Oculus’ Nate Mitchell: ‘2019 Represents Our Biggest Investment To Date’

Oculus’ Nate Mitchell: ‘2019 Represents Our Biggest Investment To Date’

Over half a billion dollars: that’s how much money Facebook claims to have invested in VR content since before the Rift launched in early 2016. Now with 2018 nearing an end and the next year of consumer VR on the horizon, they want to keep pumping that number up even higher.

“2019 represents our biggest investment to date,” said Nate Mitchell, Oculus co-founder and Head of Rift at a pre-Oculus Connect 5 preview event last week. “We do think that one of the continued big growth drivers is content, so you’ll continue to see that investment as we build a world-class content library that appeals to a wide audience of gamers. A wide audience of gamers is really important.”

Following 2018’s Marvel Powers United VR, a massive licensing deal for some of Marvel’s most respected and beloved superheroes all in one single game, that means a lot of big projects on the horizon. The likes of Defector, Stormland, whatever Respawn is working on, and more are all building up to big releases that could be some of the largest the VR market has seen to date.

“That’s right and that’s generally the direction we’ve been going,” responded Mitchell. “If you look at the 2019 titles that we have coming up and add it all up, that represents our biggest total investment we’ve had to date.”

In general, this is a stark contrast to this year and last year. Not long ago Jason Rubin proudly proclaimed that we can expect to see a new Oculus Studios game every single month — but that’s not the case anymore. Now it’s fewer releases with more time between them, but the games that do get released are much larger and more expensive.

“Before we had been trying to experiment with different types of games and genres, whether that be first-person shooters, third-person games, top-down God view,” said Steve Arnold, Head of Oculus Studios, at the same preview event. “And now that we’ve gotten to the point that we’re starting to learn what really connects to a VR audience, what feels like magic in VR, we can pour more of that money into bigger games because we have more confidence that what we’re building is right. We like to give developers as much time as possible to get to the level of quality that we’re all happy with.”

The game that came to mind immediately upon hearing that was Respawn’s title. The game was rumored to be in development over a year ago and then was officially “confirmed” and teased at OC4 last year. Which means it was likely in development for about a year before OC4, and it’s been a year since, with about a year left before release — at least, at this rate it may get bumped to 2020, who knows. That’s a solid 3+ years of development on a single title from a AAA-caliber studio.

“There’s still more that we can learn,” said Arnold. “We aren’t at the point where want to fund a five or six year long project, which is not uncommon in traditional games, but I wouldn’t be surprised if we get there in the next year or two.”

The real burning question though, the one that everyone is asking about the Rift, Vive, and all other PC VR headsets is: How are they selling? We know the PSVR has surpassed three million units, but what about Rift?

“Rift and Go are both performing really well,” said Mitchel. And…that’s about it, citing “company policy” to not divulge any other details. Oh well, I tried.

At the time I did this interview, OC5 was still about a week away. By the time you’re reading this there are likely new details out in the wild about Rift, Go, Santa Cruz, Half Dome, and all the rest of Oculus’ various projects.

But out of all of their upcoming projects that have stemmed from the large 2019 investment, which ones are you most excited about? How long do you think it’ll take to get one billion people in VR? Let us know down in the comments below!

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Defector Hands-On: Becoming Jason Bourne In VR Is A Blast

Defector Hands-On: Becoming Jason Bourne In VR Is A Blast

When I was younger, I wanted to be a secret spy. I’d imagine a lot of former young people would say the same thing. The escapades of James Bond, Jason Bourne, and Mission Impossible’s Ethan Hunt just seemed like such amazing and heroic jobs to have. Clearly I went down a very different path professionally, but the fantasy is still there in the back of my mind. After playing the latest demo for Defector, it’s not just a fantasy anymore.

I’d imagine Twisted Pixel’s pitch for Defector was pretty straight forward: let’s make an action-packed VR game in which you play as an international super star spy with fancy gadgets and smooth talking skills. You’ll travel the world, scale skyscrapers, and jump out of airplanes doing action hero stuff — all in VR. And there’s branching dialogue trees, multiple ways to solve missions, and it’s full smooth locomotion. Easy, right?

Obviously these are all comparisons I made back when I first played Defector at a pre-E3 event. My feelings on the game haven’t really changed much, but based on the OC5 demo I tried before the event last week, they’ve strengthened.

The main highlight of the demo was a chase sequence through a town in India. As is standard in this type of setting, obviously I had to chase someone through alleys and across rooftops. Every now and then the man would throw boxes down to try and disrupt me or I’d lose track and have to stop to scan a scaffolding in the distance.

