11 Stormland Tips To Help Get You Started Fighting The Tempest

Ready to head to the clouds and take on The Tempest? Not without our handy Stormland tips, you’re not.

Insomniac’s latest VR game offers a sprawling mass of islands to shoot your way across. But there are several elements to Stormland that make it a bit more complex than your average first-person shooter. So settle into our Stormland tips guide before you head out into the wilds and make sure you’re prepared.

11 Stormland Tips To Get You Started

Be Agile

Stormland basically makes you a cross between Iron Man and Captain America; you can perform athletic miracles like throwing yourself up cliff faces at lighting speed, but also hover in the air and throw yourself across chasms. Treat combat as a fluid, agile experience; don’t get bogged down on the floor all the time. Use verticality to your advantage. One thing you should try instead of jumping with the standard button is to grab hold of the ground and use it to fling yourself upwards. It gives you great mobility.

Don’t Start A Run On Monday

Stormland is a live game; its world resets every week and you start your mission to take down Terminus from scratch. This happens on Tuesdays at 9:00 AM EDT/6:00 AM PDT/2:00 PM GMT. From that point, wherever you are in a run, you’ll need to start from the bottom all over again. It’s a good idea, not to start a run close to that time unless you intend to see it through in one sitting. You’ll keep your resources but you’ll have wasted a lot of time.

Get Into The Habit Of Dismantling Most Guns

Stormland doesn’t have a reload function. Once a gun is out of ammo, it’s useless to you if you’re out in the field. But don’t just drop it on the ground; that’s wasteful and you risk accidentally putting an empty gun in one of your holster slots. Instead, get into the rhythm of grabbing your empty gun from the top with your free hand and then pulling it apart. Doing this nets you some alloys you can later spend on new weapons, refills and upgrades. Not much, mind you, but it’s a greener way to discard of your unwanted weapons.

…But Keep Your Rare Finds For Later

Stormland tips

That said, you shouldn’t necessarily dispose of every gun as soon as it’s empty. You can refill its ammo, but only back at a workbench (and for a cost). This is a bit of a hassle and, nine times out of ten, it’s better to just get rid of it and find a new one. But if you find an especially helpful gun, maybe one that’s a level or two up from what you have available to purchase, it might be worth keeping hold of it and seeking out a bench.

Seek Out Checkpoints Before Getting Into A Fight

Chances are, if you’re about to get into a big fight, there’s a checkpoint nearby. They’re circular platforms attached to a small tower, often located near a workbench. It’s worth dotting around the island to find one if you’re about to get into a big fight, otherwise you risk respawning on the other side of the map if you die. Not that it takes you long to return to the same point, but it saves a bit of time.

Unlock Multiplayer As Soon As Possible

Oddly enough, the multiplayer unlock is actually a side quest in Stormland, though you’ll likely end up doing it very early on. The mission is called Lost Operator and it opens up after doing one of the first main missions in the story. You can find out more about how to unlock it in our guide here. Once you have it, you can enjoy all of Stormland with a friend and, frankly, it’s much better that way.

Unlock Upgrade Nodes As Soon As Possible

In Stormland, the upgrades you attach to your body are only temporary. But unlocking additional nodes to attach more upgrades is permanent. Unlocking nodes costs the same currency as usual upgrades — a mix of alloys and Aeon Buds — so it’s best to get the heavy spending on unlocks out of the way early so you never have to think about it again. If you follow any of our Stormland tips, make it this one!

Choose Your Upgrades VERY Carefully; You’ll Have Them For A Week

stormland how to play co-op

As you probably know by now, Stormland resets itself every week. The world is remixed, objectives are refreshed and new conditions are established. You’ll also have all your upgrades stripped back and you’ll need to purchase them again. Once they’re attached, though, you can’t take them off until the next cycle. So make sure to pick ones that are the most helpful, especially given the conditions of that week’s cycle. You don’t want to spend all your slots on features you won’t use.

