Following Success on Quest, VR Classic ‘Racket: Nx’ to Get Major Update, Likely Headed to PSVR

Racket: Nx, a virtual reality fusion of tennis and Breakout, is soon to get a major update with new features like co-op, avatar customization, and in-game tournaments. The studio has also teased that the game is heading to “another VR platform,” very likely PSVR.

Having launched initially in Early Access back in 2017 and then in its full version in 2018, Racket: Nx is by now a VR classic. Playing out like an immersive, 360 degree version of a ‘brick breaker’ game, the sharply designed title has maintained consistently excellent review scores, though it has remained something of a hidden gem.

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After its release years ago on Steam, Oculus, and Viveport, the game’s moderate traction seemed sure to keep it from growing beyond its initial scope. But after the game launched on Quest in 2019—and in one year generated 10x the number of reviews as the Rift version—developer One Hamsa is now preparing some major updates.

Major Updates Coming to Racket: Nx

In an email yesterday (the one-year anniversary of the game’s Quest launch) the studio outlined big changes in store for all versions of Racket: Nx, which are due “in the coming year:”

  • Coop Mode – we’ve wanted to do this one forever, and finally have the chance. Coop will allow friends (or strangers) to play together, as a team!
  • Avatar Customization – customize your racket, your avatar, and a bunch more elements we’re still keeping secret ;)
  • Custom Mode – we’re going to give you all the knobs and checkboxes to play with – game speed, gravity, powerup type and frequency, rules, and much more.
  • Monthly Challenge – a special monthly Solo set that will keep changing, allowing us to regularly introduce new content.
  • Tournaments – an easy way to setup and spectate tournaments in-game.

The studio also shared a new trailer for the game:

And there’s more in the plans, including deeper integration with Oculus’ latest social features to make it easier for players to connect and compete, new options for leaderboard filtering, and improved matchmaking to match players of equal skill.

PSVR Release for Racket: Nx Likely

Included in the studio’s announcements is a tease about the game coming to a new platform:

“Developed a [a Racket: Nx] port for another VR platform, including an extensive language localization system (not out just yet).”

PSVR is the only major VR platform that the game isn’t currently available on, so that’s our best guess for now. This would be a similar trajectory to other indie VR studios with well-rated but lesser-known games which have prioritized getting their titles onto Quest and PSVR, like we see with Until You Fall which will launch on both platforms this Fall.

Quest Success Spurs More Development

Developer One Hamsa says that as a small six-person studio, Racket: Nx’s success on Quest gave them the nudge needed to expand the game beyond its original scope.

“[…] with RNX on Quest selling reasonably well, we’ve gained the resources (and confidence) to expand the game further. We’ve actually already started several months ago, with lots of invisible infrastructural work that is a prerequisite to developing the features we’ve mentioned above,” the email read. “But recently the work on these features has started in earnest, and we felt it was time to share the news with you all.”

Racket: Nx on Quest stands as the 9th best rated game on Quest at our last check, holding a user rating of 4.75 out of 5. As a game designed around 360 degree gameplay, Quest’s lack of tether makes it especially well suited to the game.

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Play Team Shooter ‘Contractors’ for Free This Weekend on Steam

Contractors (2018), the team-based competitive multiplayer shooter, is running a free weekend on Steam starting today.

Contractors will be free-to-play until Monday, July 20th. You can download it now on Steam, which supports your standard range of SteamVR-compatible headsets, including Oculus Rift, HTC Vive, Valve Index, and Windows VR headsets.

The free weekend ought to give you a good idea of how the game should play since servers will no doubt be bustling.

The current 50% off sale is also likely to attract more users in the short term as well, which brings the game to $10 from now until July 26th.

Developers Caveman Studio have also recently released support for mods, letting users play community-made maps, create custom loadouts, and serve up new and interesting game modes that should keep you coming back for more. There are a ton of mods out currently, including fan favorites from Counter-Strike, Call of Duty, Splatoon, and more. Check them all out here.

Contractors is available on Steam, the Oculus Store for Rift, and in beta on SideQuest for Oculus Quest.

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VR Adventure ‘Firmament’ Releasing in May, From Studio Behind ‘Myst’ & ‘Riven’

Cyan, the studio behind iconic puzzle adventure games Myst (1993) and Riven (1997), garnered their fair share of success with their April 2019 Kickstarter campaign, which sought to bring to life their next VR-compatible title, Firmament. Now Cyan says the long-delayed game finally has a release date: May 18th.

