Preview: Phantom: Covert Ops – A Sneaky Shoulder Workout

British virtual reality (VR) specialist nDreams has quite the varied roster of titles under its belt, including The Assembly, Danger Goat and Shooty Fruity. The team are currently developing a new first-person shooter (FPS) called Phantom: Covert Ops, a stealthy experience with a rather unique movement mechanic for this style of videogame. And from first impressions, the title is looking very promising.

Phantom: Covert Ops

Depending on the style of gameplay, for a lot of VR experiences movement is one of the core mechanics developers need to get right or it can ruin the entire project. Plenty of consideration has to go into how players move around, with teleportation being the default currently. While there are videogames like Catch & Release which employ a rowing mechanic, nDreams has taken this idea, popped you into a kayak, and based the entire title around staying on the water.

Think of Phantom: Covert Ops kind of like Call of Duty on water, taking out enemies and infiltrating a base to stop some nefarious plot. So to start with Phantom: Covert Ops is an entirely seated experience – as far as the single-level demo goes – with it best to be seated on a swivel chair rather than a sofa. This helps with mobility, not only for paddling the oars but for situations where an enemy may appear to your extreme left or right.

With rowing being such a pivotal mechanic it’s reassuring to see that not only does it work well using the Oculus Touch controllers for Oculus Quest, but the system also enhances the experience. Rather than simply pushing forward on a stick to run, rowing helps to connect you with this virtual world, slowly moving the paddles to glide across the water silently. Also good to see is the lack of a stop/brake button. If you’re going too fast and need to hide in some reeds to avoid being spotted careful use of those oars are needed. Even little things like using an oar to push away from the river bank have been wisely added.

Phantom: Covert Ops

So the rowing is good, what about the rest? As mentioned you don’t get out of the kayak, as such everything you need to be a deadly covert operative is right at hand. There’s a silenced sniper rifle, silenced pistol with a laser pointer, a submachine gun and of course some C4 when you want to have some fun. Because you can approach each challenge however you like. Be a saint and try to sneak through without hurting a soul, or quietly kill a few guards in key positions so you can get through. If that all sounds too much like hard work then some well-placed explosives certainly attract a lot of attention.

Yet Phantom: Covert Ops really is about stealth more than big gun action, and that’s due to the kayak. There’s no strafing, suddenly hiding behind cover with a quick flick of the thumbstick, and that quite honestly is a good thing. Sure you can start rowing like mad which works. However, that also means you can’t fire back, as both hands are needed. Meaning thought has to be put into each scenario and action. Phantom: Covert Ops is a thinking person’s shooter.

One level may be all that nDreams is showcasing at the moment of Phantom: Covert Ops and that’s fine. What’s been shown has great promise and VRFocus can’t wait to see more. Now the main worry is focused towards a variety of levels. As a single-player experience nDreams needs to have a rich campaign in place as well as an assortment of challenges. A launch is expected later this year, so there isn’t too long to wait to find out.

E3 2019 Interview: Don’t Make a Sound as nDreams Talk Phantom: Covert Ops

nDreams, the British virtual reality (VR) studio behind videogames like The Assembly, Perfect, Shooty Fruity and Danger Goat is currently working on a kayak-based stealth experience called Phantom: Covert Ops. The studio attended the Electronic Entertainment Expo (E3) this year so naturally, VRFocus wanted to learn more about what the team has planned.

Phantom: Covert Ops

The studio only revealed the title just over a month ago, mixing both first-person shooter (FPS) mechanics with kayaking – which to VRFocus’ knowledge is a first for VR. As you may expect, you play an elite operative tasked with infiltrating a Cold War naval facility to prevent a rogue militia from launching a global attack. And it just so happens that the facility is completely waterlogged, allowing you to navigate the environment at will.

So the entire experience takes place inside the kayak – there’s no hopping out by the looks of it – and that’s fine because you have everything conveniently placed around the kayak for optimal infiltration. Need a sniper rifle, that’s on board. Need a silenced pistol, yeah that’s to hand. How about some C4 for when you want to create a mess, no problem. All the while you’re paddling away being super sneaky.

