2 Remake (PC, PS4)

Look, Capcom: I’m begging you. I know you said that Resident Evil 2’s Remake doesn’t have VR support in the plans, but please reconsider. Resident Evil 7 is, to this date, the scariest VR game I’ve played and one of the best VR games out there, period. I’d love to try RE2 as well, even if it’s in third person.

Do the right thing and bring Resident Evil 2 to VR!

Dark Souls Trilogy (PC, PS4)

From Software is currently working on a PSVR-exclusive interactive adventure game that takes the studio back to its pre-Dark Souls roots, but that doesn’t mean they can’t bring Dark Souls up to speed with VR support as well.

In fact, a Dark Souls 3 producer even teased that they want to bring the series to VR! It’s been almost two years since that day…where is it, From Software? Huh?

Spider-Man (PS4)

Once again: this feels like a no-brainer. Insomniac has a ton of VR experience already and Spider-Man is the perfect superhero to play as in VR. It works for Marvel Powers United VR and it could work for Insomniac as well.

I really, really want to swing around New York as Spider-Man.

The Division Series (PC, PS4)

Finally, most of the games on this list are slow-paced, atmospheric, methodical action games with a sprinkling of more intense affairs, but we’re missing a great big-budget shooter. That’s where The Division could fill a void.

As another Ubisoft title the studio has the framework and experience in place, so just show us the money already!


What do you think of our list? Do you have any other favorite third-person video games you’d love to try again inside a VR headset? Let us know down in the comments below!

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Hellblade: Senua’s Sacrifice VR Review – A Haunting Thrill Ride Through The Human Mind

Hellblade: Senua’s Sacrifice VR Review – A Haunting Thrill Ride Through The Human Mind

I remember the moment that I realized playing a game like Hellblade in VR would be unlike everything else I’ve  played before. During a tense fight with an enemy early on in the game I was very low on health. One of the voices in my head that’s constantly taunting, nagging, and whispering to Senua throughout her journey yelped “Behind you!” and I physically spun my head around to see another enemy lunging  with a sword, so I pressed the block button and parried the blow perfectly. Had it not been for that ability to turn and look — and my instinct to follow directions from the voice in my head — I likely would have died.

Small moments like that are great examples of how VR can be used to enhance an otherwise non-VR game. Not every game needs VR support, but most games would be more immersive and engrossing if it was done well. Hellblade: Senua’s Sacrifice outside of VR was already one of the best games this entire generation with ominous psychological overtones and a highly atmospheric setting, so adapting that world to VR only enhances what already made it so great to begin with.

In Hellblade you take on the role of Senua as she descends into the depths of Nordic Hell, otherwise known as Helheim, on a quest to save the soul of her lost lover. Throughout the adventure you’re besieged by twisted, demonic creatures that engage you in ferocious melee combat. The journey consists of battling back these deranged creatures, exploring dark, twisted worlds, and uncovering the meaning behind cryptic symbols and puzzles.

What underscores everything though is the bold and brilliant presentation. Visually it’s one of the most stunning games (VR or otherwise) that I’ve ever played and I’m honestly hard-pressed to think of a better looking experience inside of a VR headset. The sound design is second-to-none as voices race through Senua’s head and across each of your ears. One voice may whisper words of encouragement while another sneers insults and discredits your actions. Flickers of images and brief hallucinations appear on-screen and you’re constantly questioning everything that you do and see for the entire 6-8 hour journey.

Combat in Hellblade is thrilling and intense. It’s nowhere near as deep as other third-person action games you may have played recently, but it doesn’t need to be. Senua can issue light and heavy attacks, dodge, block, and parry. Eventually you unlock some otherworldly abilities and time manipulation, which looks amazing in VR, but that’s the gist of it. You time your blocks to parry attacks, string together combos, and juggle multiple enemies that quickly try to surround and overwhelm you.

Being able to crane your neck around and marvel at the amazing environment is a huge reason why playing Hellblade in VR is so magical, but the change of perspective actually helps out combat as well. As explained at the start of this review, you can look around while fighting to avoid getting flanked by unseen enemies.

And while you can certainly play Hellblade outside of VR with headphones to experience the chilling audio and whispering voices, it’s not the same. When those voices giggle and prod my psyche mid-gameplay it really causes me to keep my head on a swivel, looking all around. It affects you on a much deeper level than just some creepy voices in your earbuds. They feel like they’re part of your mind.