Harvest Everything

Stormland’s resources system features two main currencies: alloys and Aeon Buds. Alloys can be used to buy weapons and upgrades, while buds are primarily reserved for character upgrades. Harvesting each, however, is ridiculously simple. Alloys come from metal deposits growing out of the ground, crates and dismantling weapons. Buds come from crushing fruit growing on trees and finding rare flowers. You can also get scores of both from grabbing the seed-like object at the top of the heavily guarded towers in each layer of the Stormland. But, basically, you are never far from either of these two things, and you should gather them as often as possible. Use your wrist-mounted gun to avoid wasting ammo when harvesting.

Get Four Weapon Slots As Soon As Possible But Hold Five Guns

You start off the game with just two weapon slots. Pretty soon on, you can unlock a permanent third over-the-shoulder slot at a workbench. But you can also purchase a fourth slot every week from an upgrade terminal. Given Stormland’s ammo situation, it’s far better to stockpile fully-loaded weapons than it is to scrounge leftovers from dead enemies. Having four weapon slots filled leaves you with the least chance of being caught in the middle of combat without any ammo. Better yet, take a fifth weapon in your hand; you’ll still be able to climb up structures but you might need to put it down to do some two-handed interactions.

Switch Between Dual-Wielding And Two-Handed Guns Appropriately

Perhaps my favorite feature in Stormland is that any gun can be held with either one or two hands. If you choose the latter option, your weapon morphs to accommodate your free hand. This makes them more accurate and, frankly, it feels cooler. But you need to choose the right times for both two-handed and dual-wielding combat. Two-handed is for long-range, cover-based shootouts. Dual-wielding is when you’re standing right in front of an enemy and want them dead ASAP. Just make sure you’re choosing the right setup for the right situation.

Stormland is available from today on the Oculus Store. Got any more Stormland tips? Let us know some in the comments below!

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Digital Statues as ‘Stormland’s’ Pre-order Bonus Portend a Curious Future of Virtual Merch

Stormland, the VR open-world adventure from Insomniac Games, is set to launch tomorrow. The studio isn’t only offering the chance to unlock virtual collectibles for display in your Oculus Home when you actually play the game (a function made available to Rift platform titles some time ago), but in a bid to coax pre-orders, Insomniac is also offering exclusive collectibles to anyone who plonks down the $40 now before it goes live, raising a few important questions: ‘Are VR digital pre-order collectibles a thing now?’ and ‘Why the hell should I care?’

Are VR Pre-order Collectibles a Thing Now?

Yes. Virtual pre-order collectibles exist now, ergo they are a thing; however it’s a bit more complicated than that. What purpose do they really serve? And how are they different from your bog standard virtual items? I’ll get to that, but first a bit of recent history for the sake of context:

In 2017, Oculus made Home customizable for all users as a part of its Rift Core 2.0 update, which represented a big shift for the Rift platform towards a more user-centric space. Before then, Oculus Home was basically a 3D splash page for the Oculus Store and game library, but as Home became something of an item-driven social space, it also made us all unwitting digital hoarders in simulacra, as we weren’t simply given a full set of stuff to arrange and play with, but were rather given an intentionally limited set of items that would then slowly expand over time.

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Users were, as they are now, treated to a magical gift box delivered to their Home space each week for simply returning to play a Rift game, the contents of which hold three random items; furniture, toys, and decorations aplenty.

Oculus Home circa 2016 | Image courtesy Oculus

At the time, Oculus was no doubt experimenting in how to best drive user engagement, which is one of the biggest factors that VR has yet to nail—hence the boxes and slow drip of Home items to try and coax players back into their headset. Look no further than any of the largely depopulated multiplayer-only VR games launched in 2019 and you’ll know first-hand why nailing engagement is so critical.

That said, it’s unclear whether Home’s infinite dole of boxes really does bring enough people back for their weekly dopamine drip in the form of a gift unboxing; I have a pile that stretches back four months.

