Iron Man VR Set For New Reveals At San Diego Comic-Con

It’s July. You know what that means; Marvel Studios is probably going to announce its Phase 4 slate! That’s why you’re here, right? Oh, just me? Okay well there will be some Marvel VR news at this month’s San Diego Comic-Con, too.

Specifically, the recently-announced Iron Man VR will star in the Marvel Games Panel. The panel, hosted by our friend Greg Miller, will feature “unannounced special surprises and panel exclusives” for the game. Miller will be joined by Marvel Games VP Bill Rosemann and a bunch of developers. The panel takes place on July 18 at 1:30pm PT in Hall H and will also include Marvel Ultimate Alliance 3 and Square Enix’s Avengers game.

But that’s not all. The Marvel Booth will also offer hands-on time with Iron Man VR and there’s a signing session for the game on July 19 at 11:15am. There will be a live Let’s Play for the game straight after, too.

Iron Man VR is a PSVR exclusive being made by Camouflaj, the studio behind Republique. As the name suggests, the game will put you in the shoes and suit of Tony Stark himself, allowing you to armor up and take to the skies with the PlayStation Move controllers. We got an early look at the game following its announcement and came away pleasantly surprised. The flight controls work great and the developer is promising a full game with an in-depth story.

Look for the game to release later this year. Hopefully we might even get a release date at Comic Con.

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Iron Man VR Set For New Reveals At San Diego Comic-Con

Iron Man VR Set For New Reveals At San Diego Comic-Con

It’s July. You know what that means; Marvel Studios is probably going to announce its Phase 4 slate! That’s why you’re here, right? Oh, just me? Okay well there will be some Marvel VR news at this month’s San Diego Comic-Con, too.

Specifically, the recently-announced Iron Man VR will star in the Marvel Games Panel. The panel, hosted by our friend Greg Miller, will feature “unannounced special surprises and panel exclusives” for the game. Miller will be joined by Marvel Games VP Bill Rosemann and a bunch of developers. The panel takes place on July 18 at 1:30pm PT in Hall H and will also include Marvel Ultimate Alliance 3 and Square Enix’s Avengers game.

But that’s not all. The Marvel Booth will also offer hands-on time with Iron Man VR and there’s a signing session for the game on July 19 at 11:15am. There will be a live Let’s Play for the game straight after, too.

Iron Man VR is a PSVR exclusive being made by Camoflauj, the studio behind Republique. As the name suggests, the game will put you in the shoes and suit of Tony Stark himself, allowing you to armor up and take to the skies with the PlayStation Move controllers. We got an early look at the game following its announcement and came away pleasantly surprised. The flight controls work great and the developer is promising a full game with an in-depth story.

Look for the game to release later this year. Hopefully we might even get a release date at Comic-Con.

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How Iron Man VR landed on PlayStation VR

How Iron Man VR landed on PlayStation VR

For Ryan Payton, the moment of truth is drawing near. A few years ago, he convinced Jay Ong, the head of Marvel Games, to entrust him with Iron Man.

Payton’s studio, Camafloj, finally revealed what it was doing this week with Iron Man VR. They have been trying to perfect Iron Man’s flights of fancy in the three-dimensional spaces of virtual reality. I tried it out, and the experience is immersive. You point the PlayStation Move controllers, with your palms down and pressing buttons so that you can fire your thrusters and move upward in VR.

You can point a palm at an enemy and fire your Repulsor Beams. The motions are a lot like the fantasy of being Iron Man, and that’s the way Payton wants it. I talked to him at a recent Sony event about making the Iron Man of his dreams and bringing it to the world. The game debuts in 2019 on PlayStation VR.

Here’s an edited transcript of our interview.

Above: Ryan Payton is head of Camoflaj Studios in Seattle.

Image Credit: Dean Takahashi

GamesBeat: How did you get connected with Marvel?

Ryan Payton: I was a journalist way back in the day. One of the folks I used to work with was Bryan Intihar, one of my best friends. Eventually, he became creative director on Spider-Man. Around the time they announced at E3 2016, he introduced me to Jay Ong, the head of Marvel Games, in the Marriott lobby, where all biz dev happens at E3. From there it was a snowball effect. I knew I’d love to work with Marvel and it seemed like they wanted to work with us on a VR game.

