‘Rec Room’ Update Adds Teams to Battle Royale Mode

Rec Room, the social virtual world filled with mini-games and activities, recently introduced a battle royale mode called ‘Rec Royale’. A new update now allows players to group up in squads of three for team-based strategic action.

‘Rec Royale’ in Rec Room tosses a big group of players out of a plane onto a large island where they fight with guns and grenades to see who will be the last one standing. When the mode was first introduced it was free for all, with only one player crowned the ultimate victor.

A new update today puts players in groups of three, recreating the popular ‘squads’ mode of other rattle royale games. According to the developers, the Rec Royale squads mode is replacing solo mode for the time being (to ensure a healthy player population), but they may later reintroduce solo mode.

Now that players can team up, a ‘knock down’ mechanic has been introduced, meaning that players don’t die right away but rather get knocked down and can be revived by teammates. It’ll take a few seconds to get one of your friends back on their feet though, so timing is key. Along with the knock down and revive mechanics, the patch also introduces ‘radio voice chat’, which means teammates can hear each other even when they are out of shouting distance.

In addition to squads, the patch includes improvements for custom rooms and a handful of other changes, see the full changelog here.

The post ‘Rec Room’ Update Adds Teams to Battle Royale Mode appeared first on Road to VR.

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.

14 Minutes of ‘Hellblade: Senua’s Sacrifice VR’ Gameplay

Ninja Theory’s BAFTA award-winning action-adventure game Hellblade: Senua’s Sacrifice (2017) is coming to Oculus Rift and HTC Vive soon. Here’s 14 minutes of gameplay, taken after the game’s initial intro.

Update (July 31st, 2018): Helblade: Senua’s Sacrifice VR Edition is now available as a free update via both Steam and GOG versions of the game.

The original article follows below.

Original Article (July 25th, 2018): The task at hand: battle the god’s of the Norse mythological realm Helheim, and overcome Celtic warrior Senua’s inner-struggles along the way.

Easily delivering more than seven hours of gameplay, Hellblade offers a new immersive look at the already rich world, which is teeming with demons and gods ripped from the few surviving texts detailing the Norse mythology. Like the PC/console game, it’s played in the third-person.

SEE ALSO
First Look at 'Hellblade: Senua's Sacrifice’ VR Edition

The game does have a few caveats, as you’ll notice in the gameplay video. Some textures pop, and geometry isn’t as solid as the PC version, although these are mostly minor complaints to what’s overall an impressive, and high quality VR implementation. You’ll also need a fairly beefy setup to run it though – at least an Intel i5 3570K or AMD FX-8350, 8 GB RAM, and either a NVIDIA GTX 1080 or AMD Radeon RX 580.

The VR edition is a free update to the Steam version of the PC game, and releases July 31st.

If you’re ready for an in-depth look at the upcoming VR edition, make sure to read our exclusive first look here, which covers everything from combat to comfort.

The post 14 Minutes of ‘Hellblade: Senua’s Sacrifice VR’ Gameplay appeared first on Road to VR.

‘Star Trek: Bridge Crew’ TNG Expansion Lands on Rift, Vive & Windows VR

Star Trek: Bridge Crew (2017) just got its first big content expansion for the PC VR versions of the game, now including the late ’80s, early ’90s-era U.S.S. Enterprise NCC-1701D—the very same captained by Jean-Luc Picard in the iconic TV series Star Trek: The Next Generation (1987-1994).

Update (July 24th, 2018): The PC version of Star Trek: Bridge Crew TNG Expansion is here. The paid DLC, which costs $15, is available through the Oculus Store (Rift) and Steam (Vive, Rift, Windows VR). The game is said to be cross-platform across all supported devices.

The original article detailing the PSVR launch of TNG DLC follows below:

Original Article (May 22nd, 2018): Created by Ubisoft’s Red Storm Entertainment, the TNG expansion is a $15 DLC which includes two new mission types—Patrol and Resistance, and of course the show’s beloved Bridge, walnut panels and all.

