Hands-on: ‘Rick and Morty Simulator’ on HTC Vive

I recently got the chance to go hands-on with Rick and Morty Simulator: Virtual Rick-ality on the HTC Vive from Adult Swim and Owlchemy Labs. The first thing I noticed about the game is that seeing 2D characters in 3D is weird.

If you’ve ever played one of the Simpsons console games you’ll know exactly what I mean. But that weirdness took a back seat as soon as virtual Rick opened his mouth and I heard that iconic alcoholic voice. Without spoiling too much, the game is full of the same absurdist sci-fi humor that fans of the acclaimed Rick and Morty show know and love.

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The game starts off inside of Rick’s garage, complete with a large collection of props on the shelves and workbenches. Super-fans of the show will notice that some of the props are even in the exact same position as they are in the animated series. In order move around the garage, players can teleport between predefined regions outlined in a blue square on the floor. The real-world play space that I tried the demo in was fairly large, but developer Owlchemy Labs says that those blue boundaries will be adaptable to fit the size of the space you have at home.

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In the game, you take control of a Morty clone, ostensibly created for the sole purpose of doing chores for Rick. The first task Rick gives you is to wash his dirty laundry by placing it in the washing machine and turning it on. It’s a very simple task, but everything about it, from placing the dirty underwear in the machine to turning the knobs, felt like a activity in Job Simulator. The reason for the similarity is that Owlchemy built the game using version 2 of their VR interaction system and so they were able reuse a lot of the same technology that powered Job Simulator.

After you finish the laundry task, Rick says that your poor performance indicates that you are a defective clone and so he summarily executes you. You spend a brief moment in purgatory only to be immediately brought back and told by Rick not touch any of his stuff while he and not-clone Morty are away. This of course is a fantastic opportunity to spend some time playing our with all of the interesting props positioned throughout the garage.

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At the end of the demo, Rick comes back and instructs you to activate a blast shield so he can open a portal on it. I admit I hesitated before hopping through the portal when it first opened, but that’s a good thing. I was immersed enough in the Rick and Morty Universe to genuinely have a tiny bit of fear about what crazy danger I would find on the other side of the portal.

While it was a quick demo, I was pleased with the quality of what I saw, and I am looking forward to picking up the full experience when it is released. Rick and Morty Simulator is exactly what you would expect from placing the Rick and Morty universe in the hands of Owlchemy Labs.

I didn’t get a direct answer when I asked about the expected length of the final game, but Owlchemy Labs producer Andrew Eiche said that they were being “very conscious of how the gamer’s dollar is being spent.” The demo I tried was on an HTC Vive, but there is currently no word yet on the final platform list or release date (though Job Simulator is soon to launch on Oculus Touch and PSVR in addition to its current HTC Vive support).

Separate from this title, Rick and Morty co-creator Justin Roiland has launched his own VR game studio, Squanchtendo and just announced their first game, Accounting.

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Squanchtendo’s First VR Game ‘Accounting’ is Hilarious and Completely Free

What’s better than Justin Roiland making a VR game? Justin Roiland making a VR game and releasing it for free. That’s right, newly formed VR studio Squanchtendo’s first game, Accounting, will be completely free.

Road to VR got a brief sneak peak at Accounting while at this year’s PAX West in Seattle, and it is as hilarious as you would expect. Fair warning however, This article contains some minor spoilers from the first 15 minutes of the game, so skip it for now if that’s not for you. Also, despite what you may think about the field of number crunching, Accounting is not safe for work or children.

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See Also: ‘Rick and Morty’ Co-creator & Former Epic Games Exec. Producer Form New VR Studio, Squanchtendo

Accounting starts off in the messy, windowless office of an accounting firm named Smith & Smitherson. The accounting firm has brought you onboard in order to balance the books with the power of virtual reality. Your first task, shouted to you over the phone by your dubiously qualified coworkers, is to use your Windows 95 pointer hands to riffle through the mess and find a virtual reality headset.

After putting the virtual headset on, I was transported to an idyllic forest where a tree-dwelling cloud-person began shouting obscenities at me. It was surprising because not only was it the first time I can recall hearing an F-bomb dropped in a VR game, but it was directed at me with such visceral hatred. This angry little character (voice acted by Justin Roiland), and many others throughout the demo underscored how big of a role dialogue plays in Accounting. The voice acting is so engaging that it got to the point where I would deliberately stop moving the story forward just so I could listen to everything the characters had to say.