Defector is at its best when it doesn’t slow down to let you try and think about what to do next. I’d run across a rooftop, fall down through a crumbling ceiling, get up and keep right on going. At one point, also shown down in the trailer at the end of this post, you can see the player running and then jumping across an entire alley several stories through the air, crashing down on top of the target, and then smashing through a door into a hotel room. Moments like that are what Defector is all about.

In past demos I’ve jumped out of an airplane only to then grab onto the exterior of another airplane and scale it with enemies falling around me. I’ve driven a sports car out of an airplane, shot enemies while falling through the air, and then crashed it into the side of another airplane in slow motion. I’ve even shot down fighter planes using machine guns from an exit door of another air plane.

I can’t wait to see what kind of other trouble I can get into.

Since this particular demo was so focused on the chase scene, I didn’t see much of Defector’s other game systems. There are branching dialogue trees (shown above) that can alter the path of a mission, resulting in varying events that up the replay value. Plus you can play as either a male or female agent depending on your preference.

Defector is a few steps below the polish and depth of something like, for example, Deus Ex or Alpha Protocol, but it’s pretty close. The game is structured with singular missions that are tied together through an overall narrative, but then each level also has specific objectives and branching points within to explore. It’s far from an open world game, but the levels themselves seem to be quite large.

After seeing what Twisted Pixel can do with animation and a good story in Wilson’s Heart, we’re eager to get our hands on the full version of Defector hopefully very soon. Defector is slated to release exclusively for Oculus Rift in 2019.

Let us know what you think of the game so far down in the comments below!

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Vox Machinae Hands-On: VR’s Most Immersive Mech Cockpit

Vox Machinae Hands-On: VR’s Most Immersive Mech Cockpit

I’ve played a lot of Archangel: Hellfire, Rigs was one of my favorite PSVR launch titles, and I still fantasize about a real Gundam VR game. But to date, Vox Machinae may have my favorite VR mech cockpit. It’s just the most perfect interpretation of how to do a cockpit in VR that takes full advantage of tracked motion controllers like Oculus Touch.

What you’ll find is that with most VR mech games, the cockpit is a visual ornament. It looks nice to sit behind some controls, it helps alleviate motion sickness, and for the most part people it really does sell the immersion. But then you end up just miming the robot’s arm movements or using the joysticks on your controllers to move and it defeats the purpose. Vox Machinae is different.

When controlling my mech in Vox Machinae, I had to actually interact with my cockpit. Want to go full speed ahead? I’ll need to reach down to my left and push the throttle forward. Boosting up in the air and spinning around to shoot someone behind me? I’ve got to pull up on the boost control at my left, then reach down to the right to turn the stick around to face behind me.

It sounds cumbersome, but what you lose in speed and finesse is more than made up for in sheer immersion. These are absolutely enormous robots and they certainly feel as massive and powerful as they look in a game like this. It’s a bit awkward, but that feels by design rather than because of control issues.

I only got the chance to play a single match, but it lasted about 15 minutes and had my palms sweating by the end. Because of how deliberate everything is in Vox Machinae, the skill ceiling is very high. Not only will you need to learn the weight and physics and jump speed and so much more of your mech, but the maps are enormous and there appear to be lots of weapons to juggle in customization menus — although I didn’t see any of that first-hand.

In recent years it feels like mech games have evolved to be more about a power fantasy of letting you go bigger without having to sacrifice going faster, but anyone that remembers old-school MechWarrior titles will recall the lumbering controls in those releases. With regard to that, Vox Machinae could almost be seen as a return to form in a way, while still iterating on the genre and pushing it forward with VR.

Vox Machinae’s bright, vivid color pallete are also a great contrast to the otherwise muted steampunk designs and it gives the experience a personality all its own.

All in all Vox Machinae has a lot going for it that really makes it feel special in the VR space. You won’t find another game that lets you interact with so many elements of the combat to have actual, immediately results in terms of gameplay like you do here. While playing I quickly forgot about the controllers in my hands and honestly felt like I was piloting a giant, hulking robot death machine.

Vox Machinae releases today for Oculus Rift and HTC Vive. There will also be support for non-VR players on PC. This is reportedly a multiplayer-only focused title. Let us know what you think of the game down in the comments down below!

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New VR ‘Star Wars’ Series Slated to Launch on Oculus Quest Next Year, Trailer Here

ILMxLAB, the immersive media wing of Industrial Light and Magic (ILM), today revealed at Oculus Connect 5 that they’re producing a series of Star Wars VR experiences for Oculus Quest, the company’s upcoming high-end standalone VR headset. The first in the series, dubbed Vader Immortal: Episode I, is said to come exclusively as a Quest launch title, and follow the exploits of Darth Vader.

