Audica VR Review: Chaotic Rhythm Shooter

Now that Audica has officially launched on Oculus Quest and is available on PSVR and PC VR headsets, we thought it was the perfect time to revisit our review and update it for the current version of the game with a finalized score.

When Audica first hit Early Access it was early 2019 and Beat Saber fever was still in full sing. Beat Saber was absolutely the VR shot heard around the world and clearly Harmonix was listening closely.

To their credit, they have the most experience with crafting music games out of anyone on the planet. They’ve established their legacy as the music game creation game company with titles like Amplitude, Rock Band, and Dance Central to their credit, not to mention VR games like Rock Band VR, Singspace, Dance Central VR, and even Harmonix Music VR, so it’s no wonder they took note. Since then, Pistol Whip has burst onto the scene as another rhythm-based VR shooter, but that one is its own beat entirely.

Comparing Audica to Beat Saber is inevitable, but it has just as many differences as it does similarities. It definitely offers something distinct and different, but not necessarily better. The relatively unwieldy mechanics and lack of overall fluidity makes it harder to recommend than its main competitor’s dead simple pick-up-and-play approach — but let’s dig into the specifics more clearly.

The basic premise in Audica is that you shoot blue and orange nodes inside VR using motion controllers to the beat of the music. Instead of slicing boxes, punching orbs, or blocking objects, you shoot colorful targets. It’s just different enough to feel unique and challenging, obviously requiring a different type of hand-eye coordination than physically punching or swinging. And when you nail it and rack up a huge combo, it feels extremely satisfying.

Once you get in the zone Audica has a way of feeling almost more like a dance than anything else. You’re not only aiming at targets as boxes close in on the center, but also swinging your arms to swat down orbs trying to hit you and scanning the field with your head to locate the next target. The way the game engaged my head and forced me to move and look somewhere other than straight ahead was definitely an adjustment for games like this. We’ve yet to really see a rhythm music game in VR that takes full advantage of the 360 space, other than 360 levels in Beat Saber, but playing Audica on Quest definitely had me looking from left to right constantly.

When you watch footage of this game it’s a bit hard to tell the nuances of each movement, but there are actually a lot of different ways to shoot a target in Audica. There are basic shots with circle targets, diamond shaped shots that require holding the trigger to channel electricity, as well as dual combo shots, chain shots that require tracing a pattern while holding the trigger, as well as both vertical and horizontal shots. It’s a lot to digest.

Even though the tutorial throws everything at you quickly the actual difficulty stages are pretty diverse. In Audica you have entire new game mechanics to contend with depending on which setting you pick which really does help make it feel like a progression within the game rather than notes just moving more quickly.

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As it turns out, gameplay is actually very similar to an obscure downloadable rhythm game you may not have heard of called Osu which involves dragging your cursor through circles as they shrink and timing it as the outer circle hits the center. Or like in Elite Beat Agents for DS. Basically that, but in VR and with two guns.

I think my main issue with the core gameplay loop is that it doesn’t feel as fine-tuned as it should. For example, with modern VR headsets like the Rift S and Quest, the main two I’ve played this game on, it’s easier than I’d like to miss new targets because of the narrow field of view relative to my actual eyesight. Frequently on the second difficulty tier and above, new targets will appear outside of the headset’s vision. The only indication that a target is there is a faint aura that emanates just before it appears but if you’re turning your head or already looking at an existing target it’s way too easy to miss it. A headset with a wider field of view would help, but I only tried it on Quest and Rift S for this review. It becomes less of a music rhythm game and more of a “quick reflex reaction time” game.

However, the main thing Audica has going for it is a deep and varied selection of songs — especially if you factor in the DLC as well. When you buy the game you’ll immediately have access to over 30 tracks right off the bat ranging from EDM and electronic tracks, as is customary in this genre, but also with a few pop songs and even some metal via Dragonforce thrown in for good measure. They don’t all fit the gameplay that well as far as I’m concerned, but everyone vibes with music differently.