According to a Kickstarter backer update, Firmament is now set to launch on May 18th, coming to PC VR headsets including Meta Rift and Rift S, HTC Vive, Valve Index, and Meta Quest headsets through Quest Link. A flatscreen mode is also available for play on MacOS and Windows. A previous version of this article claimed it was coming in March, however this is untrue, as the game is confirmed to release on Thursday, May 18th.

The studio says it’s also set to target PSVR 2, PS4 and PS5 at some point “down the line.”

Two months ago the studio released an extended look at some of the game’s preproduction footage, which we’ve included below:

Once targeting a July 2020 launch, Firmament has slipped again and is now targeting a Q1 2023 launch date. Here’s that statement is full; we’ve also included a 9-minute look at the work-in-progress game, embedded below this update:

“As a result of discussions with key team member and staff, Cyan is making the important decision to move the launch of Firmament to Q1 2023. The game is very closed to complete, and the development is rapidly approaching its final phase.

To our Backers, Fans, and Friends, thank you for your continuing patience and support. Your enthusiasm and excitement lifts our spirits daily. We cannot wait to share launch day news with you in (early!) 2023.”

Original Article (July 13th, 2020): Firmament’s launch window seemed a bit tight from the onset, however from an experienced studio that had previously created its latest VR-compatible puzzle adventure game Obduction to both PC VR and PSVR, it seemed not all together impossible.

The reality of creating a game however is admittedly “often quite a bit messier,” the studio says in a recent Kickstarter update.

Here’s a bit of Cyan’s reasoning behind the delay, which is said to push the game’s release date possibly to 2022.

With that in mind, Firmament’s Estimated Delivery date of July 2020 was- as it turns out- a wildly optimistic one. We know some of you had your heart’s set on playing Firmament this summer, and we’re genuinely sorry that you’re not going to be able to play it yet! We’re really bummed about that too!

Although there is no Release Date to announce today, we can tell you a couple things with some level of certainty: Firmament is not coming in 2020. And unless the stars align (which we all know happens rarely in game development), it is unlikely that Firmament will be coming in 2021.

In the studio’s own defense, Cyan says it has “always been about shipping things when they’re ready to be shipped, not picking a date and then trying to shoehorn the game into the box in an artificially limited amount of time.”

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Firmament is said to be “something bigger than a studio [of Cyan’s] size would ordinarily be able to produce,” and that it will include a “richer and more substantial story” than was previously planned.

Whatever you thought of Obduction (and its initially uneasy technical performance on both PC VR headsets and PSVR) Cyan has a good track record of delivering, leaving the only real concern to when Firmament will arrive, and not if.

Food for thought: a prospective 2022 release of Firmament is slated to happen well within the lifecycle of next-gen consoles and PC hardware—and possibly VR hardware as well—so there’s no telling what technical advances the studio will need to adopt along the way if it’s looking to significantly lengthen the development roadmap. I guess we’ll see in a few years. As it is, Firmament is targeting PC, SteamVR headsets, macOS, and PS4 & PSVR.

‘Phantom: Covert Ops’ Review – Stealth on the Waterways

Phantom: Covert Ops is a rather unique take on a stealth action game, and one that’s clearly been designed with virtual reality in mind. With paddle in hand, you’ll find yourself sleuthing through sluices in a tactical kayak. But are the waterways a welcoming venue for fun stealth action? Read on to find out.

Phantom: Covert Ops Details:

Publisher: Oculus Studios
Developer:
 nDreams
Available On: Oculus Store (RiftQuest)
Reviewed On: Rift S, Quest
Release Date: June 25th, 2020
Price: $30 (supports cross-buy)

Gameplay

Phantom: Covert Ops is built entirely around being in a tactical kayak—which is just like a normal kayak, except that it’s camouflaged and has some deadly guns and gadgets attached. Throughout the game’s campaign you’ll find yourself paddling through shadowy spillways, distracting guards, and destroying key objectives. The story is nothing you haven’t heard before: a bad guy (who’s just evil because… why not) wants to hurt some good guys, and it’s your job to stop him.