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I got the chance to got through two additional worlds during my time in Accounting. The first scene was a dungeon occupied by a horribly obese king. Eventually I found a knife and it quickly became clear that the only way to advance was to stab the king, pull another virtual headset out of his entrails, and put it on my face. Everything about it was delightfully absurd, and I wouldn’t expect any less from Squanchtendo and collaborator Crows Crows Crows.

Continuing on the theme of absurdity, the third room of them demo contained a xylophone made out of a human skeleton and two talking skulls. The skulls asked me to play them and to my surprise, their bones seemed to function as a fully capable xylophone. As I played their bones, their pleas to keep going became increasingly salacious. Just as the weirdness of the whole situation came to a crescendo, Justin tapped me out of the game and ended my brief tour of the varied and intricate world of Accounting.

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After the demo, I sat down with the dangerously competent trio of Roiland, Pugh, and Tanya Watson, the studio director and co-founder of Squanchtendo, to talk about what they had created. In the interview the team walk about what drove the creation of Accounting and reveals that Squanchtendo’s collaboration with Crows Crows Crows came about through a happy mix of tactical subterfuge and chance.

Squanchtendo is directing those interested in the game to visit the VR accounting web page here. At the time of this writing, the page simply has placeholder text, but Roiland says to watch this page, the Squanchtendo Twitter, and sign up for the Crows Crows Crows mailing list to be the first to know when the game will be released on Steam for the HTC Vive “very soon”.

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‘Cloudlands: VR Minigolf’ Level Editor Makes Building New Courses As Easy as Legos

Cloudlands: VR Minigolf’s new level editor makes creating and sharing new courses a snap.

Level editors in videogames can greatly expand available content thanks to community-made creations, but actually learning how to use them can involve a steep learning curve, often leaving only a small number of dedicated creators to the task of making new content. Thanks to the intuitive nature of VR motion controls, that’s all about to change.

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See Also: VR Minigolf is Here and Real Minigolf Should be Scared

Cloudlands: VR Minigolf has launched a level editor in their latest update, allowing users to pick, place, and snap together course segments with incredible ease. Even more advanced components, like the game’s frequent cannons (which shoot your ball to a predefined location) can be placed and aimed as easily as a toy. You can add scenery just as easily by dragging and dropping props into position.

The trailer above shows the level editor in action and some of the inventive courses players have already created.

Once your level is built, the game allows you to share courses with the community directly through Steam and there’s already more than 200 player-made courses. Players can rate and favorite courses, allowing the best to float to the top.

The latest update also upgrades the game to Unity 5.4, which developer Futuretown says increases performance on some systems. Later updates are planned to expand the level editor further with more pieces.

Cloudlands: VR Minigolf, which currently run $20, is well rated on Steam (80% positive) and I also found it quite enjoyable in my hands-on preview earlier this year.

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Star Wars ‘Mos Eisley’ Realised in Staggering Detail on UE4, VR Version Coming

An environmental artist with a passion for Star Wars has realised the iconic location of Star Wars’ Mos Eisley space port in jaw-dropping detail via Unreal Engine 4. What’s more, it’s coming to VR soon and you can download the demo now.

John Lewis is an Environmental Artist for Obsidian Entertainment, developers behind games such as Neverwinter Nights 2 and Fallout: New Vegas. On a whim and as a Star Wars fan, he decided it’d be cool if he could a virtual build the docking bay (No. 94 as any Star Wars fan should know) located in Mos Eisley, Tatooine, the “hive of scum and villainy” from the original (sorry, ‘fourth’) Star Wars instalment. That’s how it began.

However, Lewis’ his ambitions for the project soon expanded, and eventually he realised that he really wanted to wander beyond the docking bay into the rest of Mos Eisley and visit the other iconic movie set, the Cantina where Luke Skywalker, Obi-wan Kenobi meet the Falcon’s owners, Han Solo and Chewbacca, for the first time. He needed help, so he enlisted his co-workers from Obsidian, quite rightly all Star Wars super-fans too, to the point where up to 17 people have now contributed.