Well, you can be stealthy if you choose to be. In Phantom: Covert Ops you can take the subtle approach, hiding in the reeds until enemies go past, taking them out individually when no one else is looking. Or don’t, and start throwing C4 like it was bread for the ducks, creating some sort of scene from any number of war movies whilst unleashing a hail of bullets. The choice is up to you.

Phantom: Covert Ops

Certainly, an interesting concept which is designed to be seated and comfortable for lots of players, VRFocus spoke with Phantom: Covert Ops’ Game Director Lewis Brundish to understand the background behind the title and what players could expect from it.

Check out the full interview below, or take a look at VRFocus’ other interviews from E3 2019 with Oculus’ Jason RubinVertigo Games, Gearbox SoftwareReady at Dawn and Digital Lode. For further Phantom: Covert Ops updates, keep reading VRFocus.

Hands-on: ‘Phantom: Covert Ops’ Boasts Smart VR Design and Big Potential

At E3 2019 this week, I got a chance to go hands-on with Phantom: Covert Ops, an Oculus Studios exclusive in development by nDreams. The game plays out over the course of a single night, and follows a special operative as they infiltrate a facility in a tactical kayak. While the kayak part sounds just a little ridiculous, it’s actually a genius bit of VR design which affords the game an immersive locomotion and interaction system that has huge potential.

Phantom: Covert Ops is in development for both Rift and Quest. At E3 2019 I got to play the first demo of the title on Quest. The first thing I noticed when I put the headset on was that the game looks surprisingly good for being on Quest. It’s clear that this game was not stripped for all it was worth to meet Quest’s lower powered hardware, but was instead thoughtfully designed with the graphical limitations in mind. Still, I’m excited to see what the game will look like on Rift with the power of a full PC behind it.

After a few minutes into the game, I felt immersed enough that I completely forgot I was even using Quest (or in the middle of a noisy room at E3)—Phantom: Covert Ops feels like a serious game for serious gamers, rather than a casual title for VR first-timers. This is all thanks to the smart locomotion and interaction design of Phantom which revolves entirely around the player covertly infiltrating a facility from the waterways.

Image courtesy nDreams

nDreams has hit on the same approach to designing Phantom that I regularly rant about on Twitter—find what actually works and is fun to do with a VR headset on your head and tracked controllers in your hands, and then find a way to build your game around it. The all too common alternative in VR development is ‘on-paper design’, whereby someone expects to easily translate well defined non-VR genres into VR without first figuring out if the underlying mechanics that existing in those non-VR games actually make for a fun VR experience. See Lone Echo as one of the finest examples of the former approach, and Déraciné as the latter.

Phantom builds its gameplay around the kayak which serves as both the player’s locomotion and much of their interaction. A paddle stowed on the side of the kayak is used to propel yourself stroke by stroke, and indeed you’ll need to paddle on one side or the other to turn as you navigate the swampy waterways.

When you aren’t paddling, you’ll find the kayak around you equipped with some useful tools. To the right is a silenced rifle, on your chest is a silenced pistol, and on your back is an SMG. On the kayak in front of you there’s a box of unique magazines for each of your weapons, and a box of C4 with a remote detonator.

Using all of these items is so easy and immersive because they’re right there with you all the time—not to mention the fact that locomoting takes two hands, which means shooting while locomoting (which in many games is cumbersome) isn’t really a thing. Instead, you’ll often park your kayak somewhere inconspicuous, and then your hands are free to use the tools in front of you as you see fit. The result turns out to be very immersive.

Gameplay plays out like you’d expect from a stealth shooter—beyond being in a kayak, that is—I paddled my way through dark waterways, trying to avoid being seen by enemies, spotlights, and sometimes boats. There were reeds that I could use for cover, and I could shoot lights out with my silenced weapons to make new pathways of darkness. In many cases there were at least two different directions I could choose to go, some of which had interactive elements blocking the way (like one where I had to pull a chain on a pulley to open a sewer pathway in front of me, or another where I used C4 to blow open a blocked pathway).