In terms of VR-exclusive features, Hellblade actually has a few surprising bits. For starters, there are two experimental camera angles in the settings menu. The standard camera view follows Senua from behind just like in the non-VR game, but then there’s also a Tabletop-style camera that’s aimed down from the sky that makes Senua look like a miniature figure and a Giant-style camera that puts you at her ankles, looking up. It made me feel like I was a dog by her side.

Even when using the standard camera view the sense of scale is incredible. Instead of flicking an analog stick to look around I can actually crane my neck to gasp at enormous mountains, decrepit landscapes, or rotting piles of flesh in the depths of Hell. It’s just a shame more hadn’t been done to make it feel fresh or at least offer motion controller support in some way.

I never felt sick at all while playing Hellblade in VR, but I’ve also never felt sick when in VR at all. There are lots of options to pick from and tweak to make things as comfortable as possible, such as snap turning, camera snapping during combat, and even a nifty feature that lets you turn Senua while moving using just your head while exploring. It plays great with full smooth rotation on as well, which is how I preferred to play.

However, no matter which comfort options you pick all cutscenes that move the camera around a scene will zoom into a letterbox-style presentation. I couldn’t find an option to disable this. It was clearly done to maintain a sense of comfort, but it would have been nice to be able to remove that. It got annoying after a while.

Final Score: 9/10 – Amazing

Hellblade: Senua’s Sacrifice VR Edition is a remarkable achievement in visual and sound design. It’s a great example of how to port a non-VR third-person action game to the immersive realm of HMDs that not only stays true to the source material, but enhances the experience in meaningful ways. If you haven’t played Hellblade before, there is no better time than now and if you have, then this is an engrossing way to re-experience Senua’s journey from a new perspective.

Hellblade: Senua’s Sacrifice is currently available on Steam for $29.99. The VR edition, which this review is based on, releases on July 31st. All owners of the non-VR edition receive the VR version for free. Check out these official review guidelines to find out more about our process. 

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Hellblade VR Livestream: Venturing Deep Into The Human Mind

Hellblade VR Livestream: Venturing Deep Into The Human Mind

Tomorrow, Hellblade’s official VR support releases (for free to all current and future owners of the base game) on Steam for Rift and Vive. It requires a beefy PC to run and we’re checking it out live right here pre-release today on our livestream. Having played the non-VR game a year ago when it first released, I’m extremely excited to see this support revealed.

In Hellblade you take on the role of Senua on a harrowing Celtic journey into Viking Hell to fight for the soul of a lost lover. Through the adventure you battle demons of the physical, mental, and illusory variety as voices, hallucinations, and more see you stumble deep into madness. Hellblade was already one of the most immersive and atmospheric games ever made and VR really amps that up even more.

We’ll be livestreaming Hellblade VR on PC today using an Oculus Rift with a PS4 controller plugged into the PC starting very soon as of the time this is being published (which means we’ll start at approximately 12:00 PM PT) and aim to last for about an hour or so. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

Hellblade VR Livestream

Hellblade gets full VR support tomorrow and we're playing it a day early! This is a full VR version of Ninja Theory's award-winning psychological thriller action game.Read our full review at UploadVR.com soon!

Posted by UploadVR on Monday, July 30, 2018

You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

Let us know which games you want us to livestream next and what you want to see us do, specifically, in Hellblade VR or other VR games. Comment with feedback down below!

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First Look at ‘Hellblade: Senua’s Sacrifice’ VR Edition

Ninja Theory, the minds behind BAFTA award-winning action-adventure game Hellblade: Senua’s Sacrifice (2017), have brought the full, uncut title to Oculus Rift and HTC Vive headsets. We got an exclusive first look at the game’s new VR edition, which is coming free to all owners of the PC game when the update goes live on Steam July 31st. The short of it: it has a few flaws, but it’s a great game.

Update (July 31st, 2018): The VR edition of Hellblade: Senua’s Sacrifice is now available as a free update to the base game. Both Steam and GOG versions of the game are said to arrive with the VR edition.