“In addition to myself, the other artists working with me on this project all currently work for Obsidian as well, from additional senior artists, to mid-range and junior artists as well, ” says Lewis, writing for 80.lv, “We even have someone on the QA team contributing some artwork as well. In total there are 17 people contributing to this project in varying capacities. This is a just-for-fun personal project that we are all contributing to for no reason other than we are all a bunch of super Star Wars fans and with all the Star Wars awesomeness going on these days, we all thought it would be a good time to jump in and produce a quality fan art project. In addition to just being a bunch of super Star Wars nerds, several of us have been wanting an excuse to learn Unreal 4 for some time now, so we figured that this was a perfect opportunity.”

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The resulting environments, rendered capably using Epic’s Unreal Engine 4, are some of the most detailed and realistic recreations I’ve ever seen. Indeed, Lewis admits that his ambitions were lofty on this front.  “… my goal was to build the most highly detailed real-time Falcon that anyone has ever seen, and I think I have pulled it off, except for maybe the Falcon model from the recent ILM X-Labs VR demo …”. Tie fighters, X-Wing fighters and an Imperial Shuttle are all to be found whilst wandering around the environments.

You can find download link mirrors in the description of the video over on YouTube. I’ve included them below for reference, but it’s likely that (being Google Drive links) these will hit limits soon enough.

Mirror#1 – https://drive.google.com/file/d/0B48A…
Mirror#2 – https://drive.google.com/file/d/0BzdD…
Mirror#3 – https://drive.google.com/file/d/0B9zH…
Mirror#4 – https://drive.google.com/folderview?i…
Mirror#5 – https://drive.google.com/open?id=0BwT…

The icing on the cake of course is that, being built in UE4, the demo should be relatively easy to add virtual reality support to, and indeed this is next on the horizon for the team. “We are also working on a VR version as well as several people in the group have been playing around with Occulus and Vive VR kits,” says Lewis, “and we thought it would be cool to have a version that runs in VR, so we are currently trying to get that finished as well.”

The team have made the demo available to the public to download now. Although be quick, this kind of super-high quality work will likely draw the eye of new Lucasfilm (and therefore Star Wars) owners Disney. In the mean time, checking out Lewis’ full blog on the project is highly recommended.

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Preview: Jon Favreau’s ‘Gnomes and Goblins’ Sparks the Imagination and Demands Your Curiosity

Gnomes & Goblins is a real-time interactive experience currently in development by VR production company Wevr and created by film director Jon Favreau, an industry professional known for his work on films such as the Iron Man franchise, Chef (2014) and The Jungle Book (2016). Releasing yesterday on Steam for the HTC Vive, I curiously popped my head into the fantasy realm and was immediately entranced by the solidity of the world set in front of me.

Spoiler Alert: This preview will likely ruin some of the magic of playing through the 5-minute experience for the first time. It’s highly suggested if you own a Vive, that you download it here and play it once through before reading.

Entering the main menu, you’re confronted with a lone sign post. There are no instructions, no helpful voices to tell you where to go or what to do, only a lit candle sitting atop a tree stump and a number of unlit candles appended to the various directions. It’s simple, clever things like this that spark something deeper inside you, that drive you to look, touch and experiment with the world of Gnomes & Goblins.

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Lighting the ‘Goblin’ signpost with my candle (‘Gnomes’ was unavailable in this build), I was instantly transported to an enchanted forest filled with tiny rope bridges and homes carved into the trunks of living trees, all cast in an autumnal hue like some sort of beautiful dream. Fireflies buzzed as I playfully opened window sills to peak into the little village’s various homes, and even stuck my giant head down into a hollowed out tree trunk to find an archetypal medieval pub with beer flagons and wooden barrels.

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Since locomotion is 1:1, meaning you have to actually walk around to move in the space, the experience is only so large, but the density of the village diorama and interactive items like acorns and apricots that you can pick from the trees had me exploring and playing around for a while before a certain rustling near my feet piqued my interest.

Wide-eyed little goblins peaked out of doors, ran on the tiny suspension bridges, and scurried around my feet. A curious little goblin inched closer to me as I beckoned him with an acorn in hand to lure him in. Snatching it from my grasp, he ran away behind the hollow stump, lurking back at me distrustfully and following me with his big, orb-like eyes.