ILMxLAB says it will be part one of a three-part series following Vader. The story, the company says, follows The Secrets of the Empire VR experience which launched at The VOID earlier this year.

The story is said to take place between Star Wars: Episode III – Revenge of the Sith (2005) and Star Wars: Episode IV – A New Hope (1977).

Image courtesy ILMxLAB

It’s unclear exactly where the series will fit in the game-experience continuum, although the company says you’ll “enter Darth Vader’s castle and get an up-close look into the mind of one of the most infamous villains, and take on an active role.”

Oculus Quest, the high-end VR headset based on Oculus Santa Cruz prototype, is said to launch sometime in Spring 2019, and start at $400 for the 64GB version. As a standalone headset with positional tracking (6DOF) for both the headset and controllers, Oculus Quest fits somewhere between Oculus Rift and Oculus Go, the company’s standalone VR headset with rotational-only tracking (3DOF).

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New VR ‘Star Wars’ Series Slated to Launch on Oculus Quest Next Year, Trailer Here

ILMxLAB, the immersive media wing of Industrial Light and Magic (ILM), today revealed at Oculus Connect 5 that they’re producing a series of Star Wars VR experiences for Oculus Quest, the company’s upcoming high-end standalone VR headset. The first in the series, dubbed Vader Immortal: Episode I, is said to come exclusively as a Quest launch title, and follow the exploits of Darth Vader.

ILMxLAB says it will be part one of a three-part series following Vader. The story, the company says, follows The Secrets of the Empire VR experience which launched at The VOID earlier this year.

The story is said to take place between Star Wars: Episode III – Revenge of the Sith (2005) and Star Wars: Episode IV – A New Hope (1977).

Image courtesy ILMxLAB

It’s unclear exactly where the series will fit in the game-experience continuum, although the company says you’ll “enter Darth Vader’s castle and get an up-close look into the mind of one of the most infamous villains, and take on an active role.”

Oculus Quest, the high-end VR headset based on Oculus Santa Cruz prototype, is said to launch sometime in Spring 2019, and start at $400 for the 64GB version. As a standalone headset with positional tracking (6DOF) for both the headset and controllers, Oculus Quest fits somewhere between Oculus Rift and Oculus Go, the company’s standalone VR headset with rotational-only tracking (3DOF).

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OC5: Oculus Renames Santa Cruz To Oculus Quest Coming Spring 2019 For $399

OC5: Oculus Renames Santa Cruz To Oculus Quest Coming Spring 2019 For $399

Oculus now has a final name for its standalone inside-out tracked VR headset, originally codenamed Santa Cruz. Meet Oculus Quest

The company announced the new name at its Oculus Connect 5 developer conference in San Jose today, also confirming that the kit would launch in spring 2019 for $399. UploadVR had previously confirmed the kit would be arriving next year with ports of Oculus Rift games and those include Moss, Robo Recall and The Climb. 50 games will be available at launch.

Facebook CEO Mark Zuckerberg broke the news, saying the headset could run “Rift quality experiences.”

Quest is Oculus’ second standalone headset but, whereas this year’s Go only support three degrees of freedom (3DOF) movement, this utilizes full 6DOF tracking like the Oculus Rift. Facebook calls this system Oculus Insight. This is achieved using sensors mounted to the headset itself that can recognize a user’s location in the real world and then translate their movement into the virtual world. Two hand-controllers, similar in form to Oculus Touch, also bring you more control in the virtual world.

We’ll be going hands-on with the device over the course of Oculus Connect, so make sure to check back with us.

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OC5: Oculus Quest Will Launch With Over 50 Titles In 2019

OC5: Oculus Quest Will Launch With Over 50 Titles In 2019

Today at Oculus Connect 5 Facebook announced that the Santa Cruz prototype is now officially known as Oculus Quest and that it will be launching in Spring 2019 with over 50 different titles for $399. While the full list of releases won’t be confirmed until next year, we already have a bit of insight into what to expect.

Here at OC5 in San Jose Facebook is hosting an “arena-scale” demo of Dead and Buried that will allow users to run around freely in a large space within a shared multiplayer environment. At the show they’re also demoing Tennis Scramble, a VR tennis title that looks a lot like Wii Tennis, as well as Face Your Fears.