One thing led to another, and next thing I knew we were working with Marvel on Iron Man VR. We eventually created a partnership with Sony, and they’ve been extremely supportive. They’ve always been about wanting to enable developers like Camouflaj to make not just an experimental game, but a full-fledged real game for PlayStation VR. That’s what we’ve been doing for the past two-and-a-half years.

GamesBeat: What had you done before that? Have you done anything else in VR?

Payton: Our first foray into VR was actually doing a VR port for our first game a company, which was called Republique. We did a game called Republique VR, which was a launch title for Oculus Go. We were working on that with a small team while the majority of the team — it’s a 50-plus person team up in Seattle — was working on Iron Man VR. If you include contract help at the moment, we’re well over 60 people on the game right now.

GamesBeat: What sort of story did you come up with? Is it related to the movies?

Payton: Iron Man VR is a completely original story, built from the ground up. We obviously take some inspiration from the comics of the films, but it’s an original story. That’s one of the things we first started off with, working with Bill Roseman, the creative director of Marvel Games. How can we create an authentic Iron Man story that leverages the strengths of VR? The immersiveness and the first-person nature.

When you played the game you saw that we really mapped what Iron Man is about as a character to the strengths of VR. You have your helmet, which is the HUD. You have the repulsors, which are the PlayStation Move controllers. You can fly and shoot with those. We wanted to do the full Iron Man fantasy, but not just in an arcade game or an action game exclusively. We wanted to pair that with my favorite aspect of Iron Man, which is the Tony Stark character. He’s a very complex character. Exploring that character in first-person was a core pillar of the title from the very beginning. Early on we were developing the flight mechanics while we were also developing the story with Marvel, to tell an authentic story that would really match the VR aesthetic.

GamesBeat: How did you wind up with the way you do flight? The first thought I had was that pulling the triggers to shoot something would be more intuitive than pushing the buttons, but you went the opposite way.

Payton: From day one, when we first created our prototype of Iron Man VR, we mapped the controls as best we could to the repulsors. The most natural thing to us was that the triggers would operate the repulsor jets. Even in the early gray box form, building it in Unity, we were able to fly around just like Iron Man would, and it was super fun. Within the first week we had a prototype that really spoke to the strengths of what Iron Man is.

We knew we were on to something when we first showed the game to Marvel. One of the Marvel Games employees was in the corner playing our prototype for 20 minutes, just flying really fast around that gray box environment. That’s when we knew there was something here. It was a perfect match of the Iron Man IP to VR. From there we started working on the shooting mechanics. As you saw, it’s really trying to leverage that fantasy of being Iron Man, where the shots come out of your palms. That’s where we mapped the Move button to those actions.

Above: Tony Stark’s home in Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: You don’t want to have one finger down when you’re trying to do that.

Payton: Typically not, yeah. Internally we talk about how our game, early on — I don’t know if you felt the same way, but it reminds us of the early days when we were playing the Tony Hawk demo on the PlayStation. The mechanics were totally different, and it was fun to learn. As people get more air time in the suit, they’re flying around with one trigger down, and then shooting with the Move button. They’re doing all these crazy tricks. It was fun to watch people as, over time, they’re getting used to flying around and shooting.

GamesBeat: I was still doing the opposite of what I thought I’d do sometimes.

Payton: It does require a bit of remapping, yeah.

GamesBeat: It almost felt like flying a flight sim, whether it’s inverted or not inverted. You’re not sure which way you’re going to go sometimes. Pushing down, you think you’re going to go that direction, but you’re going to go up because of the way the thrust works.

Payton: One of the big challenges of Iron Man VR is that there’s no playbook. There’s no blueprint for how to make a game like this. VR is still in its infancy. We’re also learning. We knew we didn’t want to create an experimental VR experience. We wanted to make a full game. Developing the flight mechanics has been a real challenge, but it’s been a lot of fun. Once players remap their brains to match the triggers in the bottom of their palms being where the propulsion comes from, then they’re doing all kinds of cool, crazy things. But it does require some time. We’ve been iterating on that initial tutorial for more than a year, learning about what’s most natural for players. We want to allow them to do full 360 movement in PlayStation VR, too.