The core gameplay involves following objective markers along a quite linear path which will sometimes be blocked by guards at the water’s edge. Stealth tends to be the best option because when the bullets start flying you’re mostly a sitting duck in the kayak. Luckily you can slip under docks and into reeds to stay concealed, and occasionally you’ll need to dodge a flashlight or security camera as you slide from one hiding spot to the next.

As you paddle around, you can pull out your night vision goggles; with the click of a trigger they’ll ‘mark’ any guards and interactive objects in the area. Unfortunately there isn’t a particularly large variety of objects. There’s things that distract guards (like an air canister or … a box-shaped air canister), generators which can be disabled to turn off lights, and explosive barrels.

Image courtesy nDreams

These are your tools for dealing with guards, boats, and security cameras that watch the water’s edge. If you do get spotted, you have a brief moment to take down the guard that spotted you, otherwise they’ll alert the other guards too.

As for tackling objectives, you’ll be regularly asked to slip underneath structures like satellite dishes to disable them, and occasionally you’ll use explosive charges to blow up other objectives.

While Phantom: Covert Ops starts out strong with solid mechanics and interactions, the mechanics and the ensuing scenarios plateau pretty quickly.

It didn’t take long before the gameplay felt formulaic; I would enter a new area, mark everything in the vicinity with my night vision goggles, and then either slip past the guards undetected or create some small distraction and then go along my way. If I was feeling lazy I’d just drop a lone guard with my silenced pistol or sniper rifle. There was little sense of planning & executing, resource management, or overall strategy.

I was happy to see when the game finally introduced mines and security cameras—the sort of things that pushed the challenge and intrigue up a notch by requiring me to make more deliberate moves—but unfortunately that’s pretty much where the gameplay arc plateaued. About half way through the game I bumped up the difficulty from its medium setting to its highest setting which made things a little bit more interesting.

While Phantom: Covert Ops has some strong gameplay ideas, it doesn’t manage to get them to synergize particularly well; the gameplay sandbox isn’t quite dynamic enough to support the kind of thrilling scenarios that you’d expected from a great stealth action game.

Beyond the campaign mode, which took me around four hours to complete, there’s also Free Play mode and Challenges.

Free Play allows you to replay any level to try to improve your score (which is determined by factors like how many times you’ve been spotted) and you get to select your own loadout from equipment that you unlock throughout the campaign. You can also enable any of a few dozen cheats (like big head mode, super difficulty, unlimited ammo, low gravity, etc) in Free Play. Earning a high score on levels in Free Play (or the campaign mode) will unlock one of 14 challenges.

Challenges are mini-games that grade you based on time or score, and they’re actually worth a spin. Though they only take a minute or two each, they’re fun little extras like racing through a series of gates to score the best time, a range of pop-up targets to test your marksmanship, or a challenge to kill all guards along a path. Each challenge has leaderboards, so you can see just how well you match up against everyone else.

The challenges typically push the game’s mechanics to more interesting extremes, but unfortunately they smack of gameplay beats which couldn’t be effectively integrated with the main campaign.

Immersion

The core interaction and locomotion design of Phantom: Covert Ops is inherently quite immersive. Being in the kayak and paddling your way along the water feels really good. The way that weapons and gadgets are attached to your kayak around you and right within arms reach makes for a perfectly intuitive inventory system that’s always right where you expect it to be.

If there’s a lever or latch to pull, it almost always feels satisfying, and nDreams thoughtfully placed extra hand-holds near key switches and levers which makes it easy to grab hold of and pull yourself in closer for the interaction.

Weapon handling also feels quite good. The weapon models are reasonably high quality and the game applies a smoothing effect to the movement of your hands depending upon how heavy the weapon is. That prevents weapons from wiggling unrealistically, and provides a sense of virtual weight. You can also two-hand pistols right along with the explicitly two-handed weapons like the SMG and sniper rifle.

But there’s a few misses too. While the weapons look good, their actual use and mechanics are quite arcade-y. If you release any object like a gun or your paddle, it instantly snaps back into its holster. While this is of course convenient, it means you don’t need to focus too much attention on managing the items around you. You can, for instance, aim your sniper rifle and then simply release it to then reach for the SMG on your back (knowing that the sniper rifle will just pop back into its holster).