In addition to those that we will have the chance to try here today, Oculus Quest will also launch with several ports of other Rift titles such as Superhot, Robo Recall, The Climb, and Moss. But that still leaves over 40 other titles that we don’t know about yet.

The sizzle reel that they showed during the OC5 keynote didn’t show much actual gameplay footage, more like concept ideas, but it certainly showed what looked like a sword fighting game of some kind (maybe even Raw Data?) and we’re hoping to see Beat Saber make an appearance. At one point the actor has giant fists on her hands that look a lot like The Hulk, so hopefully that means some version of Marvel Powers United VR on Quest too.

What other titles do you hope to see on Oculus Quest? We put together a wish list if you want to see our picks, but we’d love to know your thoughts too down in the comments below!

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OC5: Watch Oculus Connect 5’s Opening Keynote Right Here

OC5: Watch Oculus Connect 5’s Opening Keynote Right Here

Today’s the day! Oculus Connect 5 is kicking off in San Jose, California, and we’re expecting a host of new announcements from Facebook’s VR team. The keynote speech gets underway at 10am PT/1pm ET/6pm GMT, but where to watch the action unfold?

Right here, of course. We’ll have live feeds of the show as soon as they’re available. Expect to see an update on Santa Cruz, Oculus’ new standalone VR headset, as well as apperances from Mark Zuckerberg and co.

Want to watch in VR? You can! That is, if you have a Gear or Go – Oculus Venues is livestreaming the keynote as it happens so you can watch with your friends from across the globe.

Stick around for after the keynote; we’ll have plenty to talk about. Enjoy!

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OC5: Oculus Partners With VRHealth To Bring Rift And Go To Hospitals

OC5: Oculus Partners With VRHealth To Bring Rift And Go To Hospitals

Oculus Go headsets will soon be joining Rifts in rolling out to hospitals and homes in an effort to use VR to manage patient pain and anxieties.

VR wellness company VRHealth today announced a partnership with Oculus that will see the latter’s hardware roll out to sites across the US running the former’s software. At the Oculus Connect 5 developer conference in San Jose, VRHealth will launch three pre-orders as part of the partnership.

The first is a pain management platform on Go designed for use during chemotherapy and other treatments. It includes several different activities for distraction along with visual imagery to “alter pain perception”. The hope is that the experiences provided in the platform can help patients forget about discomforts caused by their treatment. Several plans for the platform are available, each coming with a Go headset and a tablet that others can use to gather data. VRHealth also provides analytical tools that can be used to help improve treatments in the future. Plans start with a $699 payment for the Go and tablet and then range from $89 a month up to $449 a month and beyond for enterprise cases.

The second platform also helps manage pain, though is designed for home use on Go with subscriptions starting at $5 a month. Finally, another Go app focuses on wellness, incorporating brain health exercises and meditation. It tracks the user’s performance and even allows them to compare results with their friends. Oculus is assisting the company with the delivery of these platforms via its Oculus for Business program.

Rift, meanwhile has already been deployed at 30 locations across the US, running a platform for rehabilitation.

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Life In 360°: Reconnecting

Ah, it begins once again. We’ve finally reached that point of the year where we don’t sleep for two days and Oculus tell us all their plans for the next year. All of them. Or at least give us vague indications of what they’re tinkering with.

Life In 360° / 360 Degree VideoOculus Connect is with us once again, is it really the fifth one of these already? Apparently so. Now while I normally shy away from referencing an event with Li360 while it’s on because heaven knows there’ll be enough content for it anyway I thought today we’d do something different. Not only are we going to focus on the events of the past we’re also going to look at a couple of videos that aren’t even in 360 degrees.

What they are however are sessions from the original Oculus Connect in 2014 and 2017’s Oculus Connect 4 that focus on creating 360 degree video so you can see how discussions have changed over the years.  Both these session recordings come from Oculus themselves, incidentally.

Oculus Connect (2014): 360 Degree Filmmaking for VR

“Kamal Sinclair, Chris Milk, Paul Raphaël, and Ikrima Elhassen discuss 360-degree Filmmaking for VR at Oculus Connect.”

Oculus Connect 4 (2017): The Full 360: Creating High-Quality Immersive Videos

“Dive into best practices for 360° content creation. We’ll explore the quality threshold for VR headsets, image stitching and stereoscopic 360, and encoding for Facebook. In addition, we’ll be joined in a fireside chat with Paul Raphael and Ryan Horrigan of Felix & Paul Studios about the making of MIYUBI.”

We’ll be back on Friday with some more 360 degree video. Be sure to check back frequently with VRFocus throughout the next two days for all the latest on Oculus Connect 5.