Example of an Oculus Home space | Image courtesy Oculus

Eventually some unique collectibles were offered up though, such as an Oculus Rift DK1 owner statue indicating that you were an original Kickstarter backer (among other things), but it wasn’t until Oculus opened Home up to developers in October of last year that the ‘achievement’ model was fully realized. Achievements were no longer generic virtual plaques to hang on your virtual walls; studios had the option to create custom models and trophies representing achievements which you could proudly display—things with real workmanship that looked just like what you’d find in the game.

Side note: in addition to free virtual merch, users can import objects created in Oculus Medium, the platform’s art app, and can now also import .glb object files of any item you can create yourself, buy, or scrounge from the Internet, making Oculus Home more open in it customizabilty.

With the entrance of Asgard’s Wrath (2019) last month, the Rift-exclusive melee adventure game from Sanzaru Games, it seems pre-order collectibles are definitely a thing now, and depending on how well Stormland does, we may be seeing even more.

Image courtesy Sanzaru Games

Asgard’s Wrath offered up a special shield and sword for use in-game, while Stormland is serving up five character model statues for your Oculus Home; not anything to write home about, but interesting to see how Oculus, the publisher of both games, is treating its thoroughbred ‘AAA’ titles in lieu of a pre-order discount or some physical bonus items.

What is clear: Oculus is experimenting again to see how it can squeeze greater user engagement out of its likely now stable pool of PC VR headset users, and whether the cheap and cheerful digital rewards will tip the scales in pre-order numbers.

Who the Hell Cares? (for now)

I’ll admit it. I don’t pre-order games on principle, partly because I don’t think it makes any real sense as a consumer (are they going to run out of digital downloads?), and partly because I don’t care about what I see as contrived extras; the same goes for Special Editions.

When it comes to physical bonuses, I simply don’t have the need for more decorative junk in my life anymoreno more than I need used newspapers or mass-print paperbacks that would be better served as a few megabytes living on my Kindle. I don’t want any more plastic and ceramic jetsam clogging up the precious space in my apartment, which is already reserved for flailing around motion controllers.

Image courtesy Insomniac Games

Although I’m a proud Apex Legends no-skin, I really don’t mind digital collectibles as long as they add value to my experience. However outside of the multiple hours of virtual interior design to make my perfect Home back when they both Oculus Home and SteamVR Home initially launched, I just can’t say I’m that interested in either any more past the initial honeymoon phase. In fact, I’m not social at all through platform specific stuff, as I go directly to social apps like Bigscreen, VR Chat, or Rec Room.

So who, for now, ultimately cares about all this pre-order nonsense? Without a doubt it’s the platform holders and game studios that use pre-order numbers as some measure of success. They know everyone isn’t pre-ordering the game, in fact there may only be a small fraction of people who do, but it points to wider trends in adoption, and also gives them valuable data on how marketing strategies work on their target audience. Digital goods are also basically free in terms of developer man-hours, especially if they’re based on game assets, so it only makes sense to throw out a collectible or two for the fanatics among us. That’s the boilerplate behind it, although there’s something else beneath the surface.

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Something as trivial as a Home decoration pre-order bonuses actually represent a pretty surprising fusion of the physical and digital that you wouldn’t wholly see in non-VR games. Rare collectibles like avatar skins and trophies are a potent driver in flatscreen games, and there’s nothing stopping that from being true for VR too. There’s something even more personal about holding something in your (virtual) hands though, knowing that it’s rare, and putting it on display in a space that feels like its yours.

In the end, I cynically believe I’m not being manipulated correctly; I don’t care about Home now because it’s not the hub I want it to be. But as Facebook puts their Horizons app front and center, and we see yet more entanglement between Oculus and Facebook-brand social spaces, you can bet the company will be looking into more ways to turn the pre-order dial up to 11 as they hone in on how to craft a social environment that truly lets you flaunt your rare collectibles, skins, and yes, even hats.

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Every Insomniac VR Game Ever Reviewed

Insomniac Games is one of the gaming industry’s longest-running, most respected and all-round best developers.

