Hands-On: Against Is A Brutal And Bloody Good Take On Beat Saber

As a sideline appreciator if not regular player of Beat Saber and Pistol Whip, Against gave me a glimpse of what I was missing out on.

Turns out all I needed was a pair of brass knuckles, buckets of blood, and the ability to chop enemies in two. Who knew?

Against is another instantly arresting idea from Stride developer Joy Way, a studio that seems to have a penchant for building fast-fire, wholly engaging prototypes. It’s Beat Saber by way of Sin City – a gritty neo-noir art style sees you relieving enemies of their limbs and painting the town the wrong sort of red.

While the ultra-violence might be what catches your eye, it’s Against’s curious mix of gameplay styles — mixed with a pretty killer demo track — that gives it legs. When stationary, bad guys either charge towards their inevitable slaughter or attack from afar with dodgeable throwing axes and bullets that need to be sliced. But, just when you think you’ve got it figured out, the game sets its sights on Pistol Whip, launching the player forward and alternating between melee attacks with knuckles and timed shots with pistols. Again, an obvious imitation, but Joy Way then borrows from itself with Stride’s wall-running and jumping thrown into the mix.

Not especially innovative, no, but the Steam Next Fest demo is still a lethally good time when you get into the flow and the riffs kick in. Against feels frenetic and effortless at the same time, oozing style and knowing exactly when to push you a little further than you’ve already been.

Perhaps its best moment, though, is the end level boss with a giant spider – the animation for which is incredibly impressive. It suggests that Joy Way is working towards something more targetted and personalized than just a set of new tracks; a rhythm-based action game in which each level introduces its own unique set of challenges.

Not a bad set of first impressions, then, but I wonder just how much capacity Joy Way has to sustain it. The developer is still working on the Early Access and Quest versions of Stride and is also working on another prototype for Steam Next Fest called Outlier. While it’s impressive to see the team rapidly iterate like this, I’d prefer that Stride was seen through to completion and then Against given the team’s full attention.

For now, Against is due to release later this year on Steam. You can try out the demo for yourself right here.

Steam Next Fest to Bring Free Demos from Upcoming VR Games, Starting June 16th

Steam Next Fest, the newly renamed Steam Game Festival, is starting its week-long PC gaming celebration on June 16th, bringing along with it free demos from upcoming VR titles, developer livestreams, and Q&As.

As part of Steam Next Fest announcement earlier this month, Valve threw out a video showing off the playable VR demos coming to the week-long festival, naming five games and promising “so many more.”

Here’s the list of those five mentioned in the video. We also linked that below so you can get a peek at each game in action:

If this month’s Steam Next Fest is anything like the Game Festival back in February, we’re expecting to see many more VR game demos, as earlier this year the platform attracted around 20 titles. We haven’t seen the full list of participating games, but we’ll sure to keep you updated as they’re revealed.

If you want to get a jump start on at least one of the VR games on offer, Against already has a free demo, which features a single level of its gritty rhythm-based, neo-noir bad-guy-punching goodness.

Outside of PC VR games, Steam Next Fest is also hosting demos across a number of PC genres including adventure games, RPGs, puzzles, platformers, and strategy games.

The week will also play host to developer chats, live streams, and include new info on upcoming games. Valve calls the format “an opportunity to get early feedback from players and build an audience for a future launch on Steam.”

Steam Next Fest goes from June 16th to June 22nd. You can sign up for an official reminder here, which can send you either an email or push notification from the Steam mobile app.


A special thanks to our reader 

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Joy Way Dev Diary: Establishing the gameplay and style of AGAINST

Against

Here at Joy Way, we LOVE mixing genres and gameplay mechanics. For a long time, our game designers wanted to make a rhythm videogame that would seem fresh but familiar to fans of the genre. It took some time to decide on a game mechanic that would be unique to the market, but we think we have finally found a winning formula!

The search for our own style and gameplay led us to create AGAINST, which we plan to release in the third quarter of 2021.

Mixing film noir crime drama styling and horror elements, AGAINST is set in the shadowy streets of 1930s New York City where players battle AGAINST the Mafia and dark forces. Looking to stand out in the rhythm action genre, the game mixes up its gritty visuals with a varied gameplay mechanic employing guns, swords and even knuckle dusters to help you dispatch foes.

Let us tell you how the game was created and what players will get on the release.