Image courtesy Ubisoft

Patrol mode is a bit like the base game’s ‘Ongoing Missions’, letting players roam the galaxy freely and engage in any mission types against the Romulans, while Resistance mode offers the meat of the update—a frenetic cat-and-mouse game against the Borg Cube which takes you on the hunt for three prototype ship modules which ultimately help you defeat the Borg.

A new role, Operations, is also a part of the expansion, which essentially works like a miniature version of FTL (2012) by letting you allocate crew members to 10 different stations: thruster control, main engineering, torpedoes, shield generator, transporter room, astrophysics lab, computer core, phaser control, scanners, and sickbay. These are red shirts, so expect some casualties.

SEE ALSO
Hands-on: IBM Watson Brings Voice Commands to 'Star Trek: Bridge Crew'

The TNG update will hit HTC ViveOculus Rift, and Windows “Mixed Reality” VR headsets on July 21st 24th. Star Trek: Bridge Crew can also be played on traditional monitors.

The game’s retro launch trailer is certainly a fine touch to what promises to be a nostalgia-induced head trip of Delta quadrant proportions.

The post ‘Star Trek: Bridge Crew’ TNG Expansion Lands on Rift, Vive & Windows VR appeared first on Road to VR.

‘Star Trek: Bridge Crew’ TNG Expansion Lands on Rift, Vive & Windows VR

Star Trek: Bridge Crew (2017) just got its first big content expansion for the PC VR versions of the game, now including the late ’80s, early ’90s-era U.S.S. Enterprise NCC-1701D—the very same captained by Jean-Luc Picard in the iconic TV series Star Trek: The Next Generation (1987-1994).

Update (July 24th, 2018): The PC version of Star Trek: Bridge Crew TNG Expansion is here. The paid DLC, which costs $15, is available through the Oculus Store (Rift) and Steam (Vive, Rift, Windows VR). The game is said to be cross-platform across all supported devices.

The original article detailing the PSVR launch of TNG DLC follows below:

Original Article (May 22nd, 2018): Created by Ubisoft’s Red Storm Entertainment, the TNG expansion is a $15 DLC which includes two new mission types—Patrol and Resistance, and of course the show’s beloved Bridge, walnut panels and all.

Image courtesy Ubisoft

Patrol mode is a bit like the base game’s ‘Ongoing Missions’, letting players roam the galaxy freely and engage in any mission types against the Romulans, while Resistance mode offers the meat of the update—a frenetic cat-and-mouse game against the Borg Cube which takes you on the hunt for three prototype ship modules which ultimately help you defeat the Borg.

A new role, Operations, is also a part of the expansion, which essentially works like a miniature version of FTL (2012) by letting you allocate crew members to 10 different stations: thruster control, main engineering, torpedoes, shield generator, transporter room, astrophysics lab, computer core, phaser control, scanners, and sickbay. These are red shirts, so expect some casualties.

SEE ALSO
Hands-on: IBM Watson Brings Voice Commands to 'Star Trek: Bridge Crew'

The TNG update will hit HTC ViveOculus Rift, and Windows “Mixed Reality” VR headsets on July 21st 24th. Star Trek: Bridge Crew can also be played on traditional monitors.

The game’s retro launch trailer is certainly a fine touch to what promises to be a nostalgia-induced head trip of Delta quadrant proportions.

The post ‘Star Trek: Bridge Crew’ TNG Expansion Lands on Rift, Vive & Windows VR appeared first on Road to VR.

This is What it Looks like to Be a VR DJ in ‘Electronauts’

Electronauts, the upcoming co-op music making game from Survios, is confirmed to be launching with support for mixed reality video through LIV, a tool for compositing yourself into VR for video streaming and capture.

Liv, a tool that helps streamers and content creators set up mixed reality video in VR games, is gaining ground with recent official support for Beat Saber, and now Electronauts, among others, which is due out later this year. Liv also supports many Unity-based VR titles without direct integration from developers. Below you can see the Electronauts Liv integration in action and see how players will be able to spin some sick beats in VR:

Electronauts is the next VR experience to come from Survios, the studio behind Raw Data (2017) and Sprint Vector (2018). The title is quite the departure from those previous projects, as it takes the shape of a much less ‘game’ focused experience and instead focuses on music making creativity. Learn more from our hands on with Electronauts earlier this year.