Reloading weapons also feels awkward (and even unnecessary). Throughout the whole campaign I think I might have reloaded each weapon a single time (there’s just not much need to shoot). You do so by grabbing a magazine from the pouch in front of you, and then moving it toward the magazine on the gun. Then you’ll watch as the old mag magically ejects and the new one pops into its place.

This is made more awkward by the poor hand-posing on the magazines; the way the hand clasps most magazines means that you’ll probably bump your controllers together when you try to put the new mag in—it’s as if the developers were exclusively building the game on the original Rift CV1 (which had controllers with rings facing down instead of up like on Rift S and Quest controllers).

A greater emphasis on those near-field interactions with weapons and gadgets could have been a great way to diversify the gameplay and move the player’s attention between more than just looking out for guards and the next hiding spot.

Unfortunately the game’s trite story doesn’t help on the immersion front. After playing the game’s four hours of campaign, I recall the names of two characters—neither of which were interesting in the slightest due to a complete lack of character development. In fact, I found some of the throw-away guard dialogue more interesting than whatever the main characters (AKA voices on the radio) were up to.

The game’s sound and visual design are passable, but left me wanting. I found the game’s lighting to be often confusing, both visually and mechanically. In many cases, light seems to emanate from no source in particular, leaving the environment often looking light a patchwork of oddly lit and unlit spaces. And then there were places that seemed perfectly bright but I could easily go undetected right in front of a guard while waving at them in jest. P.S. Do yourself a favor and disable anti-aliasing; the reduction in aliasing isn’t worth how much sharpness the game sacrifices.

On Quest specifically, the headset’s OLED black-smear issues are truly exacerbated by the game. Dark areas of the scenes get smeared around a good bit during head movement, largely defeating the benefit of having the OLED display in the first place. The game is still playable, but I’m hoping this could get patched in the future to prevent the game from using true-black so often (thereby hopefully reducing smearing).

Sound in Covert Ops is a mixed bag too. At the start of the game you’ll see a big pop-up that says “Headphones recommended.” And you should absolutely follow that advice for an instant boost to immersion (though that’s more on the sub-par speakers of Rift S and Quest than anything else). Even with headphones, sounds in the game don’t seem particularly well polished—like the very uneventful sound effects for when you’ve been detected or the sound of incoming gunfire when you’re being shot at.

Comfort

Image courtesy nDreams

I was quite worried about the comfort of Phantom: Covert Ops in my most recent preview because the game’s smoothly turning ‘sharp turn’ mechanic clearly grated on my brain. Too much of that smooth turning and it would be a trip to nausea town.

I’m very happy that the studio has added an ‘incremental turn’ option which causes the kayak to snap-turn when you employ the ‘sharp turn’ button. Although the motion doesn’t feel as natural as smooth turn, I found that it was a hell of a lot more comfortable and that it had almost no impact on gameplay. Thanks to the incremental turn option, I could play Covert Ops indefinitely without the risk of nausea slowly building.

Thanks to the addition of incremental turn, I found the game very comfortable throughout.

Those who are highly sensitive to motion might take issue with ‘strafe’ paddling (which can slide the kayak sideways) or when using the paddle to push against the shore to move the kayak, though both can be avoided easily with almost no impact to gameplay.

I also didn’t notice a single instance where tracking was an issue—either when reaching for objects in my inventory or using the two-handed sniper rifle—which means that nDreams designed around the inside-out tracking limitations of Rift S and Quest very well.

As a seated game, Phantom: Covert Ops can be played easily in a fairly compact playspace. While I started out sitting on the floor, eventually my back got a bit sore due to no support. I stuck an arm-less chair in the middle of my playspace for the second half of the game and much preferred the back support.

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‘Virtua Sonic’ Fan Experience Brings Sonic the Hedgehog to VR

Want to step into the iconic red boots of Sonic the Hedgehog? This fan-built VR experience will let you do just that, and with some serious attention to detail that Sonic fans are sure to appreciate.

Coming to the annual Sonic Amateur Games Expo (SAGE) 2020 in September is a new VR experience that lets you jump into a number of original Sonic the Hedgehog Zones. Called Virtua Sonic, users will be able to fight classic enemies, collect rings and use the terrain to your advantage to achieve high speeds.