The birth of key game mechanics

The lead game designer of AGAINST, Aidar, has a fondness for rhythm VR videogames. Pistol Whip, Beat Saber – these projects made a great impact on the industry, being system sellers and the first choice for newly arrived VR gamers. And for a long time, while we were working on Stride and other projects, our developers wanted to give this genre a try. Although the genre is considered oversaturated, Aidar had his own vision of what could be brought to it.

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The player’s arsenal is not limited to the sword

Aidar tried to combine the mechanics of slicing and shooting, which was generally similar to how Pistol Whip works, but there was a problem – we wanted the player to quickly switch between the weapons, following the beat. We had the following options:

– the weapon automatically switched at the right moment. This was confusing for players. They didn’t feel like they were in control of the game;
– the weapon could be switched with a button. This created an additional challenge for the player who was distracted by that, instead of focusing on the rhythm;
– the weapon appeared in front of the player for them to grab when needed. This idea worked for us because when the player sees the weapon in advance, they already know what they should do next. In addition, the moment a weapon appears and is picked up is synchronized to the rhythm, which works in favour of the overall concept of the game.

Based on this idea, we mocked up a prototype. Prototyping is one of the most effective tools in game design, as it allows you to quickly see whether your ideas would work in a real game.

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The first prototype for testing basic mechanics

The prototype was approved inside the studio, and we also realized that we were not limited to the sword and pistol and could add any weapons and new mechanics as long as the moments of their activation coincides with the rhythm of the musical composition. That’s what led us to brass knuckles and the movement mechanics.

Locomotion and similarities with Stride

As for locomotion, we believe that it has a very strong impact on VR immersion, and that point & teleport locomotion should be forgotten as a relic of a bygone era. This idea was elevated to an absolute principle in Stride, with free locomotion based on the player’s body movements. But despite that, we decided that AGAINST should utilize the “on rails” type of locomotion in order to reduce the difficulty curve for casual players or players, focus on the rhythm aspect of the game and reduce potential motion sickness.

However, we have taken some of the best practices from Stride and added running, jumping and wall-running to AGAINST to diversify the gameplay.

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Visual style: how it started

The visual style is very important for us, because it either hooks a potential player or makes the videogame look like another clone of Superhot VR or Pistol Whip.

As we started with the gameplay prototype, the initial style was corresponding: simple shapes and colours; low-poly, easy-to-make models. We started experimenting, and our artists prepared a lot of concepts.

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Initial concept art

At some point, we decided on a digital Tron-esque style. Our 3d designer shaped the level, threw a bunch of particles in, adjusted the light, and it was ready. We recorded a gameplay video that was posted on Reddit to collect initial feedback.

Many positive reviews and well-reasoned criticism were received, so we made the final decision to make this game. Everything looked nice in the video, but the visual elements in actual VR were overwhelming the player due to the large number of particles and bright elements around. Enemy animations were hard to read, which is a big no for a rhythm game.

The search continued.

The gritty noir style

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Concept art evolution
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One of the most popular options within the team

However, almost all options were similar to variations of SuperHot or Pistol Whip. We decided to try something radical and started looking towards the gangster aesthetic of America in the early 30s.

It was important for us to convey not only the scenery but also the crushing atmosphere of the Great Depression era, when a person’s own fears were even more dangerous than the marginalized social elements that flooded the night streets of New York.

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Concept art that formed the basis of the final style and spirit of the game

That’s how a style was born that was unlike any other rhythm game, which reflected our vision and fit well with the gameplay.

However, just like in the first prototype, enemies kind of blended in with the background environment.

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The enemy blends in with the environment

Therefore, we tried to make everything black and white, except for the interface elements and blood, and highlight the characters with contour lighting. It turned out much better.

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Noir style, concept art
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Noir style, in-game

The visuals remained a little flat and we decided to add volumetric light (aka “god rays”) to additional light sources like streetlights and car headlights. This created an even more mysterious aura, the atmosphere of film noir.

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Concept art
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No volumetric light
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[You’re now here] Game announcement and a free demo.

As the game began to look great and the main gameplay elements worked well together, so we decided to release the demo on Steam. We wanted to introduce players to our game and get more detailed feedback. You can play it right now for free, and we hope you do! We would love to get more feedback to further improve as we get closer to the final release.

The noir style must go? 