The silenced rifle was the most precise killing tool at my disposal, but it consequently comes with the least ammo. Phantom is using an interesting scope mechanic which ‘locks’ to your eye when you raise the gun close enough, blacking out the rest of the world except your view through the scope. It seemed a little odd at first, but it’s much less awkward than many other VR scope implementations, which can be difficult to keep zoomed scopes aligned with your eye, making it quick and easy to use.

Meanwhile, the pistol works well for closer shots, and the SMG appears to be intended as a noisy backup for when you get spotted and need to put enemies down fast. You have a limited number of magazines for each weapon (don’t drop them in the water!), and if you reload a magazine before emptying it, you’ll lose the bullets that were in the previous clip. This is not only realistic, but also means you need to be smart about knowing how many bullets are left in each of your weapons, otherwise you might get caught with your pants down in the middle of a gunfight. Good thing there’s a little digital ammo counter on the side of each gun.

Image courtesy nDreams

The locomotion and gameplay works very well together, and really does a good job of maintaining immersion. There’s something about using physical motions like paddling to guide your locomotion that just feels a lot more immersive than moving with a stick or a button press. Additionally, the way your weapons and tools are sprawled out around you and always within grasp makes for a very consistent ‘interface’ that’s easy to understand and use. The end result is a feeling of ’embodiment’ that makes way for a strong sense of spatial awareness within the virtual world.

Towards the end of the demo, I was tasked with blowing up some sort of radio beacon. I killed one guy standing near a spotlight, and the shot the light out to open a pathway to slip undetected underneath a walkway suspected over the water. I followed below the walkway to reach the bottom of the radio beacon platform and happened upon a panel that was begging for a C4 charge. After planting it, I took the same path under the walkway to retreat to a safe distance before pulling out the detonator and setting off the fireworks, which brought the mission to a close.

– – — – –

Thanks to its smart VR locomotion and interaction design, Phantom: Covert Ops definitely has big potential. The million dollar question is whether or not nDreams can take this strong foundation and build enough unique gameplay moments on top of it to deliver a satisfying experience from start to finish. What I saw was really quite promising in the context of a single mission, but the gameplay will need to evolve from one level to the next to prevent ‘shoot out the light and slip past the guards’ gameplay from overstaying its welcome.

That will come down to how many intriguing gameplay scenarios nDreams can dream up with the player being stuck in a kayak, and ultimately that means figuring out what interesting ways someone in a kayak can interact with people and things on land. Shooting people and blowing stuff up is a good start, but I’ll be very interested to see what else they come up with and if they can weave an interesting story throughout that goes beyond disembodied dialogue over the radio.

On that front, the game’s developers tell me that there’s more weapons and tools that players will see over the course of the game; while they weren’t ready to say more about future gameplay scenarios, a sly smile on one of them me they’re excited about what’s planned.

Phantom: Covert Ops is due to launch some time in 2019 for Rift and Quest. The specific release date, price, and scope of the game haven’t yet been revealed.

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Phantom Covert Ops — How nDreams Is Making A Covert Stealth Game In A Kayak

Phantom Covert Ops — How nDreams Is Making A Covert Stealth Game In A Kayak

Who makes a covert operations stealth game where you’re in a kayak? It sounds like a dumb idea, but I played a preview of Phantom Covert Ops recently on the Oculus Quest virtual reality headset.

And it was fun. nDreams is making the title for Oculus Studios. Coming out this year, the game turns the player into an elite covert operative who sneaks into a flooded Russian military compound. You have to sneak around the hostile wetlands, take out your targets with silencer, and disable enemy installations like a satellite tower. If you’re caught, you’re pretty much dead.

I spoke with Lewis Brundish, the game director at nDreams, about how the studio tackled the task of making this unusual stealth game for the Oculus Quest and Oculus Rift VR headsets.

The game is coming out later this year. Here’s an edited transcript of our interview.

Above: Phantom Covert Ops game director Lewis Brundish.