The original article follows below:

Original Article (July 25th, 2018): If you’ve never played Hellblade: Senua’s Sacrifice, here’s a quick, spoiler-free primer. You can skip these two paragraphs if you’re already well-informed:

Played in the third-person, Senua is a warrior from the Orkney Islands, one of the many spots in the current day United Kingdom that was subject to Viking raids and later colonization throughout the eighth and ninth century. Battling against mythological creatures from both Scandinavian folklore and classic Norse mythology, you push Senua through difficult trials deep into Norse territory, all the while experiencing her pain and reliving her past. Senua suffers from psychosis, and according to the traditions of her people, she was sent to live in the forest alone to battle her own demons. Returning from the wilds, Senua, a fierce warrior, carries the skull of a loved one whose soul was taken hostage by the Norsemen, driving her to battle the gods in a fatalistic and shattered world of her own design.

One of Senua’s few happy memories, Image courtesy Ninja Theory

The game deftly addresses the very serious mental illness of psychosis—a descriptive term that can cover a host of maladies such as hearing voices, seeing hallucinations, and connecting dots that simply aren’t there, like assigning special meaning to everyday occurrences, or by creating elaborate fantasy worlds where the person is entirely immersed in solving cryptic puzzles that surround them in everyday life. This is the basis of the game; the world is constantly shifting, evil spirits confuse and battle you, and internal voices shout you down, casting doubt on your every move. For good reason, the game comes with a trigger warning—something doubly important for the VR version based on just how immersive it can be.

Now for VR

Ever since I started writing about virtual reality four years ago, I’ve found myself playing less and less traditional games, and replacing them almost entirely with VR titles. While I’m slightly ashamed to say I missed out on Hellblade’s PC release last year, my first opportunity to play it was in VR, and outside of a few minor niggles specific to the game’s VR implementation, I’m really glad my first experience with it was from within the immersive viewpoint of a VR headset.

Image courtesy Ninja Theory

I’ll start with some caveats, but I think you’ll find they’re easily outweighed by the game’s many (many) positives.

On a technical level, Hellblade at minimum requires an Intel i5 3570K or AMD FX-8350, 8 GB RAM, and either a NVIDIA GTX 1080 or AMD Radeon RX 580. Luckily, my testing rig meets those minimum specs, but I don’t suspect the majority of VR owners will. While I imagine lower-speced GPUs might be able to play on lower settings, as I was able to play on the highest possible settings without suffering reprojection with my GTX 1080, Ninja Theory was clear on the game’s minimum requirements for an acceptable experience.

Playing on ‘very high’ for all options—foliage, post-processing, shadows, textures, view distance, and view effects—I did notice at time that textures and some smaller game geometry take a noticeable bit to load in larger areas, which can sometimes detract from what would otherwise be a grand, detailed world. Knocking down to medium settings in some of those departments mitigated this somewhat, but overall the render distance on objects such as plants and rocks (read: far-field scenery loads consistently) appears to be a constant phenomenon, leading to some unsightly texture/geometry popping throughout the game.

Image captured by Road to VR

The game is in third-person, and there’s no chance of a first-person view coming. This is less of a hindrance than I thought it would be though, as the game can get pretty frightening at moments, what with all the binaurally-captured voices criticizing your every step (these can be turned down) and the ever winding path towards Senua’s declining mental state—it can be equally immersive and frightening, if not more so than many first-person VR games currently.

The last niggle: the only supported controllers are Oculus Touch, gamepads, and keyboard. Vive controllers were likely left out considering the nature of quick inputs needed during fighting sequences; a touchpad simply won’t do. Hopefully Vive users have a spare Xbox One gamepad lying around, because otherwise you’ll be using a standard WASD layout, which isn’t really a great way of playing. Touch controllers are supported, but predictably take the place of a gamepad, as there is no motion controller-specific support.

Caveats Be Damned to Helheim

While these main caveats could stop you from engaging with the game ‘perfectly’, the base experience is anything but disappointing. Hellblade’s engaging narrative quickly takes over, and Senua’s masterful motion capture is delightful to see in VR, as you come face-to-face with the warrior bedecked in blue war paint, who transmits some very realistic and intense emotions. Textures here are dumbed down somewhat for the VR version, but it’s plain to see that the in-your-face view of the character really begins to immerse you in her pain, fears, and struggles through the trials of the game. Check out the gameplay video at the bottom to see what I mean.