The post This is What it Looks like to Be a VR DJ in ‘Electronauts’ appeared first on Road to VR.

Review: ‘Racket: NX’ Brings Addictive Gameplay & Polished Visuals to VR Twist on Classic Block-breaking

Racket: NX (2018), the VR racket sports game, is now out of Early Access. Offering a surprising level of polish, fluid gameplay, and both an engaging single player and competitive multiplayer mode, Racket: NX has taken a fairly simple concept and fleshed it out to an ultimately fun (and addictive) conclusion.

Racket: NX Details:

Official Site

Developer: One Hamsa
Available On: Steam (HTC ViveOculus Rift, Windows VR), Oculus Store (Rift), Windows Store (Windows VR)
Reviewed On: Oculus RiftHTC Vive
Release Date: July 19th, 2018

Gameplay

Featuring breakable blocks like gaming classics Breakout or Arkanoid, Racket: NX pits you against a 360 degree domed wall filled with flashing yellow targets of various designs and placements. In a race against an ever dwindling energy meter, your job is simple: accurately break the blocks as fast as possible, collect energy pick-ups to refill your energy bar, and avoid the precariously placed energy-drainers which are littered throughout the multi-stage levels.

The game contains three principal modes: solo mode for classic single player gameplay, arcade mode for infinite survival with both classic and ‘zen’ mode, and multiplayer mode for one vs. one online battles.

Image courtesy One Hamsa

Single player mode features four increasingly hard difficulty level subsets: basic, advanced, hardcore and insane. To move up, you’ll have to complete at least four of the five bespoke levels in the preceding difficulty level. Each of these bespoke levels contains multiple stages, which take anywhere from three to ten minutes to pass in total.

Controls are very simple, as you only use one controller (left or right) with a single trigger pull acting as your only input, which retracts the ball to your racket wherever you’re facing. Besides the obvious benefit of getting your ball back quicker, this can be useful when your ball is flying dangerously close to energy drainers so you can pull it to safety mid-run. Smacking the ball harder will send your ball wall-sliding for those tasty combos, so a tactical ball retract is always useful.

Later in the game you run across things such as gravity wells that suck in your ball and spit it out somewhere else, and speed boosters that can either send your ball for a level-winning combo, or straight into a minefield of energy drainers. Floating power-ups such as scatter shots, extra points, and a temporary buff that changes all of the energy-drainers into positive energy pickups keep things moving at a fun, and always varied pace.

Image courtesy One Hamsa

While I had trouble at first with the racket (auto-aim is either non-existent or very subtle), after a few levels of brick-bashing and power-upping, I had a good enough grip on how to accurately smack the ball for a more or less consistent arc to my target. As I headed into ‘insane’ mode though, that’s where I really started to feel the rush of the clock ticking, the ball flying just one brick off its target, and that’s where I started to consistently lose a battle of what turned out to be a real test of ball-handing precision.

Abandoning my first real test of difficulty, I went off for my first multiplayer game to see how I stacked up after about an hour and half playing from the beginning tutorial through to the beginning of ‘insane’ mode. When I could find a match (more on that below), they usually turned out to be a thrilling competition that really combines everything you’ve learned in single player, but letting each player return the ball one at a time, which is color-coded when your serve is up.

Getting into a multiplayer game isn’t always easy due to unfortunately low player numbers. You can invite a friend to play, but the friend’s list isn’t as straight forward as I would have hoped. Contacting a friend through the Oculus app and starting an Oculus Party (voice chat) to coordinate—we were both on Rift and playing through the Oculus Store—we were unable to actually get into private match by sending the game’s match invite request. A tone would sound in the game when you were sent a request, but there wouldn’t be any obvious way to accept the invite afterwards. While this will no doubt be fixed in the future (it’s a crucial element, after all), at the time of launch getting into a private match seemed hopeless. We ended up both going for a competitive match at the same moment, and were fortuitously matched up. Now, back to the good.

With voice chat on as default, it was really cool to glance over for a chat, only see that the avatars are equally as futuristic (and befittingly weird) techno-lizards whose heads would articulate and pulse when they talk.

