Preview: Penn and Teller VR: Frankly Unfair, Unkind, Unnecessary & Underhanded

Magic has long enthralled mankind for generations, offering a fascinating twist on reality that’s both entertaining and perplexing in equal measure. There have been many a famous magician, from Houdini all the way up to current street magicians like Dynamo. When it comes to stage magic, duo Penn & Teller are up there with the best, mixing magic with comedy and a little danger (as well as debunking). Collaborating with Gearbox Software, the pair have created a rather intriguing virtual reality (VR) experience called Penn and Teller VR: Frankly Unfair, Unkind, Unnecessary & Underhanded which could well be a highlight for any local VR gathering.

Penn and Teller VR

Gearbox Software shared a brief demo of Penn & Teller VR during the Electronic Entertainment Expo (E3) this month, allowing VRFocus to gain a sneak peek behind the curtain. It’s one of those sort of videogames where discussing it can reveal too much, as once the twist is spoilt there’s no going back. You have been warned.

The title is made up of 14 tricks (or ‘Bits’ as they’re referred to). Each Bit is essentially one magic trick which can either be performed with a friend or solo. For the demo, VRFocus got to see several of these, as well as some other parts of the experience. These were Bits involving the game paper, scissors, stone; a sawing in half trick and a water tank escape.

In Penn & Teller VR you are the magician which means you tend not to put the headset on as often, controlling the sequence via a monitor. This is because of the videogame’s other fiendish feature pranking. So the Paper, Scissors, Stone game is a prime example. Here both VR player and non-VR player enter into the classic game, trying to beat each other as usual. The twist is that you can then automate the hand movements without the VR player knowing. So while they’re happily trying to win, blissfully unaware they’re no longer playing you that frees you up to prank your mate. In VRFocus’ case, the Gearbox Software team member playing then snuck up and tapped me on the shoulder for a surprise scare.

Penn and Teller VR

Highly amusing, it’s easy to see how with a few friends Penn & Teller VR could be the party title to beat Keep Talking and Nobody Explodes. The water tank escape, on the other hand, called ‘YOU be Houdini’ was a solo experience. Chained into a tank – for added effect both hands were put through the Oculus Touch strap – there were loads of padlocks each with different key shapes (circles, triangles, squares etc.) which needed to be unlocked by random keys being dropped in. The aim is not to drown – probably best not played if you have a fear of water or tight spaces – and needless to say, VRFocus failed but managed to survive thanks to the duo.

They’ve certainly tried to make Penn and Teller VR: Frankly Unfair, Unkind, Unnecessary & Underhanded more than just the Bits by themselves. You can go into the famous ‘Monkey Room’ which guests for Penn & Teller’s live shows in Las Vegas wait in before going on stage, and the pair have recorded videos going into greater details regarding their tricks.

What’s impressive about Penn and Teller VR: Frankly Unfair, Unkind, Unnecessary & Underhanded is that it really plays to VR’s strengths, offering an experience that’s distinctive and a refreshing change for some of the other releases on the horizon. VRFocus does have one quibble at this point, and that’s longevity and repetition. Will 14 Bits be enough? Because once you and your friends are in on the gag it no longer becomes entertaining or funny, killing any pranks in the process. Hence why most magicians keep their tricks a secret.

Preview: Sports Scramble – Mixed up Energy

During Oculus Connect 5 (OC5) in 2018, Facebook unveiled its 6DoF standalone headset Oculus Quest. As part of the demo, selection to showcase what the device could do was a sports title from Armature called Project Tennis Scramble. Now with the Oculus Quest only weeks away from release it’s time to preview the final version with a greater selection of events, Sports Scramble.

Sports ScrambleSports Scramble features three sports, tennis, baseball and bowling with a selection of single-player training, challenge and free play modes. The title does include a multiplayer aspect but that was locked for this preview version, plus with the Oculus Quest not due for release until 21st May finding an actual match might have been a little tricky.