Above: Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: I wondered how you did that, because the sensors don’t usually allow that.

Payton: We have some absolute wizards working at Camouflaj and our development partners at Dark Wind in New York. They weren’t intimidated by the challenge of having only the single PlayStation VR camera. We designed the game so players can move around 360, uninhibited, and not have to worry about where they’re looking and whether they’re facing the camera. There’s a bunch of tricks underneath the hood, a dozen or so unique things we’re doing that are predictive, that use the gyroscope in the Move controllers.

GamesBeat: You always know if somebody is pressing the buttons, and where that’s going.

Payton: We have a lot of black magic that we’re using to predict, very accurately, what the player’s trying to do. It’s completely invisible to the player, allowing them to have that full 360 movement in large spaces.

GamesBeat: You still want to be mindful of the cord, though.

Payton: Exactly. One of the things that came online pretty late in creating the demo was the chaperone. I don’t know if you saw that come up at all, but it’s that Iron Man-looking gold cage that comes up. We wanted to make it look like part of the HUD and have that full 360 3D dimensionality, a cool representation of what the chaperone would look like. Players do have to stay within a four by four space, but we tried to make it as cool as possible. It feels like you’re in the Iron Man universe, even if we’re really just telling you to please move a bit to the left or to the right.

Above: Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: You don’t want to have one finger down when you’re trying to do that.

Payton: Typically not, yeah. Internally we talk about how our game, early on — I don’t know if you felt the same way, but it reminds us of the early days when we were playing the Tony Hawk demo on the PlayStation. The mechanics were totally different, and it was fun to learn. As people get more air time in the suit, they’re flying around with one trigger down, and then shooting with the Move button. They’re doing all these crazy tricks. It was fun to watch people as, over time, they’re getting used to flying around and shooting.

GamesBeat: I was still doing the opposite of what I thought I’d do sometimes.

Payton: It does require a bit of remapping, yeah.

GamesBeat: It almost felt like flying a flight sim, whether it’s inverted or not inverted. You’re not sure which way you’re going to go sometimes. Pushing down, you think you’re going to go that direction, but you’re going to go up because of the way the thrust works.

Payton: One of the big challenges of Iron Man VR is that there’s no playbook. There’s no blueprint for how to make a game like this. VR is still in its infancy. We’re also learning. We knew we didn’t want to create an experimental VR experience. We wanted to make a full game. Developing the flight mechanics has been a real challenge, but it’s been a lot of fun. Once players remap their brains to match the triggers in the bottom of their palms being where the propulsion comes from, then they’re doing all kinds of cool, crazy things. But it does require some time. We’ve been iterating on that initial tutorial for more than a year, learning about what’s most natural for players. We want to allow them to do full 360 movement in PlayStation VR, too.

Above: Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: I wondered how you did that, because the sensors don’t usually allow that.

Payton: We have some absolute wizards working at Camouflaj and our development partners at Dark Wind in New York. They weren’t intimidated by the challenge of having only the single PlayStation VR camera. We designed the game so players can move around 360, uninhibited, and not have to worry about where they’re looking and whether they’re facing the camera. There’s a bunch of tricks underneath the hood, a dozen or so unique things we’re doing that are predictive, that use the gyroscope in the Move controllers.

GamesBeat: You always know if somebody is pressing the buttons, and where that’s going.

Payton: We have a lot of black magic that we’re using to predict, very accurately, what the player’s trying to do. It’s completely invisible to the player, allowing them to have that full 360 movement in large spaces.

GamesBeat: You still want to be mindful of the cord, though.

Payton: Exactly. One of the things that came online pretty late in creating the demo was the chaperone. I don’t know if you saw that come up at all, but it’s that Iron Man-looking gold cage that comes up. We wanted to make it look like part of the HUD and have that full 360 3D dimensionality, a cool representation of what the chaperone would look like. Players do have to stay within a four by four space, but we tried to make it as cool as possible. It feels like you’re in the Iron Man universe, even if we’re really just telling you to please move a bit to the left or to the right.

Above: Marvel’s Iron Man VR

Image Credit: Sony

Above: Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: It’s still pretty easy to get sick in VR, but I didn’t feel like that was affecting me at all when I was flying. It seems like a risky thing to try to do. Did you feel like you solved that, or does the PlayStation VR solve that?