If you add in the DLC, which is reasonably priced at $2 per track or $19.99 for the whole 2019 Season Pass, you get even more variety with artists like Ariana Grande, Billie Eilish, Imagine Dragons, Post Malone, Fall Out Boy, and more. Having that much to pick from is really, really nice and new track releases happen very consistently.

audica image updated 4

Another issue is that the key action you’re performing (quickly aiming at and shooting targets) doesn’t feel natural. Usually when you shoot a gun in real life or in other VR games you’re holding it up, arms steady, and taking aim carefully or at least with some stability. On the contrary in Audica your arms are swimming through the air, almost like you’re in a ballet, as you swat away objects and quickly take aim at new targets just as they appear. However, this does foster a need to memorize the song patterns and it becomes a much more skillful game, which will appeal to hardcore players. The skill ceiling feels enormous here.

The pure physicality of hitting things though, the cornerstone of what makes so many VR rhythm games addictive, is all but missing. Pointing and pulling a trigger just isn’t as satisfying as the impact of slashing or punching. Even other shooting games like Pistol Whip manage to be more visceral because of the dodging and active nature. In Audica, you basically just stand still. In this way, it feels like something is missing.

There’s a Campaign mode which splits the tracks up into different thematic categories you progress through, but the bulk of your time will likely be spent in Solo play mastering the various difficulty levels. There’s a Group Play mode as well that’s designed for passing the headset, which works great on Quest especially if paired with Chromecast streaming for parties. There are also leaderboards, naturally.

One very unique feature Audica has going for it is the ability to craft your own beat maps for songs directly inside the app itself, which is really unique and fun. However, it does not have anywhere near the same level of custom beat map modding support that Beat Saber does. If you don’t like the songs included in Audica, you should skip it entirely instead of expecting the community to mod in songs you want.

I hate to have made so many comparisons to Beat Saber in this review, but especially on the PC side of things where the active modding community is providing Beat Saber with a near infinite number of songs and so much more, it’s hard not to. For a lot of people the question is: Why should I buy Audica if I already have Beat Saber? And that answer is gonna be very different for most everyone.

audica image updated 3

Audica VR Review Final Verdict:

As it stands Audica is definitely something different, for better and for worse. The gameplay mechanics are enough to make it stand out, especially if you dedicate the time to really dig into it, but in a crowded VR rhythm game market the circumstances surrounding how and why it’s different aren’t always in its favor. If you’re a big fan of VR rhythm games, make no doubt: there is plenty to sink your teeth into and you’re gonna have fun, but if you’re picky about finding your flow in a game or already enamored with Beat Saber, there may not be enough to pull you in


Final Score: :star: :star: :star:  3/5 Stars | Pretty Good

You can read more about our five-star scoring policy here.


Audica is available now on Steam for PC VR headsets, Oculus Home for RiftPSN for PSVR and Oculus Quest at a price point of $29.99 on all platforms. This review is primarily based on the Oculus Quest version of Audica, but we’ve played it on PC via Rift and Rift S as well.

Editor’s Note: The first version of this review was published in March, 2019, when the PC Early Access version of Audica released. As of today, February 4th, 2020, the review has been updated and rewritten to account for the launch version of the game. 

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Oculus Quest Sideloading “Same Process” As Oculus Go

quest dev kit

Eager to sideload apps not available from the Oculus Store when you get your Oculus Quest? CTO John Carmack confirmed on Twitter that the sideloading process will be the same as the Oculus Go.

Last week Facebook announced Quest’s store would have a different content policy than previous headsets — a more console-like policy with stricter standards. On Rift and Go developers submit near-finished games. On Quest, Facebook wants developers to submit a “concept document” early in development. The claimed goal is to have a “high quality” content catalog with “polish, substance, and depth”.

This locking down of the store led to concerns over sideloading support. Facebook told us that Quest apps “can be shared easily to others who have Developer Mode turned on”, but didn’t clarify whether the process was the same. It seemed possible that the process for enabling developer mode had extra steps or even approval.

Carmack’s confirmation of the process being the same will be a sigh of relief for enthusiasts and developers of sideloaded Go apps. There is a wide range of sideloadable apps available for Go, from streaming services like Amazon Prime Video to emulators of past consoles.

On Go, the process to sideload is relatively simple. Check out our sideloading tutorial if you’re interested in sideloading apps.