Image courtesy One Hamsa

Some niggles not withstanding, Racket: NX is a very solid experience gameplay-wise, which on its own is a pretty great thing to proclaim, but what really puts the cherry on the cake is the game’s impressive visuals. A bright and varied color palette helps you quickly distinguish target from trap, and combines a fun mix of translucent materials to give it that ultra slick, futuristic feeling.

The game’s music also helps set the scene, giving you a pulsing vibe that keeps you going until the energy meter’s tempo takes over for heart-pounding last-minute saves. You can replace it with your own music, but I never felt the need, as it fits to perfectly with the game.

Immersion

In a physical tennis game, learning where the edge of an actual racket is takes a bit of time when you start learning; a few key elements such as the weight of the racket, the vibration of hitting the ball, and how the racket cuts through the air all help us ‘feel’ where the ball hits, and know where it might land. In the physical world, this level of proprioception (knowing the position of your own body) helps the racket become a part of us, something that isn’t equally reflected in VR racket sports currently.

At times, it’s difficult to tell where the virtual racket is when it’s out of your field of view, and it’s not always clear at what angle the racket takes when you swing at the ball. When you do hit a ball, we miss out on that level of proprioception I talked about earlier, making it difficult to fully ground yourself in the virtual sport. That said, this can be overcome with practice though, as you get a better feel for the ball, and become more consistent in your racket hits. This isn’t so much a downfall of the game, but it’s a clear drawback of any racket sport in VR that uses stock motion controllers.

Outside of this, citing all of the game’s positives above, Racket: NX does everything it can to make you lose yourself in the task at hand.

Comfort

As a room-scale game that requires a 360 setup, Rift players may have a tougher time playing without a third sensor due to occlusion. Using a two-sensor, front-facing setup though didn’t create nearly as many issues as I thought I would have, as I only lost positional tracking for a moment and was still be able to return balls with the always-on rotational tracking of my single Touch controller.

Obviously three sensor setups and HTC Vive’s SteamVR base stations won’t have this problem, but it’s a valid warning nonetheless.

While you could play seated, provided you clear your space entirely, this is really a standing game that requires some physicality to play. I found myself switching between left and right hands to give my elbows a break too—but outside the obvious physical demands, the game is ultimately one of the most comfortable VR gameplay experiences you can have, thanks to the room-scale only nature of the game.

The post Review: ‘Racket: NX’ Brings Addictive Gameplay & Polished Visuals to VR Twist on Classic Block-breaking appeared first on Road to VR.

‘Megaton Rainfall’ is Getting Rift & Vive Support Next Month, PS Move Support for PSVR

Megaton Rainfall (2017), the superhero game from Pentadimensional Games that lets you become an indestructible, interdimensional superbeing, is finally getting a VR mode for PCVR users next month. To boot, PSVR users are getting a free patch that will include PS Move support.

Pentadimensional today announced the news via a tweet, saying that Megaton Rainfall will be landing on the Oculus Store (Rift), SteamVR (Vive, Rift), Nintendo Switch, and Xbox One with 4K support for Xbox One X in August.

SteamVR and Oculus Store versions will release August 9th. The PS Move patch doesn’t have a specific launch date at the time of this writing.

Megaton Rainfall first launched as a timed exclusive on PS4 and PSVR back in October 2017. Although it later launched on Steam only a short while later, the version was for traditional monitors only, and didn’t include VR support. Not only are owners of Oculus Rift and HTC Vive going to get a chance at the well-received superhero title, but according to Pentadimensional’s tweet, all VR platforms will be getting full motion control support too. At the time of last year’s PSVR launch, the only supported controller was DualShock 4.

The post ‘Megaton Rainfall’ is Getting Rift & Vive Support Next Month, PS Move Support for PSVR appeared first on Road to VR.

How to Install (and fix) ‘Beat Saber’ Custom Songs

If you’re a serious Beat Saber player, you probably installed the unofficial mod allowing for custom songs, and also probably realized that the v0.11.0 update this week made your custom songs disappear. If you didn’t already custom songs installed, you’ll definitely want to! This guide will show you how to install the unofficial Beat Saber custom songs mod and how to fix it after patch v0.11.0.