As seen in the teaser trailer below, users run pretty similar to the locomotion scheme seen in Sprint Vector (2018), as you pump both arms in a skiiing motion. Users can also brake, jump high into the sky, dash mid-air, and slide along tracks.

“This project’s goal is to push the boundaries of what sorts of experiences are capable in virtual reality, showcasing the potential of the medium as it pertains to high-speed action games,” the developer says, who goes by the handle ‘SuperSonic68‘.

Virtua Sonic is said to support all SteamVR-compatible headsets such as HTC Vive, Valve Index, and Oculus Rift. Its creator however says there aren’t any plans to share it online before its debut at SAGE 2020, which takes place September 5th. We’re hoping we get the full-fat version after that, and it’s not stymied by any of the pesky litigation we’ve seen in other fan-built experiences.

In the meantime, if you’re looking for a playable Sonic VR experience to tide you over, NimSony’s Sonic VR prototype experience is still available for download.

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10 VR Flight Combat Games to Hone Your Skills Ahead of ‘Star Wars: Squadrons’

Looking to dust off your flying skills before jumping into the cockpit of an X-wing or TIE fighter? Before EA’s upcoming space combat game Star Wars: Squadrons launches on PC VR and PSVR October 2nd, you may consider popping into a few of these VR-compatible flight combat games to get a head start on the competition.

Star Wars: Squadrons will have a few modes at launch, including a single-player campaign, and both a 5v5 multiplayer dogfighting deathmatch and objective-based battle mode. That said, there’s sure to be plenty of room for novice and pro dogfighters across all game modes. Check out the gameplay trailer to learn more.

Anyway, here’s our roundup of a few great VR flight games, which span simulator and arcade subgenres. We’ve listed both PC VR and PSVR games below.

PC VR

VTOL VR

VTOL VR is the quintessential VR-native flight combat game, which includes multi-role jets and an immersive, interactive cockpit that lets you flip switches, press buttons, and manipulate the virtual flight controls with your own two hands. That’s something that probably won’t be possible in Squadrons, so you might as well enjoy it.

  • Developer: Boundless Dynamics, LLC
  • Platforms: SteamVR
  • Price: $26

War Thunder

Free is a good price—especially for this full-featured MMO that puts you in basically any plane you can imagine, past and present. You don’t have to pay anything to jump right into a number of military-style jets and helicopters from some of the biggest battles in history. Arcadey controls for novice players, and bespoke ‘realistic mode’ designed for more experienced players.

  • Developer: Gaijin Entertainment
  • Platforms: SteamVR
  • Price: Free to play

DCS World

Digital Combat Simulator World is another great free-to-play title focusing on authentic and realistic simulation of military aircraft, tanks, ground vehicles and ships. There may not be any X-wings, but there’s a bustling playerbase ready to hunt you down.

  • Developer: Eagle Dynamics
  • Platforms: SteamVR
  • Price: Free to play

IL-2 Sturmovik: Battle of Stalingrad

IL-2 Sturmovik: Battle of Stalingrad is definitely on the simulator side of things, but also approachable enough for new players. If you’re not well versed in flight combat games, you may be better off playing DCS World or War Thunder first before you throw down the cash for this one, which features detailed recreations of some Soviet/Nazi battles of WWII. Although released on Steam for PC in 2014, its VR implementation is on par with other retrofits.

  • Developer: 1C Game Studios, 777 Studios
  • Platforms: SteamVR
  • Price: $60

Elite Dangerous

Elite Dangerous is an MMO space sim that definitely has dogfighting. Will you be able to dogfight in space immediately? Not a chance. You’ll need to work for it, build out your ship, and learn the complex controls before you’re ready to cruise the universe.

Cross-platform

EVE: Vakyrie

EVE: Valkyrie is a space-based dogfighter that brings team-based battles to both SteamVR and PSVR platforms. It’s a multiplayer-only affair, which was its biggest stumbling block in the beginning, although its developers CCP eventually added support for traditional monitors in effort to pad out its largely empty servers.

From what we know about Squadrons so far, Valkyrie would have probably been one of the best jumping off points to get you used to team-based aerial combat. CCP has since abandoned the game about a year ago and some users have reported an inability to find matches. When you can, it’s probably one of the best training tools for Squadrons.

End Space

This single-player space dogfighter puts you in a Minos Starfighter where you lay down law at the mysterious edge of inhabited space. Complete increasingly difficult contracts for the United Trade Consortium and try to stay alive.