Traversing Hellblade, solving its many illusory puzzles, and engaging in combat sequences is a fairly fluid experience. Enemies at times spawn behind you, but the beauty of having a 360 view is in choosing where to look and when, so you can naturally keep an eye on baddies as they come. Combat relies on quick dodges, decisive sword slashes and kicks, and the use of ‘focus’, which activates a slow-mo mode that can both make shadow monsters vulnerable to attack and allow you more time to tear through multiple enemies. Boss battles are, for the lack of a better word, absolutely epic in VR. Should you ever find yourself facing too hard of an adversary though, you can always toggle between easy, medium, hard or ‘auto’ difficulty modes. But watch out; every time you die, an evil rot takes greater hold of your arm, which eventually will lead to your permanent death and a loss of all progress.

Image courtesy Ninja Theory

Puzzles are especially fun (and rightfully unsettling) in VR, as one of the main features of the game includes the ability for the world to morph around you; a staircase that wasn’t previously there snaps into view after you cross the threshold of a magic gate. The first time it happens, you really begin to question your own sanity, but soon the pieces come together and you start to understand how to use your own illusions to further progress (eg: go through a magic gate to reveal a hole in a wall, go through the hole and unlock the door from the inside). The VR implementation is a natural fit, and I would love to see it in more games.

Another core puzzle throughout Hellbade is lining up runes to open otherwise impenetrable doors—some of the “assigning meaning to things” of Senua’s psychosis—and this is handled really well in VR, as you use your gaze to search and align these runes using your perspective. At moments I would need to crane my neck to get the perfect view, as it’s usually a funny-shaped tree, a few well-placed beams of light, or a piece of a building that has to be lined up, but I tend to think this is based on my preferred game setting. I would routinely enable a higher vantage point in the settings so I could get a better view of the scenery without Senua blocking the way.

Image captured by Road to VR

The game also has some experimental VR modes too, which can let you view the world either in ‘tiny mode’, which changes your perspective to see the world as a miniature diorama, or ‘giant mode’, which shrinks you down by about by three quarters to make the world decidedly larger than life. I didn’t really faff about with either, as the 1:1 normal mode was exactly how I wanted to play in the first place. In normal mode, scaling on Senua felt slightly larger than reality, but not so far off that she was in any way freakishly large.

Intense Themes, Mostly Comfortable Gameplay

Because the game relies on snap-turning, it’s ultimately pretty comfortable—and that’s despite the game’s forewarning that it’s an ‘intense experience’. There are moments when you smoothly turn into a cinematic mode to face Senua, but these are both conducted slowly and are few and far between, so whatever discomfort you may feel from this artificial locomotion will likely fade in a few seconds. Smooth turning is only available in ‘focus’ mode, which lets you look around for runes and other artifacts.

Since this is originally a PC/console title, the game includes many cutscenes to tell the story, which are refreshingly well handled. Instead of carelessly tossing your POV to fit the narrative, which can cause extreme discomfort, the world zooms out to a black void where you’re given a viewing window to help keep you grounded as things shake up. Had this not been a third-person game, I would say the cutscenes would be an overall a detriment to VR immersion, but somehow the whole narrative of Senua battling herself and her illusions makes this okay. Psychosis can make a person see the world in a different way, and provide out-of-body experiences, so it’s really a fortuitous match-up that I really enjoyed being a part of.

After playing the entire game in VR, which lasted around 7+ hours, I was left sobered and sympathetic to Senua’s plight. She fights for love, but carries her hate with her, something you witness at length throughout the game. I couldn’t help but feel a real connection with her, even though I wasn’t really apart of the story as such. At times she’ll look you in the eye, following the position of your head as you get closer to her. She’s distrustful of you, as you’re sometimes construed as just another illusory companion on her fatalistic journey.

In the end, Ninja Theory may have served up something of a gamepad throwback, which really hasn’t been on the menu since all major PC VR systems now have purpose-built motion control support, but there’s an undeniable charm to the game that will definitely keep you playing. As a high quality offering, Hellblade: Senua’s Sacrifice does enough VR-specific refining to take it out the caste of ‘shoehorned VR ports’; it gives you just enough of the AAA game, which seems to have grasped VR well enough to make it worth your time if you aren’t scared away by the caveats mentioned above. More importantly, it serves as a lesson to other developers that good-looking traditional PC games can, and do work in VR.

Check out a full 14 minute gameplay session below to get a better idea of what Hellblade: Senua’s Sacrifice – VR Edition has to offer.

The post First Look at ‘Hellblade: Senua’s Sacrifice’ VR Edition appeared first on Road to VR.