With the new policies for content on Quest’s store, sideloading will be more important than ever. Facebook’s vision of “quality” will never be shared by all, and could potentially lock out some great VR games from the platform. For enthusiasts in particular, the ability to access a more experimental breed of content will be greatly appreciated.

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Oculus Go & Oculus Quest: Enterprise-Edition soll 2019 erscheinen

Oculus arbeitet derzeit an neuen Enterprise-Editionen der beiden VR-Brillen Oculus Go und Oculus Quest, wie ein kürzlich veröffentlichtes Stellenausschreiben bekannt gibt. Während die Quest-Brille in der normalen Variante erst im Frühjahr 2019 erscheinen wird, ist von der Oculus Go bereits ein Business-Bundle für Unternehmen verfügbar. Die Enterprise-Versionen sollen noch 2019 erscheinen.

Oculus Go und Oculus Quest – Enterprise-Edition sollen 2019 veröffentlicht werden

In einem kürzlich veröffentlichten Stellenausschreiben sucht Oculus nach einem Software-Entwickler für das AR-/VR-Enterprise-Team, um AR- und VR-Plattformen für Unternehmen bereitzustellen. Genauer wird das Ziel beschrieben, eine Enterprise-Edition der Oculus Go sowie Oculus Quest noch 2019 zu veröffentlichen. Dadurch soll eine Technologie geschaffen werden, “die VR und AR allgegenwärtig und universell macht.”

Oculus Go

Oculus Go

Ein Sprecher von Oculus bestätigte gegenüber Variety, dass die Produkte im Zuge des Business-Angebots des Unternehmens entwickelt werden.

Innerhalb des Anforderungsprofils an die Jobsuchenden kann man einige mögliche Features der neuen Versionen der VR-Brillen herauslesen. Demnach gehört es zu den Aufgaben der Devs, Enterprise-Features für Apps und mobile VR-Systeme sowie VR-Frameworks für praktische Anwendungsfelder in Unternehmen, wie beispielsweise VR-Trainings, zu entwickeln. Sicherheitsmaßnahmen zum Datenschutz werden ausdrücklich hervorgehoben. Ebenso soll mit externen Entwicklern für zukünftige Projekte zusammengearbeitet werden.

Somit tritt Oculus in direkte Konkurrenz mit HTC rund um das Business-Segment. HTC kündigte erst kürzlich seine Vive Focus Plus mit 6DoF-Controllern an, die ebenfalls für den Einsatz in Unternehmen infrage kommt.

Weitere Informationen rund um die neuen Editionen der VR-Brillen könnten uns auf der kommenden GDC 2019 im März oder spätestens auf der Entwicklerkonferenz F8 2019 von Facebook Ende Apri bzw. Anfang Mai erwarten.

(Quellen: Road to VR | Variety | Linkedin)

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Oculus Quest: Sideloading-Support für kommende VR-Brille bestätigt

Neue Informationen zur kommenden Oculus Quest wurden von John Carmack, CTO von Oculus, bei Twitter veröffentlicht. Demnach soll es möglich sein, fremde Apps, die nicht im offiziellen Oculus Store erhältlich sind, auf der VR-Brille zu installieren. Der Sideloading-Prozess soll ähnlich, wie bei der Oculus Go funktionieren.

Oculus Quest – Sideloading-Support für kommende VR-Brille bestätigt

Erst kürzlich verkündeten die Verantwortlichen von Oculus, dass man bei der Veröffentlichung von VR-Software im Oculus Store strengere Richtlinien verfolge. Dadurch soll die Qualität des App-Angebots deutlich steigen, um die Entwicklung von VR-Titeln für Devs attraktiver zu machen und auch VR-Nutzern eine optimierte Auswahl zu gewährleisten.