Payton: I don’t want to take full credit for solving that, but, early on in development, the first question we would get after we told people what the vision of the game was, what we were attempting to do, was, “Is this going to make me sick?” You’re flying around at 250 miles per hour in VR. It sounds like a recipe for trouble. But very early on we made sure that comfort was the top priority. We also looked at hundreds of other VR games and tried to learn from them.

Again, my pitch to Marvel and Sony, originally, was that this would not be an experimental VR game. We’re going to build on the shoulders of other VR giants, other successful VR titles. We’ll learn what they’re doing not only from a game design perspective, but from a comfort and accessibility perspective, to ensure that when we finally show the game to outsiders, there’s going to be no instances of people getting sick. The only time I’ve ever seen anybody get a bit of a pit in their stomach is if they have a fear of heights. To me that’s not a VR issue. It’s more an individual issue, if you’re terrified of flying around with no safety net.

GamesBeat: If you’re getting sweaty, is that simply because you’re in there for a while? Does that indicate anything?

Payton: Based on my experience, the reason why anybody would get sweaty when they’re playing is because of the 360 movement. You’re moving your body a lot – moving your arms, moving your head, ducking underneath the hoodoos in the Malibu setting.

Above: Marvel’s Iron Man VR

Image Credit: Sony

GamesBeat: Toward the very end I felt like I was trying to duck a lot while I was flying.

Payton: It’s one of the small joys of our development studio when we watch people play the game. Not on the screen, but when watch them physically play the game. Over time we notice that players are living the Tony Stark fantasy more and more. The way they hold the Move controllers looks more and more like Iron Man. The way they’re posing looks more like Iron Man when he’s flying. That’s one of the fun things about VR. It breaks down all these barriers to the fantasy. That’s one of the reasons we were so excited when Marvel gave us the blessing to make an Iron Man game. We couldn’t think of a better character to match with VR.

GamesBeat: In the opening scene there, have we seen just a very small part of the game?

Payton: What you played today was just a taste of what the full campaign is going to be. There’s a lot more than 80 left of the game that you haven’t seen. From the very beginning we pitched it as a full game, not an experimental demo. We don’t know exactly how many hours the campaign will be because we’re still building it, but our goal here is to create a Marvel-feeling, authentic Iron Man experience that PlayStation VR users can really sink their teeth into. It’s not a linear campaign. It also has areas with optional missions, deep customization, and other things we’ll be able to talk about soon.

GamesBeat: Do you have a launch date yet?

Payton: We’re shipping in 2019. The team is really over the moon about this game. We’ve been in lockdown, can’t talk about the game, for two and a half years. But we’re feeling really confident in the game. Every time we were able to show it confidentially, people would come out of the experience and say, “I feel like Iron Man.” That’s always been a good motivation boost for the team. Now we have the real test, when folks like you are able to get their hands on the game. Watching people play and do actions that look like Iron Man, it gives me a lot of confidence that we’re on the right track.

This post by Dean Takahashi originally appeared on VentureBeat. 

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Hands-on: ‘Iron Man VR’ Shows Huge Potential with Innovative Flying Mechanics

I have to say, when I first saw the announce trailer for Marvel’s Iron Man VR, I wasn’t exactly blown away. Now that I’ve actually had a chance to try the game for myself, my tune has totally changed—there’s huge potential for this to be an excellent VR game, thanks to innovative flying mechanics which really channels the feeling of unrestricted flight in the suit of the iconic hero.

Update (July 19th, 2019): Iron Man VR developer Camouflaj published a new behind the scenes video which offers a fresh look at the game’s flying mechanics which manage to deliver an incredible sense of speed and control.

Over at the official PlayStation Blog, Camouflaj’s Ryan Payton explained some of the key concepts behind the game’s flying mechanics, which includes “calculations of up to a dozen forces, such as thrust, drag, and gravity—as well as our assistance systems—that output Iron Man’s accurate and believable trajectory through the sky.”

Momentum Conservation
Whenever possible, we preserve the player’s forward momentum. These systems allow the player to carve turns at high speed and enable our dogfight mechanics.