Image Credit: nDreams/Oculus

GamesBeat: How long have you been working on Phantom Covert Ops?

Lewis Brundish: The concept started probably around 18 months ago, maybe two years. I forget the exact dates because it’s something that came together quite naturally out of prototyping and various ideas we had.

GamesBeat: What have you done before in VR?

Brundish: We’ve been working in VR for five years. As soon as the Oculus DK1 came into the studio, everyone knew that’s what they wanted to do. We saw the potential there. We’ve done a bunch of VR games. We’ve done the “Perfect” games, like Perfect Beach, those experiences. We did The Assembly, which was a narrative-driven game a few years back. Shooty Fruity is probably the latest one. We published Bloody Zombies. We’ve been around in VR for a long time. This is our fifth game, something like that.

GamesBeat: What led you into this stealth-military space?

Brundish: For a while, we’ve been wanting to make a really substantial VR game, something you can sit down and play for extended periods of time and lose yourself in. We came up with the idea of this military theme and this kayak movement as a way of giving you a game where you could play comfortably for extended periods of time.

We went through loads of iterations on how the boat would work. We went through boats with motors and two-person kayaks with other people in them. We were just prototyping different ideas. We didn’t know if any of them would work. But as soon as we got near the version you played today, we knew it would work. Then the stealth game wrapper fell very neatly around that.

Above: You can plant bombs in Phantom Covert Ops

Image Credit: nDreams/Oculus

GamesBeat: I don’t think anyone has done kayaking in a stealth game before.

Brundish: Yeah, it’s unique. It’s quite a unique selling point.

GamesBeat: You could turn it into a sports game later.

Brundish: Right, we’ve got all the tech. It’s one of those things—I hope you can attest from playing the demo, but you hear it and think, “Oh, that’s an interesting idea.” But when you play it – this is how we felt in the studio – it just works. It immediately works. The two things complement each other really well. When you pick the right setting, like this flooded Cold War naval base in the early ‘90s, once the environment is built so it’s waterlogged and there are channels everywhere and the ground is a bad place to be, it just clicks immediately with the boat. The stealth mechanics of hiding in the reeds, timing your movement to get past lights, going underneath the guards, it all clicks really well.

GamesBeat: I shot out a light to get to the radio tower.

Brundish: Yeah, that’s the thing. It’s great to have more people playing the game, because the way we designed this, we tried to go in at the start with—everything has to work exactly as the player would expect. That’s not just—the movement has to really tactile and one-to-one and working as you’d think. But then the environment—if you can see anything in the environment that you feel like you should be able to do, then we want to make sure you can do it.

It’s cool to hear that you discovered you can shoot out lights. You can shoot fire extinguishers as well, to create distractions. You can throw your ammo clips in the water to distract guards. You can grab things in the environment and pull them, move them. Anything that players want to do, we try to make sure that can happen. In early playtests of the game we had our C4 remote explosives that you could place and detonate. We found out that some people were trying to shoot them to detonate them instead of using the trigger. So, okay, we’ll make that work. The next person tried throwing them in the air and shooting them in midair. That wasn’t working, so we had to make that work.

That’s how we’ve designed it. It’s great getting the feedback from you guys playing today. We’ve not had any yet, but if anyone tells us about something that they wanted to do and couldn’t, we’ll try to make sure that happens.

Above: Phantom Covert Ops

Image Credit: nDreams/Oculus

GamesBeat: How much more work do you have to do?

Brundish: We’re targeting a release this year. But there’s still a lot to do. We don’t have a specific number of hours we’re shooting for. We want it to be narrative-driven. The game is going to take place over the course of a single night in this one location. You’ll get there just as the sun is going down, and then the events of the story will play out throughout the night. The sun is rising at the end, just as you reach the finale.

We also want to make sure the missions are full of replay value. You saw at the end of the demo that you get these medals. We award medals for pacifism and speed, but we also award medals for killing everyone. We want to have real, meaningful replay value, where players want to come back trying different equipment, trying different approaches, and trying to unlock everything.