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Deciding that I could be trusted not to smash up their village (they are less likely to approach if you make sudden movements), another goblin wandered out of a tunnel at the base of one of the tree homes, toting a brass bell—giant for him, but normal-sized for me—and placed it at my feet.

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See Also: Oculus’ ‘Henry’ Becomes the First VR Film to Win an Emmy

No words were exchanged between us, me and the goblin as he plopped down at the base of the tree, expectantly waiting for me to pick up the bell.

Grasping it, I started swinging it slowly like an old timey town crier as each ring of the bell awakened the a swath of different-colored fireflies around me. The more it rang, the more fireflies obscured my vision until the whole world was glowing in an ethereal light. My vision returned, I looked up to see that I was now the size of a goblin, standing in the center of the village.

With the bell still in hand, I rang it again to find that I could tour the village from the inside to see goblins drinking, sleeping, and staring at me with their large, expectant eyes.

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And that, sadly, was the end. It’s a world I desperately didn’t want to leave, although according to director Jon Favreau “[e]ven in this limited preview experience, I wanted it to be very rich. Where you felt like every time you went back into it you felt like you could find more.”

‘Gnomes & Goblins’ Preview on Steam (HTC Vive)

According to Wevr and production partner Reality One, there is much more in store for the goblin’s fantasy world.

“As we look ahead to building out the full scope of the experience, we are engaging Doug Church, a veteran game designer and interactive story pioneer, to flesh out the game systems and design the interactions and activities – increase player agency and the range of possibilities you will be able to experience in this expanded world. We are already down the path of designing the expanded Gnomes & Goblins universe.”

No release date has been established yet for Gnomes & Goblins, but we’ll be following it closely.

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Google’s ‘Tilt Brush’ Gets Sketchfab Support to Share VR Artwork Across the Web

The latest update to Tilt Brush brings welcome improvements, including support for showcasing creations on the popular online 3D model viewer Sketchfab.

Tilt Brush, Google’s virtual reality paint program for the HTC Vive got a major update recently to version 7.0, bringing a number of useful and novel features. Scaling, rotating, and translating sketches is now easily achieved by holding down the grip buttons on both controllers. This transformative feature is significant, particularly for those with limited space for room-scale VR, allowing the creation and viewing of huge sketches, no matter what your room bounds are.

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One of the more experimental features just added to Tilt Brush is 3D model import, allowing OBJ files to be added directly into sketches; there’s great potential here for creatives and this will no doubt open the door to 3D artists interested in integrating Tilt Brush into their workflow. A high-resolution snapshot mode is also now available, allowing up to 6x the default resolution (11880 x 6588 vs. 1980 x 1098), very useful for showcasing sketches at the highest quality.

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See Also: ‘Tilt Brush’ Brings the Rave to Your Living Room with New Music Visualizer Mode

Further out of left field is a new mini-game called ‘Tiltasaurus’. Where there’s sketching to be done, word games are inevitable; Pictionary-style games have evolved organically among Tilt Brush fans, so the developers have created a proper feature to support this. When you start a game of Tiltasaurus, you’re shown a word to create, and your friends can guess while watching the desktop spectator cam (you can even add your own words if you want).

Along with several small fixes and improvements, the team has made controller swapping easy. Switch your drawing and pallet hands by simply tapping the bottoms of the Vive’s motion controllers together at any time, which will switch between left and right-handedness.

Meanwhile, an update to Sketchfab means better, wider sharing across the web of awesome VR artwork made inside of Title Brush. Like this beauty:

Sketchfab, a 3D content sharing platform, has been likened to ‘the YouTube of 3D models’, due to its extensive support of all major 3D file formats, simple interface, and embeddable sharing. More recently, it has embraced virtual reality, adding support for viewing models in mobile and desktop VR headsets. The VR features have expanded to a full VR interface, with support for teleportation movement. As the models can be animated, there is potential for viewing more than just static objects in VR; indeed Sketchfab are already claiming to be the largest online destination for VR content in the world.