To begin with, the gameplay seems fairly ordinary, the first training modes for each sport take you through the rudimentary aspects of each sport and how they work in VR. However, it’s not called Sports Scramble because it plays by normal rules as game modifiers soon start to mix things up. There are three aspects which can alter the gameplay in weird and wonderful ways, changing the ball, changing the racket/bat, and changing the environment.

When setting up a free play tennis match for example you can go traditional or scramble, selecting either one, two or three of the modifier options. During the match these will then float above the net and need to be hit by either player. Hitting the ball modifier will then alter it for your opponent – and permanently keep it that way until another modifier is hit – changing an ordinary tennis ball into a beach ball or a fish. The same goes for the racket, suddenly changing into a baseball bat or a golf club.

In the bowling mode these changes are just as dramatic but out of your control. You’re given a selection of balls/items to try and get strikes with, pineapples, rolling pins, rugby balls are just some of the selection. A golden ball and a bomb can be earnt should you get a strike or spare. The lanes then switch to resemble a mini-golf style challenge, putting mines in the way, becoming really thin, or putting an ice hockey player in the way.

Sports Scramble

What this all makes for is an entertaining experience that should keep players on their toes. It’s made all the better thanks to Oculus Quests freedom to move around as required without a cable in the way. Just don’t expect to be diving across the room lunging for a tennis ball or sliding in baseball. Armature has ensured players aren’t required to move very far, keeping everything fairly constrained within a small square area marked on the floor.

Most impressive though is the tracking. For a title that requires plenty of fast-paced movement, Oculus Insight does an admiral job of keeping up, and never once did it seem to miss a shot; even when the controllers had clearly disappeared out of sensor range for a moment.

There are plenty of titles to get excited about for the launch of Oculus Quest, with big names like Beat Saber, Creed: Rise to Glory and Apex Construct on the roster. Yet Sports Scramble has the benefit of being one of the few original videogames on the list and is certainly ideal for newcomers. It’s not a system seller by any means, yet so long as the multiplayer works well Sports Scramble appears to be a neat little VR experience.

Preview: Project Tennis Scramble – Sports Get Weird on Oculus Quest

One of the first titles announced for Oculus Quest is the oddball Project Tennis Scramble; a tennis ‘simulation’ that really wants you to know to it’s heard of the Mario Tennis series. And this is no bad thing; next to the aggression of Dead & Buried Arena, the puzzling of SUPERHOT and the rather dry horror of Face Your Fears 2, Project Tennis Scramble is the only light-hearted experience yet seen on Oculus Quest.

Oculus Quest - TennisThe experience begins with a short tutorial wherein the player grabs a racket and is taught to hit the ball. Simple enough; but in doing so you are also taught about the limits of the play space. Project Tennis Scramble was in fact the only experience at Oculus Connect 5 which offered two different sized play spaces; one for each player. Once the tutorial has ended the player is transported into a brightly coloured arena that sits somewhere between a Super Mario videogame and #Selfie Tennis, and then the man himself pays us a visit.

A giant ball with arms floats from the ceiling and suddenly upon the screen appears Jason Rubin, VP of Content at Oculus. He delivers a message welcoming the players to Oculus Quest and to Project Tennis Scramble itself, with thanks to Armature for their work, and wishes the player fun. It’s a rather peculiar introduction, but a welcome one given Rubin’s last-minute absence from Oculus Connect 5.

Matches in Project Tennis Scramble are directly comparable to Wii Sports’ tennis; the direction and speed of the player’s contact with the ball has less importance than simply making said contact. The players build a rally and as they do two special effect devices appear within the scene and hitting either of them will induce a variety of changes, such as turning the ball into a beach ball or shuttlecock.

Project Tennis Scramble (OC5)The match set-up at Oculus Connect 5 was a simple first-to-five points arrangement, but that certainly helps with the flow-through of players on a busy show floor. How Oculus and Armature plan on expanding the formula into a fuller experience – or even if they will attempt to create a product from this tech demo – remains to be seen. It wouldn’t be unlike Oculus to offer Project Tennis Scramble as a free download with Oculus Quest in a similar fashion to Farlands with the Oculus Rift.