Bumpers
Inspired by those balloon-like “bumpers” at bowling alleys, we built an invisible system that cushions and guides the player around hard edges of buildings and other geometry. The bumpers also soften the blow when the player rams into something at high speeds. Under the hood, we account for potential upcoming collisions and gently apply collision-avoidance forces.

Contextual Suit Settings
It turns out, the player doesn’t want to accelerate from zero to 300 kilometers per hour when they are trying to delicately fly around more confined spaces. Wherever more precise flight speed is needed, we apply different suit settings based on context. This allows the player to utilize their thrusters for both small-scale maneuvers as well as unlocking full-blown, face-melting thrust when they need it.

Original Article (April 2nd, 2019): Iron Man is of course known well known for the ‘repulsors’ on his hands and feet which offer both propulsion for flying and act as laser-like energy weapons. The studio behind the title, Camouflaj, has clearly spent a lot of time figuring out how to make the core flight mechanics feel awesome. They achieved that through a combination of immersive input (thrust is dictated by the direction the repulsors on your hands are facing) with enough assists to keep things comfortable while still making players feel like they’re in total control of where they go. The studio has also smartly designed the system to work in full 360 degrees (which is normally just about impossible for PSVR games), which further lets players get lost in the fantasy.

When I got to try the game for the first time recently, I started out with some flight training which, after just a few minutes, had me zipping and zooming around a waterscape full of sea stacks.

To fly forward, you put your hands behind you facing backwards, which directs the thrust backwards and thus sends you forward. To gain altitude you angle your hands downward. To fly left and right you can of course point your hands side to side, and to turn you just rotate your body.

After getting the hang of it, the whole flying thing just feels awesome. I was able to maneuver my way between the sea stacks at high speeds, banking turns, gaining altitude quickly as needed, and even forcefully shedding altitude by putting my hands over my head to thrust downward as I threaded a few needles.

The flight system has been smartly built so that it’s capable of working even when players are rotating in 360 degrees, away from PSVR tracking camera. It seems this is achieved by designing the flying mechanics to constrain the range of possible motion so that IK can be employed when the camera loses line of sight of the controllers. In practice, the system that made this work felt invisible as I was playing (aside from the occasional funky arm movement) and I had no sense for what my real-world forward direction was (whereas knowing the forward direction is essential in many other PSVR games). Because I didn’t have to worry about where forward was, I ended up being more immersed because I stopped considering the outside world.

Combat also ties nicely into flying. Because you have lots of momentum as you jet around, you can lay off your thrust for a second and bring your arms forward to aim your repulsors. In practice, especially when you’re moving at a steady clip through the air, the best approach seems to be to get yourself on an upward arc trajectory with some downward thrusting, then put your hands up in front of you to shoot your repulsors as you clear the climax of your arc, before pulling your hands back behind you to keep flying.

Image courtesy Camouflaj

There’s also a flying punch attach which allows you to zoom forward quickly to smash opponents with your fist. This works by holding a button to prepare for the punch and then doing an actual punch gesture in the direction of your intended target. It feels a little heavy on the auto-aim, but is ultimately successful in making you feel like Iron Man putting the hurt on the bad guys.

My flying and fighting skills in Iron Man VR were put to the test in an action sequence which started with me as suitless Tony Stark on a private plane. After some story banter in the cabin, an enemy drone blew the side of the plane open, launching me out in the process.

And if you’ve seen any of the Iron Man movies lately, you can probably guess what happened next—I’m free-falling toward the ground and reach my arms out as pieces of the Iron Man suit come flying out of the sky and snap onto my body. First it’s the left hand, then the right. Then a big chest piece comes crashing right into my chest, and last but not least the helmet. I’ve gotta say—as someone who has no special affinity for Iron Man—the sequence did make me feel like a total badass.

Once I was suited up and flying, I immediately went in pursuit of the damaged plane which was careening through the sky with Stark’s confidant, Pepper Pots, still on board. As I approached I had to fight the malicious drones which were responsible for the attack in the first place. The whole battle took place with the falling plane as the centerpiece, and it felt quite convincingly like I was keeping pace with the plane as it cut through the sky, even though I was maneuvering around it while fighting off attacking drones.