GamesBeat: How do the guards sense you, or otherwise figure out there’s somebody there? Does the sound of the water alert them?

Brundish: Because we’re quite early in development right now, a lot of that stuff is still coming online. But things that will play into that are how close you are to lights, how illuminated you are, and also how much noise you’re making. Possibly even how much movement you’re creating. These are all things we’re working on.

Above: Phantom Covert Ops

Image Credit: nDreams/Oculus

GamesBeat: Is stealth VR becoming its own genre, do you think?

Brundish: We’ve found that, just like with horror—when horror games came to VR it was a real step up for that genre. The level of fear and visceral reaction that people felt was something they’d never experienced on other platforms. We really believe that stealth is the next big genre that can be lifted up in that way.

I love stealth games, and when you play a stealth game on a TV, you can understand that the situation is perilous or tense. You’re hiding in a bush while a guard is coming and you get that you’re close to being found. But you don’t feel it the way you do in VR, when you’re crouching in the reeds and trying to stay silent and there’s a torch passing right over your head, a guard standing right next to you. As soon as we hit on that we thought, “Wow, this is really cool.” We think stealth is going to be a big thing in VR.

Above: Phantom Covert Ops puts you in a stealth kayak

Image Credit: nDreams/Oculus

GamesBeat: How many kinds of environments do you have?

Brundish: Narratively the game all takes place around this flooded military installation on the coast of the Black Sea. There’s obviously quite a lot of diversity in what we can do with that. You have the forests surrounding the area. You have rocky canyon areas. You have the docks of the naval base. You have ruins, these abandoned buildings. In the demo you played today you started in the woods and went through a base. There was a shipwreck where you could paddle through the interior. There’s tons of variety, but it all comes together to form this cohesive location.

This post by Dean Takahashi originally appeared on VentureBeat. 

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‘Phantom: Covert Ops’ is a Unique Stealth Shooter Arriving on Quest & Rift in 2019

nDreams, the studio behind Shooty Fruity (2018) and The Assembly (2016), announced a curious new VR stealth adventure coming to Quest and Rift (S) that puts you smack dab in the middle of enemy territory on a military-grade kayak.

Called Phantom: Covert Ops, you’re tasked with stealthily paddling your kayak through a mercenary-infested wetland and prioritizing movement and action. With only one night to prevent a rogue militia from launching a global attack, you paddle your way through a flooded and abandoned Cold War naval facility with a variety of military weapons such as sniper rifles, pistols, and explosives.

Speaking in a Facebook blog post, Brundish explains a little behind the game’s locomotion scheme, something he says was difficult to get right.

We wanted to capture the feeling and expectation of real-life kayaking, but we also needed to make sure that anyone could pick up the game and immediately enjoy it, regardless of their real-life experience with boats. For a while, we thought that we might need two separate control schemes, one for novices and another for boating experts — but we kept persisting and iterating, and we finally arrived at a version that works great for everyone. It’s intuitive to pick up and play for first timers, but it also has depth and nuance that can be learned over time and mastered (or will come naturally to experts). It took us a long time to get there, but we’re really proud of the results.

Continuing, Brundish explains how the stealth mechanic is based on player movement and sound.

“You’ll often find yourself below a walkway with an enemy patrolling above you, and the only way to be sure of their location is to listen carefully to their footsteps creaking overhead,” he explains. “Of course, staying quiet isn’t the only way to get through an encounter — there are lots of options for distracting the guards, like shooting out light sources or engaging in combat.”

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Oculus Quest Review – The First Great Standalone VR Headset

Brundish further reveals that every encounter in the game “has multiple solutions, something that comes down to gameplay options presented in the area, and alternate routes through the level.

“We’re designing the levels to give the player as many options as we can—not just to provide choice throughout the initial playthrough, but also to give players more things to try out and discover when they replay an area. We’re adding unlockable medals at the end of each level, which challenge the player to complete the mission in a certain way: no alarms raised, no kills, 100% accuracy, etc. Our hope is that players will keep coming back to experience the missions in new ways and discover everything that the environments have to offer,” Brundish says.

nDreams game director Lewis Brundish says in an Oculus blog post that Phantom: Covery Ops is being developed specifically for the Oculus Quest and Rift platforms. Oculus considers Phantom an ‘Oculus Studios title’, so it’s likely to remain a platform exclusive.