Ultrawings

This arcade-style flight game isn’t a dogfighter in the slightest, although it does offer a casual entry point into the genre without being frenetic or violent. Perform tight maneuvers through rings, shoot down balloons, and make precision landings. It’s all good fun in Ultrawings.

PSVR

Star Wars Battlefront Rogue One VR Mission

Think of this one as a big, big step towards the first proper Star Wars VR game. EA’s Criterion Games did the legwork implementing VR into the company’s Frostbite engine, and Motive Studios took that and ran with it, creating Star Wars: Squadrons. It’s a taster, not competitive, and well worth exploring. It’s also free.

  • Developer: EA, Criterion Games
  • Platforms: PSVR
  • Price: Free

Ace Combat 7: Skies Unknown

You’re not getting the full fat arcade-style combat experience here in PSVR; it’s only a VR mode that features three missions not seen in the campaign and online modes. It’s typical Ace Combat fun, but way too short to drop the $60 on its own merit.


Know of any great dogfighters or flight games we missed? Let us know your favorite in the comments below!

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‘Boneworks’ Brings Zombie Warehouse Arena & New Board Gun in 1.5 Update

Boneworks (2019), the physics-based shooter from Stress Level Zero, just got its 1.5 update, bringing along with it a new arena-style map inspired by the Nazi Zombies game mode in the Call of Duty franchise and a few other goodies too.

Called ‘Zombie Warehouse’, the update includes a number of challenges that should keep you on your toes. Zombies can now zip-line in to your location, climb large obstacles, and assault you through your warehouse windows.

You won’t need a hammer and stack of lumber though to board up the open windows, rather you’ll have access to a new boardgun, which lets you point and extrude boards wherever they’re needed.

In addition to the new physics weapon and map, the update includes five Zombie Warehouse modes, multiple difficulty options, experimental enemy AI, various weapon loadouts, and even new music. Stress Level Zero also says its improved player character physics and performance in its 1.5 update.

Boneworks launched on Steam late last year on SteamVR headsets, including HTC Vive, Oculus Rift, Windows VR, and Valve Index.

In our review of Boneworks, we felt the campaign mode left something to be desired. While the game served up a rich sandbox of physics-driven interactions, the game seemed less about offering the user something challenging out of the box, and instead giving users the tools to generate their own fun. It’s good to see Stress Level Zero experimenting and drilling into these more bite-sized game modes using its robust system; you never know when a hit mini-game will become the basis of a new project, ala Nazi Zombies.

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VR Woodworking Game ‘vrkshop’ Arrives on Steam Early Access Today

Building something with your own two hands out of wood can be rewarding, but also messy, difficult, and not always practical depending on where you live. In the Early Access game vrkshop, which is available starting today, you’ll get a chance to learn and put your woodworking skills to the test.

Update (July 15th, 2020): In a surprise move, scopatgames released ‘vrkshop’ onto Steam Early Access today, priced at $20. At its EA launch, the game includes what the studio calls ‘challenge projects’, which task you with building specific things as well as free play mode, letting you play around in a sandbox creation mode. The original article follows below:

Original Article (June 22nd, 2020): According to developer scopatgames, vrkshop challenges you to build projects with hand tools, which means no snap-to-guides or limits on how to cut or fasten the lumber together.

In the game’s Steam listing, scopatgames says the goal is to strike a balance between realism, immersion, and fun, which is why it’s heading to early access first. It’s set to include two different play modes at launch: challenges and free play, the latter of which allows you to build anything you want.

The current build is nearly set for release, scopatgames says, which includes:

  • Hand tools: saw and hammer
  • Measuring tools: speed square, small and large framing square
  • Fasteners: Common and finishing nails of different sizes
  • Lumber: 17 different sizes of lumber
  • Marking tools: pencils, chalk, eraser
  • A customizable pegboard
  • Functional chalkboard and hand calculator.
  • 10 challenge projects
  • A three-part project scoring system
  • 2 free play environments (indoor workshop, outdoor arena)

The game, which is said to launch sometime in July, supports your standard set of SteamVR headsets, including Oculus Rift, HTC Vive, Windows VR, and Valve Index.