That would of course be the best-case scenario for Project Tennis Scramble, as while it is fun for a few minutes it’s an undeniably shallow experience. Much like Wii Sports, Project Scramble Tennis is an easy sell to many people, but now that we’ve had been through that Wii phase would it be enough to sell the $399 (USD) Oculus Quest on? It’ll make a good stepping stone for friends and family of the early adopters, but Project Scramble Tennis in itself is unlikely to be the title that convinces anyone to part with their cash.

Preview: Dead & Buried Arena – Oculus Take a Shot at Warehouse Scale VR

Oculus has been notoriously hard-nosed about the location-based entertainment (LBE) market for virtual reality (VR). Prohibitive clauses in the use of their hardware and a reluctance to offer a more rugged version or a ‘business edition’, has seen the company responsible for the modern rebirth of VR seems almost ignorant towards one of its most rapidly growing sectors. There’s always an opportunity to change however, and the Oculus Quest could well be the device to do it.

Oculus Quest - FrontDuring the Oculus Connect 5 keynote, wherein the Oculus Quest was officially announced as a product evolved off of the Santa Cruz prototype, Mark Zuckerberg spoke openly about the device’s large area capabilities. This is a stark change for a company that insisted just two years ago that modern VR should be led by seated experiences, but undoubtedly a welcome one. There’s room for all types of experience in VR, from seated to standing to moving several feet very quickly.

Dead & Buried Arena is Oculus’ first attempt at the latter. Built on the Oculus Touch launch title developed by Gunfire Games (it’s not yet been confirmed whether or not the studio worked on this follow-up, but is more than likely) Dead & Buried Arena is a fantasy wild west shooting experience for six players. Forming two teams of three, players took to the arena using cover to avoid one another’s fire.

The basic mechanics include destructible scenery (boxes that exist in the real world and fade out to blue when shot in-game), a 10 second respawn to allow players to find a new cover position when killed and collectible weaponry. It’s nothing revolutionary on the surface, but in the minutiae Dead & Buried Arena makes some interesting design decisions for a robust LBE title.

Dead & Buried Arena - The Arena
The design of the arena itself.

In order to keep the players apart and prevent collisions, the centre of the arena has a train which passes through. This is automatic on occasion, but it also can be manually triggered whenever a player steps upon it, this results in instant death and no respawns until you’re back on your side of the map. The destructible scenery doesn’t send particle effects flying it alter the polygons presented at all in order to allow for accurate real-time mapping for all players – VRFocus was informed that the map and the player’s location within were networked via wi-fi even in a local environment – and the weapon variety (although plentiful for this short demonstration) was far more limited than the original title.

Dead & Buried Arena is a strange beast: at once presenting an argument for Oculus to join the push for the LBE agenda yet at the same time feeling less complete than the year-old original. It may well be that Dead & Buried Arena was purely a technical demonstration designed specifically to showcase the capabilities of Oculus Quest, but it’s definitely not a huge leap to see a market for this kind of experience.

Preview: Face Your Fears 2 – Why’s it Always Spiders?

Every time a new piece of virtual reality (VR) technology is revealed, a horror experience is offered alongside it. As if the promise of heightened jump scares hasn’t waned over the last five years, Oculus Connect 5’s debut of the final Santa Cruz hardware – now known as Oculus Quest – comes complete with its own haunted house courtesy of Turtle Rock Studios.

The sequel to 2017’s ‘fear and phobia’ experience retreads familiar ground. The sequence available at Oculus Connect 5 begins with the player standing in a clearing by a wood, tasked with finding your missing younger sister. As you walk along a pathway and approach a house, a few simple clues tell you you’re heading in the right direction, while some boundaries trigger events that inform you it’s not going to be a simple case of hide-and-seek.

A later sequence has you explore a woodshed, in which nasty things and apparitions are designed to halt your progress. The phobia that this sequence is excited to push the boundaries of is arachnophobia: beginning with a small spider that jumps on to your hand there’s soon floods of them all over the floor, giant ones reaching through walls at you and swinging from the ceiling literally straight into your face. Yet all the while, all you want is to find a key.