Nun gibt es Neuigkeiten, wie man dennoch schönen Schund oder praktische VR-Apps, die es aus beispielsweise lizenzrechtlichen Gründen nicht in den Store schaffen würden, auf der bald erscheinenden Oculus Quest installieren kann. Laut John Carmack unterstützt die Oculus Quest ebenso wie die Oculus Go Sideloading, um fremde Apps auf der VR-Brille aufzuspielen:

Das Sideloaden von VR-Apps ist ein umständliches Verfahren, bei dem verschiedene Schritte durchgeführt werden müssen. Zudem muss externe Software installiert werden sowie die Nutzung von Apps aus unbekannten Quellen erlaubt werden. Eine genaue Anleitung für das Sideloaden auf die Oculus Go findet ihr hier. Zu beachten ist, dass dabei stets ein Sicherheitsrisiko entstehen kann.

Ambitionierte Devs kündigten bereits die Bereitstellung von externer Software für die Oculus Quest an. So soll beispielsweise das Open-Source-Projekt QuakeGVR auf die Quest-Brille portiert werden, mit dem es teilweise möglich ist, Half-Life in limitierter Form in VR zu starten.

Die Oculus Quest soll im Frühjahr 2019 auf dem Markt erscheinen. Spekuliert wird über einen Verkaufsstart auf der F8 Entwicklerkonferenz von Facebook im Mai 2019. Nähere Informationen sollen auf der GDC 2019 im März erscheinen.

(Quelle: Road to VR | John Carmack Twitter)

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Oculus CTO: Quest Will Feature Same Sideloading Process as Oculus Go

Developers creating VR apps for Oculus Quest will probably have a harder time getting through the review process than they did previously with Rift or Go. Small consolation for devs who don’t make the all important Oculus Store cut: end users will still be able to sideload unsupported apps from outside of the Oculus Store.

Oculus CTO John Carmack hasn’t spoke at length on the subject yet, although he did confirm via Twitter that sideloading on Quest would be the “same process as Go.”

Sideloading on Go is far from a streamlined process. You need to follow a few key steps that aren’t exactly a simple menu toggle away such as create a developer account, install ADB drivers, allow unknown sources, and a few other things too. Oh, and you’ll also need a computer for all of this too.

We suggest you to check out the handy video guide below created by YouTuber ‘Virtual Reality Oasis’ to get an idea of what to expect on Quest:

Once you’ve completed the initial setup process though, you’ll be able to easily install unsupported APK files featuring everything from standard Android media and game apps to unsupported VR content too—however inadvisable that may be from a safety standpoint.

Oculus Quest is slated to release in Spring 2019 starting at $400. We expect to hear more about Quest either at GDC 2019 later this month. or possibly at F8 2019 at the end of April.

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Facebook ‘Open To Weird, Artsy Games’ For Oculus Quest If ‘High-Quality’

oculus quest controllers casting

When asked if Oculus Quest store curation will allow for “weird, artsy games”, Facebook’s Chris Pruett had the following to say:

We are absolutely open to weird, artsy games (which describes some of my favorite titles!) as long as they are polished and high-quality. Our core goal is to ensure that everything in our store finds an audience that wants to engage, whether that be a mainstream title or a niche. My advice here is to focus on making the artistry of your work shine.

Last week Facebook announced Quest’s store would have a different content policy than previous headsets — a more console-like policy. On Rift and Go developers submit near-finished games. On Quest, Facebook wants developers to submit a “concept document” early in development. The claimed goal is to have a “high quality” content catalog with “polish, substance, and depth”.

This has lead to concern among developers as to just how restrictive the curation will be. Additionally, it’s still unclear exactly what Facebook’s definition of “high quality” is. Games, like all art, are inherently subjective. Pruett’s comments on openness to “weird, artsy” games may dispel some concerns that the curation would stifle gameplay innovation.

But what if, despite a developer’s best efforts, their game is still rejected? Pruett suggests the best course of action would be to release on Rift instead. Facebook isn’t changing the Rift store’s more lax content policy, as it sees the PC as a more “experimental” platform where players are more tolerant of quality issues. If the game does well on Rift, Pruett tells developers to “use your success there as an argument for Quest”.

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Oculus Quest and Go Enterprise Edition’s in Development for 2019

Sometimes the best way to find out what a company is working on is to simply look at its job vacancies. If a project is suitably big enough then more personnel are occasionally needed – or those with specific skills and experience – and this seems to be the case regarding Facebook’s interest in putting a great focus on enterprise edition headsets.