Vrkshop is slated to leave early access sometime in 2021; scopatgames is aiming to include new tools, crafting techniques, interactions, challenges, free play environments, and methods to share the player’s own creations within the community before its full consumer release.

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EA: Playing ‘Star Wars: Squadrons’ in VR Will Be “more like being a real pilot”

Star Wars: Squadrons is coming to PC, consoles, and VR headsets on October 2nd. And while we got our first look at gameplay of the upcoming dogfighter in a special premier last night, it’s still not entirely clear what’s at stake for VR players.

The game’s creative director Ian Frazier sat down with Gamespot in a video chat where he touched upon subjects like the game’s progression system, the choice to nix microtransactions, and what sort of difficulty levels there will be across both the single and multiplayer modes. Because the game can be played entirely in VR though, Frazier dedicated some time to talking about the game’s VR implementation.

“I personally prefer VR because of the immersion factor, but playing in VR is more like being a real pilot, and being a real pilot is hard,” Frazier told Gamespot.

Image courtesy Motive

Frazier explained that some of the game’s ships—notably the very open X-wing and the comparatively closed TIE Fighter—create some natural bottlenecks for players. The X-wing offers a much more open canopy, which in turn gives the player more things to focus on, and viceversa.

“Being aware of all your instrumentation, physical space—it’s very challenging for many players, so we found that 2D, and/or being in an Imperial ship, [those things] kind of counterbalance what you’re losing and what you’re gaining in terms of focus,” Frazier continued.

Image courtesy Motive

Still, it’s clear VR players will have some material advantage over players on traditional monitors. The deadly combination of a VR headset and HOTAS setup in capable hands may be a boon for players with the stomach for twisty-turny action, best exemplified by what Frazier calls ‘drifting’, or using the ship’s airbrake to make a tight, sudden maneuver.

The lack of VR motion controllers would be a blow to in-cockpit immersion though, however Frazier says that players will be able to turn off HUD elements and rely on the ship’s interior instrumentation—a VR-native design choice if there ever was one.

While we’re still waiting to see the VR mode action from inside a headset, it’s heartening to hear that VR seems to have always been a part of the game plan with Squadrons.

EA’s Montreal-based Motive Studio says they specifically took learnings from Starfighter Assault and the Rogue One: VR Mission at the beginning of the game’s development. Frazier calls his team’s work like “standing on the shoulders of giants,” as Criterion were the first to implement VR in EA’s Frosbite engine with Rogue One: VR Mission.

“If [Criterion] hadn’t done that, this would have been a whole lot harder for us to build. The whole ‘standing on the shoulders of giants’ thing, it’s very much a big part of the outstanding work that team did to make this game possible.”

Star Wars: Squadrons is slated to launch on PC, PS4 and Xbox One on October 2nd, priced at $40. You can check out the gameplay trailer below.

The post EA: Playing ‘Star Wars: Squadrons’ in VR Will Be “more like being a real pilot” appeared first on Road to VR.

‘Vacation Simulator’ Takes on the Gig Economy in ‘Back to Job’ Update Today

Vacation Simulator (2019), Owlchemy Labs’ laid back sequel to the madcap VR hit Job Simulator (2016), is getting its first big DLC drop today on SteamVR headsets and Oculus Quest.

Update (September 10th, 2020): Vacation Simulator: Back to Job is now live on SteamVR headsets and Oculus Quest, a free update that brings a load of new gig-style jobs to the game’s holiday hotspots. Owlchemy Labs says the update will arrive on PSVR in October.

The original article follows below:

Original Article (June 19th, 2020): Called ‘Back to JOB’, the free DLC update is slated to satire the gig economy where it seems like you’ll take on all manner of entitled customer.

Everyone (or every-bot) on Vacation Island has decided to join in the fun and quit their steady jobs in favor of fun in the virtual sun, leaving you to pick up the slack.

This is how Owlchemy describes it:

As a gig associate, players will man the Vacation Simulator poolside Cantina with their trusty partner GigBot at their side to assist them through their journey. In this new position players will meet an exciting cast of Bots, all who expect 5-star service. Get ready to cook, entertain, advise, and do whatever it takes for Bots to experience [MAXIMUM RELAXATION].

Vacation Simulator’s Back to JOB update will arrive for free on all supported headsets this fall, which includes SteamVR headsets, Oculus Quest, and PSVR (see update).

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