There’s no firm release date yet, although nDreams says it should be out sometime in 2019.

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nDreams is Working on Stealth Game Phantom: Covert Ops for Oculus Quest and Rift

British virtual reality (VR) developer nDreams’ last title was the fun and colourful Fruity Shootyturning aggressive fruit into pulp thanks to some well-aimed bullets. Today, the studio has announced its latest project, a far more serious first-person shooter (FPS) called Phantom: Covert Ops.

Phantom: Covert Ops

Going for realism and looking like a Call of Duty style experience, Phantom: Covert Ops is all about stealth, with players able to choose how they carry out missions and complete the objectives thanks to multiple routes depending on the map, and the tools at their disposal.

Phantom: Covert Ops is an upcoming stealth action VR game that drops you in the role of an elite special forces operative with one night to prevent a rogue militia from launching a global attack,” explains nDreams Game Director Lewis Brundish on Oculus Blog. “The game takes place in and around a flooded and abandoned Cold War naval facility, and you explore the waterlogged environment in a military kayak. We’re developing Phantom specifically for the Oculus Quest and Rift platforms, so you can totally immerse yourself in the virtual world and interact with the game using fully featured motion controls.”

As the screenshots and announcement trailer showcase, the gameplay takes place completely on the kayak, with players able to row, shot or do both if they’re adept enough. Rather than using a stick to move, they’ll have to use their hands with nDreams developing 1:1 movement. As a military operative, players will have access to a range of weapons, from suppressed pistols and sniper rifles all the way to rather less subtle explosives.

Phantom: Covert Ops

The realism extends to all sorts of nuanced actions to make the experience more immersive, from simply pushing off from the environment with the paddle and throwing ammo clips into the water to distract guards, to shooting thrown explosives out of the air, the team has tried to ensure every possibility is covered.

Phantom: Covert Ops is being developed for both Oculus Quest and Oculus Rift, with a launch expected this summer. As nDreams reveal further details on Phantom: Covert Ops ahead of release, VRFocus will keep you updated.

Phantom: Covert Ops Looks Like Metal Gear Solid For Oculus Quest And Rift

Phantom: Covert Ops Looks Like Metal Gear Solid For Oculus Quest And Rift

Today nDreams is announcing their next VR game with Phantom: Covert Ops in collaboration with Oculus Studios. Phantom is a stealth action game coming this year to both Quest and Rift platforms.

In Phantom you play as a covert operative that’s been dispatched in a tactical kayak with military-grade weapons to eliminate enemy threats. It’s unclear just how large the game will be, but the teaser trailer and info we’ve seen thus far makes it seem like it’ll feature a robust explorable area and include an actual campaign.

Phantom: Covert Ops takes place during the Cold War in the early 90s, which is a rich time period to explore for espionage-based thriller experiences. The teaser above gives me heavy Metal Gear Solid-style vibes with the steady pace, stealth enemy takedowns, and quiet atmosphere.

nDreams is one of the most experienced developers in the VR space with titles like adventure game The Assembly, wave shooter Shooty Fruity, and silly puzzle game Danger Goat. Phantom then looks like a return to form for the studio as it explored the darker and more serious tones they first dabbled in with The Assembly.

We’re eager to find out more about Phantom: Covert Ops, so hopefully Oculus has more details at E3 next month. With recently released titles like Dance Central, Journey of the Gods, Face Your Fears 2, as well as upcoming launches such as Asgard’s Wrath and Stormlands, there is a lot on the horizon for both Rift and Quest.

Phantom: Covert Ops will release for Quest and Rift platforms later this year. Let us know what you think of it down in the comments below!