With Tilt Brush’s focus on simple creation of formerly complex 3D art, sharing it should be equally easy. Thankfully, Sketchfab is now truly ‘Tilt Brush Ready’. With the latest version of Tilt Brush, which brings improvements to the FBX file output process, it’s easier to upload creations to Sketchfab. And on Sketchfab’s end, Tilt Brush models are now automatically recognised, with key parameters set to ensure the work closely resembles how it looked in the original software when you view it on the web in 3D or VR modes. This is achieved with a new ‘Additive’ transparency, luminance texture detection, bloom and filmic tone-mapping post processing, and defaulting to the same black background used in Tilt Brush.

Sketchfab’s CEO Alban Denoyel said, “We love Tilt Brush at Sketchfab, it’s the kind of tool that has made making content in 3D and VR so intuitive. And the democratization of content creation with natural tools like Tilt Brush are the reason we started Sketchfab in the first place.”

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‘Galaxy Golf’ Review

Galaxy Golf by developer Liftoff Labs disguises a fun physics puzzler as a game of arcade golf in virtual reality.


Galaxy Golf Details:

Official Site
Developer:
 Liftoff Labs
Publisher: Big Fish Games
Available On: Steam (Vive, Rift)
Reviewed On: HTC Vive
Release Date: August 24th, 2016


Gameplay

The courses in this game are actually 3D planets. The player is able to manipulate the planets around them by pulling the trigger on the motion controllers and grabbing the surface, pulling themselves around in order to look and see the best possible route to the hole. You can adjust where you want the ball to go by simply grabbing it with the trigger and moving the controller up or down. A translucent blue line will indicate the trajectory of the ball.

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The player must utilize the planet’s gravity in order to get the ball as close to the hole as possible. So, rather than hitting forewords like in normal golf, the player must send the ball into orbit around the planet and avoid obstacles along the way.

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As the levels progress the holes get more and more difficult, slowly introducing water features, asteroids, lava and several other obstacles. When combined, these planetary features offer an interesting challenge for the player and add a nice variety to the gameplay. There were several tense moments where I was sure my ball was going to be intercepted by an asteroid, but then it just barely squeaked by.

There are two different courses with 9 holes each: Pleasant Hills and Frosty Brimstone. Each level has their own unique style offering different challenges.

Overall the gameplay is fun and challenging; it can be frustrating at times but when you finally figure out how to knock a stroke off your game it can be rewarding.

Immersion

When you first boot up Galaxy Golf you’re immediately surrounded by cartoonish miniature planets floating in 3D space. Melodic celestial music plays in the background as you float above the planet sized golf courses. After being inside the game for about 10 minutes I felt relaxed and absorbed as I tried to figure out the best way to the hole.

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Floating in space with the hypnotic soundtrack is a great way to unwind. For many players, myself included, this is what VR is all about. You come home from a long day at school or work and sometimes you just want to launch a giant golf ball into orbit around a planet that’s bursting with a massive volcano; it’s an escape to something totally different.

Comfort

Galaxy Golf was exceptionally comfortable my entire playthrough. The controls were intuitive and manipulating planets was as easy as gripping the planet’s surface and cruising around. Using the motion controls to aim where the ball would go felt natural and easy. Since this game was built for room scale, you can also simply walk around your play space and view the planets that way (walking around the planets is actually pretty entertaining). I expect that most players won’t experience any sort of motion sickness when playing this game.

Conclusion

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Overall Galaxy Golf is a well-polished experience. From the sleek user interface to the intuitive controls it’s easy to just pick up and play. However, many VR users are looking for a more substantial gaming experience. The game only manages to serve as a minor distraction for maybe half an hour at a time. It would have been nice to see maybe different ways of manipulating the ball or different kinds of shots that you can take other than just being able to control the height and power you put behind the ball. I found myself wishing it was longer; as I was finally hitting my stride I was sad to see that there were only two levels with nine holes each. Ultimately, Galaxy Golf has a lot of potential and a great concept; at $5 it’s definitely worth checking out.

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Jon Favreau’s ‘Gnomes & Goblins’ is Out for HTC Vive Now

Veteran Director of Iron Man, Chef and more recently The Jungle Book, Jon Favreau has created a brand new project entitled ‘Gnomes & Goblins’, a realtime VR experience set in a magical fantasy world. And it’s out right now.

In collaboration with Reality One and Wevr, Jon Favreau’s first exploration of VR as a narrative platform is Gnomes & Goblins, an interactive VR experience that takes you through a fantastical world where you get to meet, and get to know, well, some Goblins (and possibly some Gnomes).