From early hits like Spyro the Dragon and Ratchet and Clank leading all the way up to 2018’s blockbuster Spider-Man game, the studio’s bound to have made something you played and loved.

But did you know Insomniac made a bunch of great VR games too?

In fact, Insomniac was one of the first developers Oculus partnered with under its Studios banner. Since then the developer released a total of four Oculus Rift exclusives in the past three and a half years. That’s no small feat. Take a trip back in time now as we revisit every Insomniac VR game we’ve reviewed so far. The team’s now owned by Sony, but we hope to see more VR from them going forward.

Edge of Nowhere – 9/10 (Read Our Review)

Insomniac’s VR debut was a thrilling third-person action game that mixed elements of the Uncharted series, Dead Space and Lovecraftian horror. Played with a gamepad, you set out on an arctic expedition in search of lost friends. It’s not long before you descend into madness and fight for survival against horrifying monsters.

What we said: ‘Edge of Nowhere is an uncomfortably personal and unnerving horror experience unlike anything else I’ve seen inside of a VR headset. This is an Oculus Rift exclusive that is not to be missed.’

Feral Rites – 5/10 (Read Our Review)

While Edge of Nowhere marked a great start for Insomniac and VR, Feral Rites was a less than successful follow-up. It’s a third-person brawler in which you can transform into monsters and lay a massive beatdown. Sluggish pacing and boring gameplay made for a forgettable experience, though, and the game’s price infamously plummeted upon release.

What we said: ‘Feral Rites isn’t necessarily a bad game, but it’s also well below the usual standard of excellence one expects from Insomniac. Fans of brawlers may want to pick this one up to experience their favorite genre in VR, but everyone else should feel safe giving it a pass.’

The Unspoken – 9/10 (Read Our Review)

Getting back into fighting shape, The Unspoken is Insomniac’s first VR game to utilize the Oculus Touch controllers. It delivers on the spell-binding promise of multiplayer wizard battles, using gesture-based inputs to deliver spectacular showdowns. We loved its multiplayer features but, since then, Insomniac has gone back and added a deeper single-player component too.

What we said: ‘This is a title that could only ever work in a VR headset and it succeeds because of, rather than in spite of, the unique capabilities of its platform. The Unspoken represents everything that is fun about playing games in VR and has all the makings of an iconic title we will still be talking about for years to come.’

Stormland – :star: :star: :star: :star: 4/5 Stars (Read Our Review)

Insomniac’s first new VR game in years is easily its biggest and most ambitious to date (and the first to be reviewed on our new 5 Star scoring system). This is an evolving first-person shooter in which you surf the clouds between interconnected islands, gunning down enemies in either single-player or two-player co-op. It’s often breathtaking to play, but not without issue.

What we said: ‘Many of its dizzying strands of design are dreamlike in delivery, from the seamless UI and scaling cliff faces with Olympic proficiency to effortlessly surfing its bed of clouds or unloading a rattling barrage of bullets on enemies. Its stumbles are as obvious as they are numerous, but it picks itself back up again time after time. The seas of VR shooter development are still stormy, but Stormland sails them with aplomb.’

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Shuhei Yoshida: Hardware Will Improve VR But Platform ‘Has A Lot To Learn’

Shuhei Yoshida, President of Sony Worldwide Studios, talked about the challenges of VR and reflected on what developers have learnt over the last three years.

In an interview conducted at Tokyo Game Show 2019 by GameWatch, Yoshida had the following to say about VR hardware:

“I think that the hardware experience will improve the VR experience. VR has a lot to learn even at companies that have been making games for a long time. I realized that as soon as I started VR. I had to learn a lot because I couldn’t do it with normal TV games. But we had to have many guidelines for danger, but with the developer’s ingenuity, we were able to see how to do it. VR makes us think about what the human abilities are and [after] 3 years, such knowledge is growing.”

In the same interview, Yoshida also mentioned that Asian developers could potentially join Sony Worldwide Studios in the future, and collaborate with developers in the US and Europe to create games for the Asian market. It remains to be seen whether this includes PSVR titles, though the potential is definitely there.