The biggest issue here is that the design of the experience still relies on players moving beyond the boundaries of the demonstration area. Oculus Quest allows you to freely move and walk within an experience unlike any other VR device out there, so why are we still being constrained by analogue sticks for locomotion? While the demonstration build of Face Your Fears 2 was perfectly adequate for showcasing a lowbrow scare sequence in VR, it seems to somewhat fall short of expectations for a totally wireless 6 DoF head-mounted display (HMD).

Oculus Quest - BackEssentially, Face Your Fears 2 is hamstrung by the last two years of VR design. It’s built for a VR device that’s more limited than Oculus Quest, and uses the benefits that the new hardware adds in a purely superficial way: you can move freely, but the design if the videogame completely ignores that possibility. The additional comfort Oculus Quests offers is still welcome of course, but whether that alone is worth a $399 (USD) upgrade is definitely a matter for debate.

The demonstration build ends once you’ve faced the seemingly-endless aggression of spiders and manager to unlock the door to the house with the key you acquired along the way. So while Face Your Fears 2 presents a haunted house experience for Oculus Quest, we haven’t yet been given the chance to step inside. That, it seems, will have to wait until the device launches in Spring 2019.

Hands-On with Oculus Quest – The Way VR Was Meant To Be

Modern virtual reality (VR) has been making promises for five years. Since the initial reveal of a duct-taped Oculus Rift through the development kits and up until the consumer launch, we’ve all been promised that the technology will eventually offer truly revolutionary experiences. It’s gotten closer to this Holy Grail, step-by-step, but it’s never been quite enough. Two years ago Oculus revisited that promise in the form of the Santa Cruz prototype, and today, it has come good: accelerating VR hardware in its goal of reaching mass market adoption through ease of use, so that we can all eventually experience something groundbreaking.

Oculus Quest (OC5)Santa Cruz, or Oculus Quest as it is now known, is an elegant piece of hardware design. It’s a recognition of the fact that everything we’ve seen so far has been good, but still falls quite short of one-size-fits-all. The Samsung Gear VR, the Oculus Rift and even the Oculus Go have changed the technology industry forever, but VR is still yet to change society: Oculus Quest takes all of the technological, market penetration and form factor lessons learned over the last five years and repackages them into something believable. Quite simply, Oculus Quest could have what it takes for VR to push beyond the novelty and cash-in on that promise.

Originally unveiled as a slightly fragile prototype back at Oculus Connect 3 in 2016, the device has come a long way in two years. The level of comfort offered is actually better than Oculus Rift despite including all the processing hardware on-board and, while we’re yet to get any official statements regarding field of view (FoV), it does upon initial (limited and controlled) testing appear to offer a slight improvement. The tracking of the head-mounted display (HMD) still occasionally suffers on erratic movement (sharp 180 turns or diagonal upwards swings) but for the most part it performs just as well as the Oculus Rift itself.

A slight issue that appears to have become part of the Oculus Quest since last year is controller tracking. Face Your Fears 2 – a horror experience from Turtle Rock Studios – didn’t rely on swift arm movement and so the predictive tracking worked seamlessly, however Project Tennis Scramble – a colourful tennis experience – required much faster movement often seeing your racket disappear from the field at the worst possible time. Whether this is a hardware issue or the software remains to be seen, but given the quality of the demonstrations seen when the Santa Cruz controllers were initially revealed last year it’s more than likely to be the latter.

Oculus Quest - Hero / Lifestyle ImageTechnical specifications of the Oculus Quest, such as processing power, GPU clock rate, battery life and storage capacity, have not yet been revealed. It’s not likely that such information will come to light any time soon, but the fact that it uses USB-C for charge and houses a much more efficient focal adjustment is good news right from the start.

So what does this mean for the Oculus hardware family? Oculus Go will continue to be the entry level device, but will the Oculus Rift represent the high-end? Will we see the minimum PC specification for Oculus Rift experiences increasing above and beyond that of Oculus Quest? Or will we see the Oculus Rift receiving a price-drop and being positioned as the awkward middle child? Only time will tell, but the next six-or-so months as we await the Oculus Quest launch will undoubtedly be very exciting.