Aside from blasting (and punching) the drones, there were also a few scripted moments where I had to land on the plane’s wing or come up underneath to fix some damaged part. Thanks to the fun flying mechanics, making a slick landing right onto the plane did feel really cool.

After the flying, fighting, and fixing of the plane, I eventually pulled Pepper from the falling wreckage and saved the day.

It was a lot of fun, and the experience made me feel like Iron Man VR has a ton of potential. It’s too early to say how it might turn out (the game is set for a release sometime this year) but what I’ll be looking for going forward is whether or not the game can create enough variety to keep things feeling fresh. The feeling of flying and the action sequence with the plane was pretty awesome, but it’s going to take more than that (or similar scenarios) to extract the most fun out of a really well crafted set of VR flying mechanics.

For the studio’s part, they say that Iron Man VR will tell its own unique story, and this is something they’re spending significant time on. They’ve also said that players will unlock upgrades to enhance the Iron Man suit throughout the game.

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Iron Man VR Will Tell A ‘Deeply Personal’ And ‘Appropriately Funny’ Story

Iron Man VR 3

Yesterday saw jaws hit the floor as Marvel’s Iron Man VR was announced exclusively for PSVR. A high-flying trailer introduced us to the game’s action, but developer Camouflaj is promising much more than that.

Taking to the PlayStation Blog following the game’s reveal, Director Ryan Payton also promised a “deeply personal” story for the game. He said the team has set its “sights on not only giving the player thrilling moment-to-moment action, but also a deeply personal, and appropriately funny, narrative that puts players in Tony Stark’s armored shoes.”

Anyone that’s seen Robert Downey Jr’s turn as Tony Stark will likely know what to expect, then. Payton did make reference to a classic Iron Man story, Demon in a Bottle, in which Stark battles with alcoholism. It’s clear he knows his stuff when it comes to Tony Stark.

Payton didn’t reveal too much more but did say the game will be “more than just an origin story.” He promised we’ll meet iconic allies (War Machine?) and villains (uh… Mandarin?) on a global journey. In the trailer we see what looks very much like Ant-Man and the Wasp baddie, Ghost, popping up. Ghost is indeed closer to an Iron Man villain in the comics, though. Could we perhaps meet up with other Avengers? Dare we suggest we might even play as other armored superheroes?

Hopefully all of this means that we’ll be getting a full game here and not an ‘experience’. Other superheroes like Spider-Man and Batman have their own VR apps but the content never lasts much longer than an hour.

Iron Man VR is due out later this year.

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All the PlayStation VR Videogame Release Date’s from Sony’s State of Play Broadcast

To kick off the first State of Play programme Sony Interactive Entertainment (SIE) had quite the virtual reality (VR) show to put on, with a myriad of videogame announcements almost purely focused on PlayStation VR. It all went by in quite a burr of videos, dates and information, so VRFocus has collated it all together.

Falcon Age

It certainly looks like a good year for PlayStation VR owners, with 12 titles confirmed for this year, from brand new ones like Iron Man VR to videogames that have been teased for years like No Man’s Sky.

PlayStation VR dates:

  • Mini-Mech Mayhem – 18th June 2019
  • Jupiter & Mars – 22nd April 2019
  • Falcon Age – 9th April 2019
  • Trover Saves the Universe – 31st May 2019
  • Everybody’s Golf VR – 21st May 2019
  • Table of Tales – 16th April 2019
  • Vacation Simulator – 18th June 2019
  • Blood & Truth – 28th May 2019

Other Titles Announced:

Trover Saves the Universe

PlayStation VR fans have been waiting quite a while for some of those dates, such as London Studios’ seedy dive into the criminal underworld with Blood & Truth, or for something a little lighter there’s always Owlchemy Labs’ Vacation Simulator which is coming to PC VR headsets first next month.

VRFocus will continue its coverage of PlayStation VR and all of its latest videogames, reporting back with new updates.

Iron Man VR is Coming to PlayStation VR This Year

Sony Interactive Entertainment (SIE) has just held its first State of Play broadcast and shared quite the lineup for PlayStation VR fans, in fact, the short stream was practically dominated by virtual reality (VR) titles, some being revealed while others had launch dates confirmed. The show kicked off with a bang thanks to the announcement of Iron Man VR.