Sony has already previously confirmed that their next console will support PSVR, and their Senior vice president of R&D, Dominic Mallinson, has outlined his hopes for the next generation of VR hardware.  However, Sony have also suggested that PSVR 2 won’t launch alongside the PS5. Despite all the swirling rumors, it remains hard to pin down any details on the next generation of PSVR.

What are your hopes for the next generation of PSVR? Let us know in the comments below.

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Interview: Details About Stormland’s Story, Inspiration, And Gameplay

Stormland is fast-approaching as one of the year’s hottest titles and we spoke to Insomniac Games about the VR adventure’s story, gameplay, and inspiration.

Back at E3 2019 a few months ago we conducted a series of interviews with various developers of upcoming VR games. Some of those interviews were posted quickly (such as for Sniper Elite VR and Beat Saber) and others…well, weren’t. In some cases we had other priorities to tend to first, or got busy with other things (we’re a small team!), or honestly just forgot and misplaced the files — but we’re aiming to rectify that with Oculus Connect 6 fast approaching next week!

We’ve had the chance to try out Stormland a few times in the past, including a brief tease of co-operative multiplayer, and whatever Insomniac and Oculus have in store for OC6 should be exciting. A firm release date is likely, as is another chance to try it out before release.

In the above interview we talked with Tim Salvitti, Senior Community Developer at Insomniac Games, about Stormland’s story, its inspiration, the expansive gameplay, and the ambitious scope. Its traversal mechanics encompass the gamut of possibilities we’ve seen in other games from flying, skimming across clouds, climbing, smooth movement, and more.

Are you planning on picking up Stormland when it releases later this year exclusively on Oculus Home for Rift? Let us know down in the comments below!

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Yet Another Stormland Trailer Reveals Co-Op Features

Lately it feels like there’s been a new trailer from Insomniac’s Stormland every other week.

Not that we’re complaining, of course. The Oculus Rift exclusive is one of our most anticipated titles on the horizon right now. And there is something genuinely new to talk about in the latest footage; specifically the co-op support.

Specifically, the footage covers the different gameplay options players can utilize. Stormland is essentially a first-person shooter (FPS), but you can use stealth or long-range weapons to avoid heavy confrontations. Or you can armor up and go in guns-blazing. But Stormland also supports two-player co-op, so you could mix and match these styles should you so choose.

Stormland Co-Op

Over on the Oculus Blog, Insomniac explained that co-op players will face more enemies to increase the challenge.

“Although players will need to share weapons and ammo, all other resources are automatically shared when playing co-op, so there’s no squabbling about who gets the stuff that contributes to progression,” Lead Designer Mike Daly said. “Everything else about the game is consistent between single-player and co-op. You get to keep your resource and story progress while playing co-op.”

The game continues to look incredibly polished. We’re just excited to stop talking about it and start playing it, though we still don’t know when we’ll be able to do that.

For now, we know the game is coming this holiday season. It’s looking very likely that this will be Insomniac’s last Oculus-exclusive. Last week we reported that Sony had purchased the developer. Outside of VR, Insomniac made Marvel’s Spider-Man and Ratchet and Clank for PS4, so it makes sense. Hopefully we’ll still see the team working on PSVR games, then.

For now, Stormland will be on display at PAX West this weekend. If you get a chance to play it, let us know what you think!

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Oculus’ Jason Rubin Not Worried By Sony/Insomniac Acquisition

Earlier this week one of Oculus’ biggest development partners, Insomniac Games, was acquired by Sony. It could be seen as a blow to the line-up of exclusive games for the Rift and Quest. Oculus, however, seems to disagree.

Taking to Twitter, Oculus VP of Special Gaming Initiatives, Jason Rubin, congratulated Insomniac on the deal. “And I wouldn’t worry about our Oculus Studios slate,” Rubin added. “We’ve got lots of big announcements coming…”

Insomniac is behind some of Rift’s best titles like Edge of Nowhere and The Unspoken. The team is also currently working on Stormland, a co-op adventure game we’ve been looking forward to for some time. The acquisition won’t change the game’s development, but Insomniac almost certainly won’t develop Rift exclusives anymore after its release. It’s the end of an era on that front.