The noir style doesn’t suit our goals very well. In the future, we can keep it as an option, but the main style will be colourful. In the game, a lot of attention will be paid to locations that will be very different from each other visually, as well as have a variety of characters. The black-and-white style imposes limits in terms of music, which is bad for the modding community. We want AGAINST to be played equally well with both electro swing and your favourite pop hits. Also, the monotonous visual style can quickly bore the player and reduce the replayability of the experience.

Therefore, the final product will offer more visual diversity. The main focus is on the characters and objects of interaction.

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A sky battle level looks fabulous in colour

VR optimization is a tricky process

The VR optimization process deserves special attention. 

Developing VR titles, especially for standalone devices, is very much like developing a game for the first PlayStation. Our 3D designer on the project watched a bunch of videos about how developers made games for it and he was always interested in how they managed to find creative solutions to overcome the strict technical limitations. For example, it was possible to display only 5 enemies on the screen because PS1 had very little RAM.

We have to work in a similar situation, we constantly face rendering challenges and have to monitor the displayed number of polygons in each frame. For example, most of the houses in the new style will be just square boxes with textures, and all the details (windows, window sills, etc.) will simply be drawn.

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Good old boxes with textures

For optimization purposes, we can’t make the shadows from the enemies render in real-time, so we want to make them hand-drawn spots on the floor. At the same time, we didn’t want them to be static, but change their rotation depending on the position of the light source. 

This means that when an enemy runs near a lantern, the shadow under them is affected realistically.

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The city is teeming with shadows

Also, we probably won’t be able to use post-processing of the frame and all the other options for contrast and colour tone. Rather, we will do it on the textures themselves in Photoshop. And instead of real light reflections on the edges of enemies, there will be an imitation with the help of shaders.

Returning to the houses, we have reduced almost all the house models to simple boxes with detailed textures, while adding unique buildings as points of interest for the player, with more complex silhouettes and detailing.

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Interactive points of interest

Balancing between mysticism and realism

The main challenge in the enemy concepts is to maintain a balance of realism and mysticism to the extent that our Mafioso-nightmare-creatures fit eclectically into the setting, and don’t look ridiculous. 

When we were preparing a replacement for the Venom model (what we in the studio call the enemy jumping on the player), the first thought was to make a lizard man from retro horror movies, a kind of amphibian, but the lead artist stopped us in time, and we came to a more neutral option – a werewolf.

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Current model of the jumping enemy (“Venom”)
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Final concept art of the new model – the werewolf

The perfect reference for us is the style of animated series by DC, for example, Batman, and their animation in general.

We were inspired by their sharp stylization and simplicity of forms so that the silhouettes of our characters, weapons, and other things were highly readable and easily distinguished from each other.

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Easy-to-read enemy silhouette and animations

Bosses and… a story?

It is no accident that so much attention is paid to the visual design of enemies. For us, this is not only an element of game design – it is much easier for a player to navigate in what is happening at high levels of difficulty if different types of enemies differ visually – but also an element of a story narrative. Yes, you heard us right, the game will have a story component, all levels will be connected by lore and a certain plot. You will learn more about the story closer to the end of development.

Bosses at the end of each level fit perfectly into this concept. They simultaneously test the player’s skills, are a rewarding challenge for completing a level, and also close the level’s story arc and tell a piece of the game’s lore.

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A spider boss

Despite all the work done, the game is in the alpha stage and has more surprises for you, the players. We will be grateful for any feedback in our Discord. Have fun!

Parkour-shooter ‘STRIDE’ Releases on Oculus Quest on August 5th

If you own an Oculus Quest and you’ve been salivating over the high-flying parkour madness of STRIDE, developers Joy Way have now announced it’s officially launching on the Oculus Quest Store August 5th.

Update (July 26th, 2021): Joy Way announced that STRIDE will release on the Quest platform on August 5th, and will be priced at $15. You can wishlist the game here.

To celebrate, Joy Way is throwing a video contest asking players to create viral videos using gameplay footage. Submissions are open from now until August 31st. Five winners will be selected by the studio, with a prize pool of $1.500 up for grabs.

The studio has also released a new gameplay trailer which appears to feature footage captured in-headset.

https://youtu.be/6JW3Rjrp7WM

Original Article (May 5th, 2021): Joy Way announced the news late last week, saying that while they can now officially plan for launch on the Oculus Store for Quest, that predictably more work is still needed to get it up to snuff.