The reveal was a mixture of both gameplay and cinematic footage, allowing fans to see a brief glimpse of what it’ll be like to don the famous Iron Man suit which has dominated the Marvel Cinematic Universe (MCU) ever since the first Iron Man film back in 2008.

Iron Man VR is the work of Camouflaj, PlayStation Worldwide Studios, and Marvel Games and will include support for PlayStation Move controllers. There are no concrete details regarding the story and whether it’ll be a completely separate entity from the films, or tie-in to the MCU in some way.

The videogame is scheduled to launch at some point during 2019 and could well be the most definitive version of Iron Man to grace the videogame market yet. As further details are released VRFocus will keep you updated.

Sony Just Announced a Deluge of Games Coming to PSVR This Year

During Sony’s inaugural ‘State of Play’ livestream, the company today announced a number of PSVR games with official street dates, many of which we’ve been salivating over for the past year.

Update (7:00 PM ET): A PS blog post is now live that details all of the games below. We’ve added context and trailers to whet your VR beak’s,

Here’s the list of the games mentioned in the machine gun-style announcement by Sony:

Mini-Mech Mayhem – June 18th, 2019

Mini-Mech Mayhem is a deeply funny table-top VR battle game for up to four players online. Team up with your lil’ Mech buddy to plan a flawless strategy, then marvel at just how wrong you were!

Not to worry: play some power cards to get your team back on track, or dare to trust in your instincts and crafty skills, and pull off a stunning win!

Jupiter & Mars – April 22nd, 2019

Visit landmarks as you’ve never imagined them before, while exploring the world as not one, but two bottlenose dolphins—Jupiter and Mars—who have been enlisted by a global network of ancient whales known as the Elders to infiltrate abandoned, man-made bases, and shut down the remnants of this still-functioning technology that plagues the oceans. Rescue sea life trapped in plastics and oil spills, and meet fantastic underwater creatures along the way.

Falcon Age – April 9th, 2019

Have you ever wondered what it would be like to have a falcon pet to go on adventures with you? How about a falcon that you can fist bump while wearing a bowler hat, as well as hunt, and help you battle robot colonizers while giving you unconditional love?

In Falcon Age, a first-person, single-player action adventure you can do all of that plus a whole lot more. You play the role of Ara, a young falcon hunter fighting for the resistance to reclaim her home land and her cultural legacy. You bond with a baby falcon at the beginning of your journey and with her help, you both escape a colonizer prison. Falcon Age can be played in both PS VR or non-VR version on PS4 with either a DualShock4 or two PS Move controllers.

Skyworld – March 26th, 2019

Claim command over the VR battlefield! Put the power of a full army – even dragons – at your fingertips in Skyworld, the award-winning RTS/TBS wargame for VR from the creators of Arizona Sunshine.

Developed from the ground up for VR, Skyworld puts you at the helm of a kingdom at war. Build and command your forces right in the VR world, conquer all Skyworlds in a royal campaign, and wage war against friends in online multiplayer.

Trover Saves the Universe – May 31st, 2019

From the co-creator of Rick and Morty comes Trover Saves the Universe. Your dogs have been dognapped by a beaked lunatic named Glorkon who stuffed them into his eye holes and is using their life essence to destroy the universe. You’re partnered with Trover, a little purple eye-hole monster who isn’t a huge fan of working or being put in the position of having to save the universe. Only you and Trover can save everything in this bizarre comedy adventure created by Justin Roiland!

Everybody’s Golf VR – May 21st, 2019

Everybody’s Golf VR marks the VR debut for the much-loved franchise, letting players step into the shoes and score hot shots across the course.

For the first time ever in the series, players will be able to see the uneven terrain, read wind direction, and experience the nature of the golf course all with their own eyes – a 360 degree VR experience made possible by PlayStation VR.

Table of Tales – April 16th, 2019

Table of Tales is an enchanting roleplaying adventure inspired by the nostalgia of classic tabletop games. If you’ve ever sat at a table with a fresh character sheet in one hand and a handful of dice in the other, then you’ll love what Table of Tales has to offer. Take control of a party of Scoundrels and lead them through the myriad dangers and wonders of the Crown Islands!

