‘Phantom: Covert Ops’ Preview – A Compelling Take on VR Stealth, but Comfort Challenges Could Muddy the Waters

The premise of Phantom: Covert Ops almost sounds ridiculous at first blush: you’re a special forces dude in a tactical kayak who is slinking around the waterways of an old Russian base. But don’t let the silinees of a tactical kayak fool you, this is actually a fundamentally compelling and immersive approach to a VR stealth game, but with one unfortunate conceit.

Phantom: Covert Ops is a game that’s played entirely from inside a kayak. And while that might sound strange at first, let me tell you, the whole thing feels incredibly immersive. Covert Ops is a seated game, and something about being seated and feeling like you’re gliding just over the top of the water feels (perhaps ironically) very grounding.

Your tactical kayak has mounted on it several tools and weapons, and as you see it constantly stretched out in front of you, it almost starts to feel like an extension of yourself right there in VR, bringing a sense of embodiment which is a key element of immersion.

On the left side you’ve got your kayak paddle which works pretty much exactly like you’d expect: alternating paddling on the left and right propels you forward, while paddling more on one side or the other turns you in the opposite direction. If you’ve ever kayaked or canoed before, it’s entirely second nature.

When you aren’t paddling, you’ll find an ammo pouch and night vision goggles sitting in front of you, a sniper rifle mounted on the right side, as well as a pistol on your chest and an SMG on your back. This makes up your trusty tool kit with which you’ll use to do all the usual stealth game stuff like sneaking through dark areas to avoid enemies, shooting out lights, causing distractions, and sabotaging the bad guys from the shadows.

Building the whole game around the kayak as a means of embodying the player, acting as their inventory, and moving them around the virtual world is an absolutely cool concept not seen anywhere else in VR. But there’s one conceit to this design which may limit the game’s audience, and that’s comfort.

Because you’re in a kayak, Phantom: Covert Ops is inherently built for smooth locomotion. That’s not an issue, at least for me; gliding along the water in mostly straight lines feels just fine. Unfortunately the kayak-based locomotion also brings with it smooth turning.

Smooth turning is when the player’s virtual perspective is continuously rotated. Most VR games employ ‘snap turning’ instead, which rotates the player’s view in large increments to avoid the perception of continuous turning. In the games that even support smooth turning, the option is never enabled by default because it makes lots of people nauseous, including me.

Unfortunately, smooth turning foundational to Covert Ops, and the developers don’t have plans for a snap turning equivalent. To be fair, a snap turning solution that makes sense in the kayak context doesn’t seem obvious to me, but requirement of smooth turning is a conceit it seems the game and its players will need to live with.

You could make the case that—if a VR game had to include smooth turning—Covert Ops is a best-case scenario. Because players don’t have control over their rotation with a joystick, they won’t be rotating nearly as much as they would in a standard FPS. Instead, rotation happens only when you paddle enough on one side of your kayak to turn, and levels have been clearly designed to minimize excessive rotation. Even so, it might get to you.

Image courtesy nDreams

In my preview of Covert Ops, played on a Rift S, I was able to play for about an hour at a time before feeling like I was reaching that dreaded threshold of pushing the comfort limit too far and paying for it with an hour of post-headset nausea. For the most part, gliding along the water in relatively straight lines felt just fine, and a little bit of turning here and there felt ok too. But it was the ‘sharp turn’ mechanic where I could really feel my brain saying “nah man, this isn’t cool.”

The sharp turn mechanic allows you to turn extra sharp by holding a button on your controller and paddling at the same time, causing your kayak to turn much sharper than normal. You don’t need to do this constantly, but every few minutes you might find yourself at a bend in the waterway that requires a sharp turn, or a rapidly approaching guard boat that you need to quickly divert from.

It’s clear that Phantom: Covert Ops‘s developer, nDreams, is aware that sharp turns are a comfort issue. The game does its best to help maintain comfort by bringing heavy peripheral blinders into view during sharper turns. Even so, it wasn’t enough to avoid that slow buildup of discomfort that eventually made me take off the headset before I otherwise would have.

But I’m with nDreams here—I can see why they have continued to pursue this design. The kayak concept is so cool and the execution seems really quite good. Players who know they can handle smooth turning with no problem should be excited for Phantom: Covert Ops. Those who struggle with smooth turning should be careful not to push themselves too far with the game. And for those who are very sensitive to smooth turning, this game simply may not be for you.

To nDreams’ credit… the primary issue here for someone like me (who is in the middle camp of ‘struggles with smooth turning’), is that I wanted to play the game in long stretches. If it was a 15 minute session here or there, the extent of the smooth turning  might not be much to tolerate. But so far Phantom: Covert Ops has been a really unique and interesting VR game that I want to dive into and stay immersed in for meaningful stretches of time.

I’m still looking forward to Phantom: Covert Ops because of all the stuff it’s doing right so far, and I hope nDreams might able to find some solutions to improving smooth turning comfort ahead of the game’s June 25th release date on Rift and Quest.