In the meantime, Joy Way is offering sign-ups for a closed beta on Quest, however participants will need to sign a non-disclosure agreement (NDA) to play.

Stride combines high-flying parkour action with the sort of run and gun rooftop madness of a John Wick film. It’s currently only available on PC VR headsets in early access, having launched on Steam back in September 2020. It’s also slated to arrive on PSVR at some point as well, however it’s since been delayed on PSVR to “late 2021,” Joy Way says.

Check out Stride in action in the gameplay trailer below:

The post Parkour-shooter ‘STRIDE’ Releases on Oculus Quest on August 5th appeared first on Road to VR.

Stride’s Parkour Gameplay is Coming to Oculus Quest

Stride

Joy Way’s free-running virtual reality (VR) titles Stride is currently in Early Access for PC VR headsets with plans to bring the videogame to PlayStation VR as well. On top of that, Joy Way has just revealed that Stride will be coming to Oculus Quest as well as, although its still in the early stages at the moment.

Stride

In an email Joy Way confirmed the news, saying: “We are pleased to announce that Oculus has accepted our concept pitch for putting Stride on Quest. We’ll be working out details like the launch date as we get closer to finishing the Quest port, but we wanted to go ahead and share the good news.

“We are very excited about the Quest port. It has been in development for over three months and we’re making a lot of progress, the team is almost finished working on the technical base of the game. STRIDE was already a graphically ascetic game (for the purposes of better sense of direction and less motion sickness), so we have been able to keep the Quest version very close to the PC version visually, and it plays identically.”

Stride launched last summer initially with one gameplay mode ‘Endless’, where players could try to get as far as possible without dying, wall running, jumping chasms and shooting enemies along the way. This was followed up with ‘Time Run’ and ‘Arena’ modes, the former tasking players with completing a course in an allotted time, competing for leaderboard positions. In ‘Arena’ players have an open section of the city to explore, challenged with a variety of tasks to complete.

Stride

The studio has also confirmed that a Story Mode is on the way, slated for Q3 2021. This would mark the official launch of Stride out of Early Access, so Joy Way could well be looking to tie the Oculus Quest release in with it, creating one major cohesive launch.

Stride isn’t all Joy Way is working on, recently revealing a rhythm action videogame called Against. Offering some dark, crime noir aesthetics, Against has some unique gameplay elements which you can already try for yourself as there’s a downloadable demo on Steam. For further updates on Stride for Oculus Quest, keep reading VRFocus.

Free-Running Game Stride Coming To The Oculus Quest Store

Joy Way, the developers of Mirror’s Edge-inspired free-running game Stride, say their concept has been accepted to the Oculus Quest Store.

Stride recently held a beta test on Oculus Quest and the studio is offering a sign up for additional beta tests, though it does come with a non-disclosure agreement.

The studio noted in a tweet “we still need to work out some details with the Oculus team as we get closer to finishing up the Quest port.” Facebook tightly curates the content it releases on the Oculus Quest store and typically requires developers submit a concept pitch early in the development process so developers can be confident that they’ll be able to get a spot in the release schedule.

While Facebook recently launched App Lab as another avenue to get continue in front of Quest owners, and a large segment of developers on the platform have cleared $1 million in revenue, we’ve heard from developers that the release schedule has been packed into 2022. So we’ll be curious to hear from Joy Way how those details work out. The game is in early access on Steam with very positive reviews and the developers recently delayed the PSVR version until late 2021.

‘AGAINST’ Preview – Crime Fighting Cardio Fit for Batman

Joy Way, the developers of VR parkour-shooter STRIDE, released a free demo today on Steam for its upcoming rhythm game, AGAINST. It’s a strong start; it does an interesting job of mashing up familiar VR rhythm mechanics, tosses in some super hero-style jumps, and soaks it all in spurts of blood.

The studio is billing Against as a ‘rhythm-fighting’ game that pits you against an army of sinister Mafioso enemies stalking the streets of New York City, circa the 1930s. It has a lot in common with Beat SaberPistol Whip, and FitXR too, as it offers up chances for slashing, shooting, punching, dodging and more. And like all of those games, it’s about getting up off your butt, moving to the beat, and getting your heart pumping.