The developers of Beat Saber are working on an official custom song editor, but the game’s community quickly beat them to the punch with a unofficial mods which works surprisingly well, allowing you to browse and install new songs from directly inside the game.

The Beat Saber Mod Manager installs and updates the mods necessary to make this happen and it’s dead simple to install. Here’s how (an optional step below will fix the broken custom songs issue for those who had installed them prior to v0.11.0):

  1. Download the latest version of BeatSaberModInstaller.exe (1.9 at the time of writing).
  2. (Optional) If you installed custom songs prior to v0.11.0, open the Beat Saber directory and rename the ‘Plugins’ folder to ‘PluginsOLD’.
  3. With the game closed, launch the .exe, confirm that the game’s directory is correctly selected, then install the core mods (the ones checked by default, select extras if you wish). [the .exe may trigger a warning from Windows when you run it]

Note: As of 7/19/2018, the only mods that are working are the core mods from the installer. You can run the installer again later to check for updates which may fix the other mods.

That’s it. Now when you launch Beat Saber you’ll find a new button on the main menu which says ‘BeatSaver’, click this to browse and download new songs which will appear in the usual song list below the official songs.

Shout out to elliotttate on Reddit who provided the instructions, and the volunteer developers who have created these features and made it easy for the rest of us: xyonico, andruzzzhka, Umbranoxio, xyonico, taz030485, and other contributors and beat map makers!

The post How to Install (and fix) ‘Beat Saber’ Custom Songs appeared first on Road to VR.

New ‘Beat Saber’ Song ‘Angel Voices’ Now Unlocked by Default

Beat Saber update last week was mostly full of fixes and under the hood changes, but it also added a secret song that could be unlocked by solving a riddle offered by the developers. A newer update has unlocked the new track ‘Angel Voices’ for all players.

Update (July 23rd, 2018): The Beat Saber v0.11.1 patch has unlocked the new song by default. You no longer need to solve the riddle to unlock the track, instead you’ll find it in the default song list.

The hidden song is called ‘Angel Voices’ by artist Virtual Self. As far as Beat Saber’s official songs go, it’s a beast, clocking in at 6 minutes and 12 seconds at 166 BPM with 1,202 notes (on expert), which is about three or four times the length of most of the original songs.

SEE ALSO
How to Install (and fix) 'Beat Saber' Custom Songs

The original article, including the solution that previously unlocked the hidden track, continues below.

Original Article (July 20, 2018): Beat Saber got an update to v0.11.0 today, and while you’ll still have to wait until a future update brings the promised custom song editor, the developers have previewed a bit of what’s to come by hiding a new song in the game. The only clue they offered for those who want to unlock it is as follows:

Go to the place where your journey should have started.
Maybe something is meant to be otherwise than stated.

If you aren’t in the mood to go searching, you can watch the video below for the solution. Spoiler Alert: the video contains the answer to the riddle.

The v0.11.0 update to Beat Saber also brought a series of other welcomed changes; the official changelog is noted here:

  • Settings for how in-game menu can be triggered added (instantly or long press)
  • Volume settings added
  • Swap Colors settings added
  • Static Lights gameplay options added
  • No Obstacles gameplay options added
  • “Cut in any direction” tutorial voiceover and text added
  • Fixed simultaneous vibration of both Oculus Touch controllers (only with -vrmode oculus)
  • Fixed calculation of maximum possible score
  • Fixed bug where you can spawn too far from the platform
  • Legendary Hardcore Flying Car!

The studio also said the update brings “heavy refactoring of almost everything inside,” which ought to pave the way for the upcoming custom track editor.

SEE ALSO
Exclusive: 'Beat Saber' Creators Break Down Every Track – Soundtrack Now Available

PSA for any hardcore Beat Saber players out there who have installed custom music, be aware that this update will likely break your custom library, and you’ll need to install new versions of mods to get everything working again.

The post New ‘Beat Saber’ Song ‘Angel Voices’ Now Unlocked by Default appeared first on Road to VR.