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Epic Games Awards the Final Round of Unreal Dev Grants

Launched in 2015 to support developers working with Unreal Engine, Epic Games’ $5 million USD Unreal Dev Grants programme has now drawn to a close, awarding the final $500,000 to over a dozen projects, covering industries including gaming, film, VR/AR, education, and more.

Project M Evie

Recipients this time include Backlight, a French studio working on virtual reality (VR) title Eclipse. Created in collaboration with Virtual Adventure, a VR entertainment centre near Paris, Eclipse is a multiplayer experience with 4D interactive elements.

Also in the VR sphere is Shooty Fruity Arcade from nDreams, a VR arcade version of its popular fruit shooting title for Oculus Rift, HTC Vive and PlayStation VR. Then there’s Project M from EVR Studios, a narrative-driven adventure where you’re encouraged to interact and build friendships with the game’s hyper-realistic non-player characters. Or then there’s SnapClick: Fossil Diggers VR by The Orphanage, a puzzle title where you play as a palaeontologist on the hunt to find proof that dinosaurs once existed. Travel to remote locations, explore environments, find fossils and piece them together.

Other recipients also included:

  • Aeon Must Die! by Limestone Games
  • BioStories by Bio-Bridge Initiative
  • Complete Unreal C++ Dev by GameDev.TV
  • Cryptant by Orcari
  • Eximius: Seize the Frontline by Ammobox Studio
  • Glimpse from Mr. Kite
  • Kingshunt from Vaki Games
  • Meta Runner by Glitch Productions
  • Photorealism in UE4 by Rense de Boer
  • Polter Pals by Split Hare Games
  • The Forgotten City from Modern Storyteller
  • Virtual Helsinki by Zoan
Fossil Diggers VR
“With today’s announcement, we’ve reached our $5 million goal for the Unreal Dev Grants program. As we look back at the list of those we’ve been able to support throughout the years, we can’t help but feel deeply honoured to have played a part in the stories of hundreds of projects,” said Chance Ivey, Partnership Manager at Epic Games in a statement. “We remain inspired by the talent and dedication that the Unreal Engine community continues to exhibit, and look forward to where everyone will take things next. Though Unreal Dev Grants is now behind us, it’s not the end of our ongoing support. Tune in to Epic’s State of Unreal opening session at GDC for more information.”
VRFocus will continue its coverage of Epic Games and Unreal Engine, reporting back with the latest updates.

Shooty Fruity And Perfect Are Coming To VR Arcades

Shooty Fruity And Perfect Are Coming To VR Arcades

UK-based VR developer nDreams is making its move into the VR arcade scene, bringing two of its most popular titles with it.

The studio this month announced both Shooty Fruity Arcade and Perfect Balloon Flight. The former is obviously based on the developer’s well-received 2017 wave shooter, Shooty Fruity, in which players try to fend off incoming hordes of evil fruit as they multitask scanning items at a supermarket till. As you can see in the trailer, the arcade version looks pretty much the same. It’s due to role out to VR arcades this winter in partnership with Ctrl V, VR Junkies, SynthesisVR and SpringboardVR.

Perfect Balloon Flight, meanwhile, is a little different. It takes the environments of nDreams’ relaxing VR game, Perfect, which simply offers three locations to explore at your own pace, and lets you soar over them in a hot air balloon. This one’s developed in partnership with Starbreeze (you know, that company that just announced its StarVR developer kit is $3,200) and will use a real balloon basked and 4D effects to make the experience more immersive.

In a prepared statement, company Patrick O’Luanaigh also confirmed that the developer was working on new titles for home-based headsets, including supporting the upcoming Oculus Quest device.

Elsewhere in nDreams news, the developer’s set to launch a VR bundle for PSVR in the EU this week, which will include Shooty Fruity and Perfect as well as its debut PSVR game, The Assembly, and one of its first published titles, Bloody Zombies. A price hasn’t yet been revealed.

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VR vs. Subtle Moves

Agreement is not a prerequisite of co-operation. Which is to say that you do not have to agree with a person’s point of view in order to work with them. As it happens, the VRFocus team differs quite a fair bit in not only our interests but our opinions on where virtual reality (VR) is going, where it should go, what VR videogames are good, what’s the best head-mounted display (HMD), etc.