Check out the demo level on hard mode below to see for yourself:

Before I get into the gameplay, the first thing you’ll really notice about Against is just how cool it all looks. Its dark, gritty style feels like the VR lovechild between Frank Miller’s Sin City (2005) and Spider-Man Noir, making for a pretty slick visual aesthetic. I know Batman isn’t always so overtly neo-noir, but there’s definitely some influence there too as you beat up comic book-style fiends with all manner of old timey weapon.

Dodge & slice | Image courtesy Joy Way

In the demo you come across crowbar-wielding melee types that you have to slice with your katana, gun-totting baddies that you can either shoot or deflect bullets with your blade, axe-throwers that you have to dodge, a giant snake, and plenty of baddies to punch with your brass knuckles.

Support ‘Against’ Demo on Steam

You’re actually offered up such large set of enemies to tackle—and always with the weapon you’ll need in that particular section—that it feels more like a beat ’em up style side- scroller come to life, replete with end stage boss battle. Forward movement is all automatic, but is punctuated with stationary fight scenes.

Wallrun prompt arrows (right) | Image courtesy Joy Way

And is if there wasn’t already enough going on, you’re then prompted to do wall runs. Well, you’re prompted tp toggle into a wall run mode by smashing two arrows that pop up during the middle of the level. I didn’t find it uncomfortable at all because of how quickly you’re zoomed to the new wall-run position.

Then there’s the boss battle: a giant spider lunges in, forcing you to cut off its legs, dodge web balls, and shoot it to pieces. You can see it all in the last few seconds of the video above. This seemed a little anticlimactic, but that just may be how the demo is for now. As it is, the single level does an admirable job of showing off what Against plans on bringing to the table.

Having played both the easy and hard mode (just barely on the last one) I noticed that the monotone color scheme seems to be pulling double duty. It not only looks cool, but it also helps to highlight important targets in the game by letting in pops of red and yellow—seen in slice pattern arrows, slashes of blood, and directional arrows to tell you which way to dodge. On hard mode, those pops of color become your lifeline to moving forward, as it gets difficult to distinguish enemy types just by looking at them.

Kablam! Biff! Pow! | Image courtesy Joy Way

I died more than a few times on hard mode, as every time you’re hit you lose one of your three hearts. Losing a heart can be as simple as not ducking low enough to dodge a barrier, not jumping out of the way fast enough of an incoming enemy snake/axe/bullet, or missing a wall run prompt.

One thing that didn’t click right away was the rhythm element to the game. Because much of the game is dependent on character animations, and trying to shoot or slice specific regions, it’s easy to get overwhelmed and completely forget that you’re supposed to be syncing up with the beat. Looking back at my gameplay footage, I was hitting things fairly close to the beat though, so maybe I had already clicked with the game without really realizing it.

Image courtesy Joy Way

Joy Way, a three-person team currently, is planning to release Against sometime in Q3 2021. The team says it will include up to ten music tracks, three difficulty modes (easy, hard, expert), and a unique final boss challenge.

The demo level does great service to showing off the ensemble of mechanics, and is ripe with possibilities. But assembling that music and making it pop like, say, ‘$100 Bills’ did for Beat Saber in its OST, is going to be another issue to tackle. I’m not sure the demo really features a brain-infesting earworm that it truly needs to spread the gospel of Against.  

The demo is now available on Steam, including support for SteamVR-compatible headsets. You can play it for free, although Joy Way says its merely a beta at this point and not reflective of the final product.

The post ‘AGAINST’ Preview – Crime Fighting Cardio Fit for Batman appeared first on Road to VR.

Rhythm Action Noir AGAINST Cuts its Own Path in 2021

AGAINST

At the end of March, Stride developer Joy Way released a brief gif showcasing a new rhythm action videogame it was working on. No other details were released at the time, but the visual style and gameplay certainly caught people’s attention. Now the studio has made an official announcement, releasing a trailer and more for its upcoming title, Against.

AGAINST

Mixing film noir crime drama styling and horror elements, Against is set in the shadowy streets of 1930s New York City where players battle against the Mafia and dark forces. Looking to stand out in the rhythm action genre, Against mixes up its gritty visuals with a varied gameplay mechanic employing guns, swords and even knuckle dusters to help you dispatch foes.

Against also offers mechanics VRFocus hasn’t seen in this type of VR videogame before. It may take you down an automated central path but as the trailer shows there are moments where you can parry bullets with a katana, jump onto higher ledges and even wall-run while shooting enemies. This makes for what could be a very dynamic gameplay experience. Each level will then finish with a boss battle – so naturally, there’s a giant spider.