Oculus Go GDC Promo Hero

First spotted by Variety, a recent job posting by Facebook was looking for a Software Engineer, with the details revealing the company’s interest in expanding its business platform:

“The AR/VR Enterprise team charter is to deliver Facebook AR and VR platforms for business. Starting with VR, we are building an Oculus Go and Oculus Quest Enterprise edition expected to launch in 2019. This effort encompasses everything from hardware integrations, software platforms, enterprise-developer ecosystems and SDKs, SLAs, and more.”

Now the company already has enterprise operations in place thanks to its Oculus for Business initiative which began in 2017, offering specific bundles for Oculus Rift and later on Oculus Go, with extended warranties, service and licensing terms. These new Oculus Go and Oculus Quest Enterprise edition’s seem to be going a stage further, with the job applicants responsibilities including:

  • Design and develop enterprise features into Oculus mobile VR system applications
  • Design and develop VR frameworks to enable enterprise use cases such as corporate training
  • Ensure security and privacy concerns remain a top priority and are identified and addressed

All of which accounts for a far more robust and focused approach to providing VR business solutions to companies and institutions worldwide.

Oculus Quest - Hero / Lifestyle Image

Oculus could well be taking a leaf out of HTC Vive’s book – or offer its own solution – because of the HTC Vive Pro Eye and the HTC Vive Focus Plus, two headsets both aimed specifically at the enterprise market only, offering high-end visuals with eye tracking or a wireless, standalone experience respectively.

More official details will likely be released on or around the Facebook Developers Conference (F8) at the end of April, when the Oculus Quest is most probably going to be launched. As further details become available, VRFocus will keep you updated.

Oculus Go & Quest Enterprise Editions Expected To Launch This Year

oculus quest oculus go

A job listing spotted by Variety reveals that “Enterprise Editions” of Oculus Go and Quest are in the works. The listing claims that the editions will launch “in 2019”.

The job is listed as having the following responsibilities:

  • Design and develop enterprise features into Oculus mobile VR system applications
  • Design and develop VR frameworks to enable enterprise use cases such as corporate training
  • Ensure security and privacy concerns remain a top priority and are identified and addressed
  • Work with external developers innovating on future-of-work experiences

Facebook already sells Oculus Go to businesses through the Oculus For Business program. At $299 per unit the bundle includes 64GB of storage, a commercial warranty, and two facial interfaces.

But the software is still not tailored for enterprise use. Facebook’s target with Go has been mass market consumers. Features needed to make it a practical business product like a kiosk mode still don’t exist, but it’s planned for future. The OS also can’t be locked down or customized for enterprise needs.

HTC on the other hand has taken the opposite approach. The Vive Focus standalone is intended primarily for enterprise, not consumers. For $150 per headset the company offers Kiosk Mode, batch configuration, and remote app deployment. Just last month a higher end version, Vive Focus Plus, was announced with 6DoF controllers.

Enterprise editions of Go and Quest could be significant competition for HTC. While a less capable device, Go is only a fraction of the cost. And Quest offers the same resolution and 6DoF controllers capability as the Focus Plus- yet still at a lower price. If the Focus Plus is considerably higher priced than the $599 Focus, HTC could be in trouble in the enterprise market.

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Facebook is Developing Enterprise Versions of Oculus Quest & Go

Facebook has been pretty hands-off when it comes to providing VR solutions for enterprise, although that may be changing with the entrance of bonafide enterprise versions for both Oculus Quest and Oculus Go.

As first reported by Variety, Facebook recently published a job listing for an Oculus software engineer that details the company’s plans to launch enterprise versions of Go & Quest sometime this year.

“Starting with VR, we are building an Oculus Go and Oculus Quest Enterprise edition expected to launch in 2019,” the listing states.
“This effort encompasses everything from hardware integrations, software platforms, enterprise-developer ecosystems and SDKs, SLAs, and more.”

While far from revealing, a company spokesperson confirmed with Variety that the upcoming enterprise edition products will be part of the company’s existing business offerings.

The job listing goes on to put emphasis on augmented reality as well, saying the company is looking for someone to “create the technology that makes VR and AR pervasive and universal.”