Feather / Light / Delicate / SubtleBut that doesn’t mean we disagree on everything. Much like how the former Top Gear and current presenters of The Grand Tour – James May, Richard Hammond and Jeremy Clarkson – do actually agree on some things. Such as how the old Ford Mondeo was a really good car, that the UK should remain in Europe and, most importantly, that Heinz sandwich spread is delicious.  There are also some things that we universally agree on, at least in terms of the Editor and writing team. I can’t speak too much for Nina as she does her own thing.

For a start we all, unashamedly, love Moss and think Quill is the cutest thing ever. Another decision we all came to separately (and to our surprise) is that we all think that Shooty Fruity is rather rubbish. Rebecca reviewed it and gave it two stars out of five and that it “ultimately fails to rise above its roots as a wave shooter”. It was a judgement that didn’t best please nDreams as you can imagine and generated a number of comments in suspiciously short period from people white knighting the thing. But it was all rather irrelevant in the end. As I mentioned a few weeks back on VR vs. we don’t play favourites here, even for those that ‘gave birth’ to us, so to speak. So, Rebecca wasn’t enamoured of it and it got a two: Her opinion. End of story.

And if they’re still upset, nDreams will just have to be content with the multiple award nominations the title has gotten in the last couple of months. And be grateful some of the rest of the team didn’t review it who might’ve scored it even lower(!)

Shooty Fruity screenshotBut, like I say that’s very specific.  At EGX 2018 I got a chance to get hands-on with Arca’s Path VR from Dream Reality Interactive and Rebellion. It’s a title that we already previewed back in June at E3, but I’d been intrigued about for a while and wanted to have a go if possible. In that preview, which is genuinely positive, Kevin J did say “a question remains over whether or not the videogame benefits from VR at all” and I can see his point in that it’s easy to think that Arca’s Path VR could’ve just been replicated with any old motion controller. Except… I disagree with it. To me the benefit is that through the control scheme the resulting playstyle adds much to the title.

The key in all of this is subtlety and balance.

For those unaware of the title, a girl called Arca finds a mysterious headset and is transported to a strange world which is for want of a better description, The Void from Dishonoured if it existed in Transistor. Arca’s essence (as such) transforms into some sort of ball and your goal it to Marble Madness your way through to the end collecting crystal shards along to the way to unlock… well, that remains to be seen.

You control the ball through the obstacle course via moving a reticule in a direction and distance from Arca. The further you go from her the faster she’ll go, err, roll. Placing the target closer will slow momentum down to a stop.  Which when you’re traversing 90 degree turns on a narrow pathway with no walls to stop you is something you’ll need to be extra careful about – which is where the VR headset comes in.

Arca's Path - Screenshot (E3 2018)The reticule is gaze-controlled so where you move your head to look is where the target goes, and here’s where the trickiness comes in. Because of that you have to be very careful with your movements. You’re in a twisting route with hazards ahead so you obviously want to plan a route. In a normal videogame you’d have no problem as you’d be holding a controller and through that you’d hold the little target steady without any issue as you peruse the way ahead on the 2D screen.  In VR however, you are surrounded by the world and as you’re there you want to look around in a 3D way. Except, of course that if you move your head, you risk moving the ball. It becomes a matter of self-control and deliberate movements. Looking ahead and moving your eyes while keeping focused on your head position. Likewise moving your head to control is a subtler approach than a normal controller where it’s far easier to measure your pressure and momentum via a thumb stick.

Beyond the obvious narrative reason for using a headset, no, you’re not gesticulating wildly and yes, its use makes it a very untraditional VR title as a result – but who cares about that? You gain much more through VR’s use. The world is more intriguing, the controls take more thought and planning in order to utilise them. Mistakes are costly, judgement and awareness need to be on point.

We’ll find out more of what makes Arca’s Path VR tick when the time comes to review it in full. I wonder what the others will make of it? From my side at least, I’m sure they’ll have a ball.

Or be one.