“We thought for a long time about how to implement our own rhythm in the game and deliberated on a game mechanic that has yet to be realized in the VR space,” said the team in a statement. “It took some time to decide on a game mechanic that would be unique in the market, but we have finally found a winning formula!”

AGAINST

At the moment only three developers are getting Against ready for release, Joy Way confirms. The plan is to include up to ten music tracks for the launch, with 3 difficulty levels (easy, hard, expert) and an epic final boss battle.

Currently, Joy Way has stencilled in a Q3 2021 launch for Against, coming to Steam for HTC Vive, Oculus Rift and Valve Index headsets. Further store support is planned for a later date so that could mean Oculus Quest and PlayStation VR at some point. Take a look at the first trailer below and as further details are released, VRFocus will let you know.

‘AGAINST’ is a VR Rhythm Game Aiming to Fuse the Best Parts of the Genre with Its Own Gritty Flair

AGAINST is an upcoming VR rhythm game from developer Joy Way that looks to be channeling the best parts of popular games in the genre with its own gritty flair and unique mechanics like wall-running, jumping, and weapon switching.

Between Beat SaberPistol Whip, and FitXR—some of the most popular VR titles out there—you’ve got slashing, shooting, and punching. But what if you mashed them all together?

That’s what developer Joy Way intends to find out with Against, a new title from the studio behind the VR parkour action game Stride (and a handful of other projects), which is due to launch in Q3 of this year.

Against might be clearly borrowing mechanics from its contemporaries, but it looks to be bringing its own flair to the table too. Not only is it built around a stark, gritty aesthetic, it’s also throwing things we haven’t really seen in the genre, like wall-running, gesture-based jumping, bullet-cutting, and boss fights (which the studio says will bookend each level). Check out the trailer:

The game has an interesting take on movement too. While it uses the same fixed-forward motion of its contemporaries, some of the action takes place while standing still, some while running, and some while wall-running, which could make for some intriguing pacing.

From the trailer alone this looks like a reimagining of the VR rhythm genre as much as a mashup; we’re looking forward to finding out if juggling all of these mechanics will be as fun as it looks.

Joy Way says that Against will launch first on Steam, but the studio seems to have plans to “release on other stores later,” which will hopefully also include Quest and PSVR. The initial launch is expected to bring 10 tracks with three difficulty levels each (Easy, Hard, and Expert).

– – — – –

It’s been interesting to see Joy Way experiment with this title before finally today announcing an upcoming launch. In late 2020 the studio shared a low-poly Tron-esque prototype it had built which laid much the groundwork ahead of what has been a total shift in the aesthetic. Between AgainstStride (currently available in Early Access), and its other projects, Joy Way is emerging as a studio with a knack for rapidly prototyping interesting VR concepts.

The post ‘AGAINST’ is a VR Rhythm Game Aiming to Fuse the Best Parts of the Genre with Its Own Gritty Flair appeared first on Road to VR.

Parkour VR Game Stride Getting Big PC VR Update, PSVR Version Delayed

Parkour VR game STRIDE is getting a big new PC VR update soon and is running Closed Beta tests right now. Plus, the PSVR version is delayed to late 2021.

STRIDE – VR Parkour

There are no details on what the big new update is exactly, but it’s being described as a “major content update” for STRIDE. You won’t need to own the game already either — you’ll be provided access.

STRIDE is a VR parkour free-running game, similar in style to Mirror’s Edge, except it’s got an “endless runner” format along with a gun that lets you fight back against assailants. In the short clip posted to Reddit, it looks like the content update is probably adding a more exploratory game mode that lets you explore the city in more directions rather than going in a straight line. Perhaps this is the long-alluded to Story mode.

If you’re interested in helping test the new features for STRIDE, you can visit the Closed Beta sign up page right here. You’ll have to be willing to sign an NDA, available to playtest today at a scheduled time, have access to a VR-ready PC with a Rift, Quest + Link, or Quest + Virtual Desktop, and you must live in the EU, UK, western CIS countries, Turkey, or North Africa. Feel free to invite friends to apply as well.

Additionally, Joy Way announced that the PSVR version of the game is delayed until late 2021 and that the Quest version is still in development with no other updates.

Have you tried STRIDE? Let us know what you think down in the comments below!