Oculus already sells both Rift and Go for Business, although these offer little more than a few extras such as commercial licenses, commercial warranties, “preferential” customer service, and some bits and bobs like extra facial interfaces and sensors (for Rift).

SEE ALSO
Rift and Windows VR Continue Growth Streaks at Expense of Vive in Latest Steam Survey

Some of the listed job duties may portend greater enterprise services coming from Oculus though:

  • Design and develop enterprise features into Oculus mobile VR system applications
  • Design and develop VR frameworks to enable enterprise use cases such as corporate training
  • Ensure security and privacy concerns remain a top priority and are identified and addressed
  • Work with external developers innovating on future-of-work experiences

To make matters more interesting, HTC recently announced their enterprise-focused Vive Focus Plus with 6DOF controllers. At the time it was a bit of a stretch to call it true competitor to the similarly-kitted Oculus Quest based on the fact that the companies were targeting different market segments. With Oculus’ parent company Facebook eyeballing enterprise too now, that might change here fairly soon.

We hope to learn more soon—possibly at GDC 2019 later this month—although the company could equally use F8 2019 (April 30th – May 1st) as a potential venue for further announcements. We still don’t know exactly when the $400 Oculus Quest is set to launch. Either venue fits into the company’s quoted launch window of spring 2019.

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Half-Life VR: Modder bringen Action-Klassiker auf die Oculus Go

Werbung für Virtual Reality Hygiene

Eine Gruppe enthusiastischer Entwickler und Modder adaptieren den ersten Teil von Half-Life für die Oculus Go und erlauben euch somit durch ein paar kleinere Umwege den Kultklassiker in VR zu erleben. Dafür kommt das Open-Source-Projekt QuakeGVR zum Einsatz, indem die Originalassets des PC-Spiels in die VR-App integriert werden. Die verantwortlichen Devs arbeiten bereits an einer Adaption für die kommende Oculus Quest.

Half-Life VR – Modder bringen Valve’s Kultklassiker auf die Oculus Go

Der erste Teil von Half-Life von Valve erschien erstmals im Jahr 1998 und begeisterte dank innovativem Spielkonzept sowohl Spieler wie Kritiker. Entsprechend wurde der Sci-Fi-Action-Titel über 50-mal zum Spiel des Jahres gekürt und scharrt bis zum heutigen Tage weltweit unzählige Fans um sich. Auch der zweite Teil aus dem Jahr 2004 knüpfte an den Erfolg des Vorgängers an und feierte viele Erfolge. Seitdem wartet die Community des Spiels auf die Veröffentlichung des dritten Teils der Serie, um welches sich zahlreiche Mythen und Gerüchte drehen.

Half-Life 3 mag zwar noch länger auf sich warten lassen, dafür ermöglichen es einige findige Modder und Open-Source-Entwickler den Kultklassiker Half-Life bereits jetzt in virtuellen Gefilden mit einer Oculus Go zu erleben.

Dafür kommt das Open-Source-Projekt QuakeGVR zum Einsatz, welches die Oculus SDK in eine modifizierte Version der Original-Engine integriert. Durch den Import der Assets von Half-Life in die VR-App ist es möglich, das Spiel dadurch mit der Oculus Go in VR zu starten. Die Umsetzung ist nicht perfekt, aber dennoch spielbar. Die Original-Engine GoldSrc selbst, ist eine modifizierte Version der Quake-Engine, welche 1996 von John Carmack und Michael Abrash entwickelt wurde.

Die Installation der VR-Adaption von Half-Life für Oculus Go ist nur per Sideloading-App möglich, da diese nicht im offiziellen Oculus Store angeboten wird. Eine genaue Installationsanleitung findet ihr hier.

Die verantwortlichen Devs von QuakeGVR kündigten zudem die Arbeit an einer Umsetzung von Half-Life für die kommende Oculus Quest an. Gerüchten zufolge soll Valve übrigens ein offizielles VR-Prequel zu Half-Life entwickeln.

(Quelle: Upload VR | Video: MrNeitey YouTube)

Der Beitrag Half-Life VR: Modder bringen Action-Klassiker auf die Oculus Go zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!