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As promised a preview version of this new VR experience, which is appearing exclusively for the HTC Vive system on Steam, is out right now for free. You can grab it right here. And you can read more about the new experience here.

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This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying

This new VR experience is called Homebound. Created by a veteran 3D artist promises to put you inside a crippled spacecraft, bound for a crash landing on earth and it features some of the most compelling visuals I’ve seen in a VR title to date.

There’s no doubt there’s a sizeable portion of our readership out there for whom travelling beyond Earth’s atmosphere into the vast beyond would make the perfect VR experience. But what if that experience also put you aboard a virtual, crippled spacecraft, hurtling back through that atmosphere, bound for earth and a collision of unquestionable finality? Yep, still piles of interest then …

Enter Homebound, the creation of one Wiktor Öhman, a 9 year veteran 3D artist from the games industry and sole developer of Homebound, which Öhman describes as “a frantic VR Experience.” Built on Unreal Engine 4, Homebound is a VR experience which puts you through a series of catastrophic events beginning with you escaping a disintegrating mini-space station which is falling apart thanks to an unknown event. Your job, as you’re put through a series of increasingly hair-raising set pieces, is ‘just’ to survive.

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What strikes you about Homebound‘s visuals is the sumptuous detail, with some stunning lighting to boot and a general level of production design and polish which seems entirely beyond a one-man project. Öhman works for Swedish company Quixel, who claim to be a leading light in the field of computer graphics tools, supplying companies like Tesla, ILM and (appropriately) NASA.

We asked Öhman what inspired him to take on such a mammoth development. “I’ve always been a huge sci-fi fan and I’ve been following SpaceX’s endeavours closely,” he says, “The whole environment started out with me wanting to create a SpaceX-styled environment, similar to the prototype Dragon V2 capsule.”

On that decision to work with Epic’s Unreal Engine 4: “While creating the environment I kept envisioning all these cool scenarios that could take place there, so I started looking into how [UE4] Blueprints worked in order to try these ideas out. I’d never used Blueprints or scripted before, so it was all new to me. This all happened around the same time as Unreal Engine 4 got better VR support, so I thought I’d give VR game development a go as well. It felt like a very natural thing to do as the environment is very high res with a lot of cool material definition going on. There was a lot of firsts and a lot to learn, but I’m incredibly impressed with how easy UE4 is to learn”

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The experience was developed for both the HTC Vive with motion controllers and Oculus Rift with joypad, and the project was recently Greenlit by the Steam community to appear on the software portal when it launches on October 1st.

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‘XING: The Land Beyond’ is Coming to HTC Vive, New Trailer

White Lotus Interactive have announced that their made-for-VR adventure title XING: The Land beyond is now coming to the HTC Vive with full motion control support. Here’s a new trailer showing it off as well as some insights from the developers as to why and how they did it.

XING: The Land beyond is a made-for-VR adventure title from White Lotus Interactive which was one of the earliest VR titles born from a successful Kickstarter campaign back in March 2013. We’ve followed the title, created by the then 3 strong development team White Lotus Interactive, ever since. VR support (the game can be played with or without) was pledged for the Oculus Rift (then in DK1 form only) and even after all this time, it’s still one of the most anticipated indie VR titles.

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Fast forward 3 years, multiple Oculus Rift prototypes and 2 consumer VR headset launches, and the developers are still hard at work refining their labour of love, a VR adventure puzzler in a similar vein as the PC classic Myst (a title which received a spiritual successor recently), but in this case set in the after life. Other inspirations cited by the developer include The Legend of Zelda and Portal – all worth muses indeed. You can see some of those influences at work in the new Vive reveal trailer below,

Up until now, the development of XING has focused on Oculus Rift support, but today the team have revealed that they’ve been working on reworking the title for the HTC Vive and SteamVR motion controllers. No mean feat, as their latest blog update states: “Bringing XING to Vive has been challenging, but also insanely fun. Supporting both VR and non-VR styles of playing has offered an interesting design dilemma.”

As to when we can finally expect to see the title up for sale, no specific word as yet, although the team do sound like they’re closing in on a launch soon, with time spent “working on marketing” an optimistic sign.

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