Vacation Simulator – June 6th, 2019

Rediscover the true meaning of ‘time off’! Experience the vibrant world of Vacation Simulator and make real memories of a simulated vacation in the next quirky VR adventure from Owlchemy Labs.

Ghost Giant – April 16th, 2019

Become the protector of the lonely little boy Louis and build his trust by helping him overcome big – or even gigantic – obstacles in this heartwarming tale. Coming to PlayStation VR April 16!

Golem – Spring 2019

In Golem, you enter a mysterious storybook world and take the role of Twine, an adventurous kid who has been seriously injured in an accident. Even though you are unable to leave your bed during your recovery, you never stop dreaming of exploring the outside world. That is, until you discover that you have the ability to create and control stone creatures called golems, seeing through their eyes and controlling their actions.

Luna – Spring 2019

Indie developer Funomena’s award winning title Luna is coming to PS4 (and PSVR) with a new guided voiceover narration enhancing the same magical story. Luna is a storybook fairytale brought to life, telling a parable of why the moon changes shape, after a small red bird swallows up the final sliver in the sky. You will help guide Bird on its journey to restore the moon, by solving meditative puzzles and gardening worlds back to life.

Five Nights at Freddy’s VR – Spring 2019

Five Nights at Freddy’s VR: Help Wanted is a collection classic and original mini-games set in the Five Nights at Freddy’s universe. Use either DualShock 4 or two PS Move controllers to interact with door and light controls in the offices, pick up objects in the repair games, press buttons on the video switcher, solve puzzles, or activate your flashlight.

There’s also Blood & Truth, No Man’s Sky VR and Iron Man VR that were announced today. Click on each to learn more.


This news is breaking. We’ll be updating with more info as it comes in.

The post Sony Just Announced a Deluge of Games Coming to PSVR This Year appeared first on Road to VR.

Iron Man VR Game Announced For PSVR, Coming This Year

Iron Man VR Game Announced For PSVR, Coming This Year

Whoa! An Iron Man VR game is coming to Sony’s PSVR headset.

The game, which is literally called Iron Man VR, was announced during Sony’s State of Play broadcast today. We saw Tony Stark himself suit up as the armored Avenger in an aerial mission. It looked like players used two Move motion controllers to blast away robotic enemies. It looked really, really cool, to say the least.

This goes some way to explaining why Iron Man didn’t feature in last year’s Marvel Powers United VR. The game was an Oculus Rift exclusive that features most of Marvel’s beloved cast like Captain America and Spider-Man. We always felt like Iron Man was a a big omission from the game. Legendary developer David Jaffe also once pitched the game to Sony but it didn’t get off the ground.

The game is coming to PSVR this year. It’s in development by Sony’s own Worldwide Studios and Camouflaj. That’s the studio that made Republique, which found its way on Oculus Go last year.

Other than that, details are light right now. We’re not sure if the game is a full exclusive to PSVR or if it’ll find its way to other headsets. We also don’t know how big the experience will be. Either way, it’s safe to say we’re very excited about this one.

This is far from all that’s been announced for PSVR today. We also got our first look at No Man’s Sky VR and a release date for Blood and Truth. Excited time to own a headset!

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The post Iron Man VR Game Announced For PSVR, Coming This Year appeared first on UploadVR.

‘Iron Man’ is Coming to PlayStation VR in 2019, Trailer Here

Sony today announced a number of games coming to PS4 and PSVR, among which was Marvel’s Iron Man VR.

PlayStation Worldwide Studios, Camoflage and Marvel Games today announced Iron Man VR as a part of Sony’s inaugural episode of ‘State of Play’, a livestreaming showcase dedicated to announcements and updates around PS4 and PSVR games.

Image courtesy Sony

The company says Iron Man VR should be landing on PSVR headsets sometime in 2019. From the trailer, linked above and below, we see Iron Man jumping from a plane and going about a shooting mission, which could foretell PS Move support. Some of the video is labeled ‘Not Actual Gameplay’, although that particular part isn’t.

There’s currently a page dedicated to the game, although it appears the URL is broken at the time of this writing, meaning information about the game is still thin on the ground. We’ll check back with more as the website goes live.

The post ‘Iron Man’ is Coming to PlayStation VR in 2019, Trailer Here appeared first on Road to VR.