Still, Rubin’s tease has us wondering what’s in the pipeline to replace Insomniac. We know that Oculus will reveal a new VR game from Apex Legends developer Respawn next month. There are also rumors that Oculus is working with Ubisoft on Splinter Cell VR and Assassin’s Creed VR games. Could there be yet more news on the way? We’ll probably find out at Oculus Connect 6 on September 25.

Rubin also recently said Oculus would even be interested in sharing its exclusive content with PSVR. If those hopes worked out, we could see new Insomniac VR games on Oculus platforms yet.

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Sony Acquires Insomniac Games

Insomniac Games — the developers behind Sony’s PS4 megahit Spider-Man — are going to become part of Sony Worldwide Studios.

Sony’s acquisition of Insomniac turns the PS4 and PSVR maker into the owner of upcoming PC VR game Stormland and a host of other VR and AR projects.

Insomniac also built the more experimental project Seedling for Magic Leap’s AR headsets, The Unspoken, Edge of Nowhere and Feral Rites for Rift as well as other games like Ratchet & Clank for PS4. They’ve been at the forefront of interaction and systems development in VR games and their titles reflect an exploration of these new input systems.

We’re curious what this means for the future of PC-powered games from Insomniac. Will the parent company focus Insomniac’s efforts instead exclusively on Sony hardware? A tweet from the official account for Stormland states “Stormland is still coming to the Rift platform Holiday 2019. That is not changing.”

We certainly hope the acquisition means a fully realized version of Spider-Man VR for whatever sequel to the game the company may be developing. We enjoyed web-slinging in the recent VR version of Spider-Man, from Sony and CreateVR, but we also trust Insomniac to know how to make web-slinging systems that feel totally natural in VR.

In July, here’s what Senior Editor Jamie Feltham wrote about a potential acquisition:

People have been saying Sony should acquire Insomniac since the Spyro days, but it’s never been truer than in 2019. Not only is Insomniac making bleeding edge VR games for Oculus like Stormland but it also launched the absolutely excellent Spider-Man PS4 exclusive last year. The fact that Insomniac is sitting on this much VR experience and hasn’t yet made a PSVR game is maddening. It probably won’t ever happen, but if there was one studio we’d choose for Sony to acquire, it’d be these guys.

Chances: Not likely at all

Jamie published that piece under the headline “6 VR Developers Sony Could Buy To Secure PSVR 2’s Future.”

One down, then, for securing PSVR 2’s future.

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Insomniac’s Stormland Gets Story-Driven Trailer For PAX East

stormland insomniac games new vr teaser

It was just last week we got a fresh look at Stormland, the new Oculus Rift S exclusive from Insomniac. But another new trailer arrives this week, just in time for PAX East.

This trailer has a much bigger focus on story. We see what the game’s titular setting looked like before an event called ‘The Tempest’. We also learn that players are in search of ‘the others’, which likely refers to other defunct robots around the world. In the world of Stormland you too embody a robot that appears to have been left offline for many years. Once reactivated, you explore what remains of the world, upgrading your abilities by finding pieces of other robots.

And, finally, we get some more action-packed gameplay clips. While last week’s hands-on mainly focused on exploration, this video reassures that Stormland offers plenty of first-person shooter (FPS) action. Visually the game is easily one of VR’s best-looking titles and our hands-on suggests it’ll be one of its deepest too. Gamers often call for VR to get full, long-form, AAA videogames and Stormland certainly looks like it could fit that bill.

And, yes, Stormland will be playable at PAX East this weekend. Oculus is set to have a pretty big presence at the show, showcasing much of the content it revealed at GDC. Attendees will also get a chance to try out Asgard’s Wrath and Journey of the Gods.

The game should be out later this year. It’ll support both Rift and Oculus’ shiny new PC VR headset, Rift S.

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