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Developer Reveals How Live Actors Sneak into the ‘The Under Presents’, and When You Can Find Them

The Under Presents is a genre-defying VR experience with a curious secret: from time to time some of its characters are puppeteered by real people, and if you’re lucky, you could be part of the show.

Created by Tender Claws, The Under Presents is a unique VR experience that mixes game and performance in mind-bending ways. Aside from interacting with past versions of yourself and the ability to control time, you’ll also come across a roster of mysterious characters which are at times live acted remotely by real people. Tender Claws recently revealed how this works in practice and its quite fascinating.

There’s a whole side of the game which is only seen by hand-picked actors. When donning their headset, a special interface allows them to select and customize a unique avatar. They also have the ability to move themselves and players, spawn items as props, and control the scale of objects. With these tools the actors jump into the game world and find players who get to experience a slice of immersive theater.

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But how to find these moments as a player? Tender Claws says that through the month of May, players can jump into The Under Presents every Friday for two hours starting at 5PM (your local time here) for a chance to catch one of these fleeting performances.

The Under Presents is available on Oculus Rift & Quest and Steam.

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This ‘Beat Saber’ Project Uses AI to Generate Custom Beat Maps for Any Song

Manually creating beat maps for your favorite songs in Beat Saber (2018) requires a bit of know-how and time. If you’re looking for a quick and surprisingly effective solution to automatically creating beat maps for any song, look no further than the fan-built service called ‘Beat Sage’.

Beat Sage is an AI which creates custom beat maps with any song on YouTube, or any mp3 in your possession. Simply navigate to the Beat Sage website, plug in the song’s YouTube URL (or upload your own mp3), tick a few boxes for level difficulty, game modes, and song events, and you’ll have a brand new mess of levels for Beat Saber on SteamVR headsets and Oculus Quest. And it’s free.

Created by Beat Saber fans Chris Donahue and Abhay Agarwal, Beat Sage is said to use two neural networks to map an audio file into what the team calls “a plausible Beat Saber level.”

Image captured by Road to VR

“These neural networks were trained on Beat Saber levels created by humans,” the team explains. “The first neural network listens to the audio and predicts at what points in time blocks should be placed. The second neural network looks at the predicted timings and maps each to a timestamp to a block type (e.g. red up, blue down, red up + blue down).”

Check out the promo below to see some of the results, timestamped showing Ariana Grande’s song ‘thank u, next’.

Installing the songs is fairly straightforward on PC, as it doesn’t require any modding. Find the ‘CustomLevels’ subfolder in your directory either via Steam or Oculus Home—depending on where you bought Beat Saber. Here’s the default locations.

  • Steam VR: C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\Beat Saber_Data\CustomLevels
  • Oculus Home: C:\Program Files (x86)\Oculus Apps\Software\hyperbolic-magnetism-beat-saber\Beat Saber_Data\CustomLevels

From there you unzip the downloaded folder into CustomLevels and you’re off to the races.

Installing for Oculus Quest is a bit more involved, as it requires modding through the unofficial sideloading app SideQuest. Check out the full instructions on how to install the custom songs on Quest.

Beat Sage is free, however the team is taking donations through its Patreon, which they say will help keep the service free moving forward.

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Respawn’s ‘Medal of Honor: Above and Beyond’ Still on Track for 2020 Launch

Medal of Honor: Above and Beyond is Respawn Entertainment’s first VR game and one of the most anticipated upcoming VR games. Despite potential disruptions from the Coronavirus pandemic, the game is still on track for a 2020 release date.

While several anticipated VR games like Lone Echo II and Iron Man VR have unfortunately been delayed in part due to the Coronavirus pandemic, Medal of Honor: Above and Beyond is still expected to launch in 2020, Oculus tells Road to VR.

Medal of Honor was initially expected to launch in 2019, though by the time the game was formally revealed in September 2019, the expected release date was shifted to 2020, well before the Coronavirus began to spread.

As a more specific release date for Medal of Honor: Above and Beyond has not been given, we don’t know for sure if the pandemic has hindered development of the game in some way, but at a minimum we now know that it won’t slip beyond 2020.

Image courtesy Respawn Entertainment, Oculus Studios

Developed by Respawn Entertainment and set in WWII, Medal of Honor: Above and Beyond promises to deliver an action packed story-driven VR shooter. The game is an Oculus exclusive title and is expected to launch on Rift but not Quest.

Respawn is the famed studio behind the Titanfall franchise, Apex Legends, and Star Wars Jedi: Fallen Order. The studio’s pedigree is one reason why Medal of Honor VR is highly anticipated, but also because it’s being funded by Oculus Studios and because it will be the continuation of the long-running Medal of Honor franchise.

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Typically we’d expect to hear updates on a game like Medal of Honor VR around E3, the annual mid-Summer games conference. However, like many key VR events, this year’s E3 has been cancelled due to the Coronavirus pandemic, so it isn’t clear how that will influence Oculus’ marketing calendar. A likely move then is that the company may choose to reveal more about the game during Oculus Connect 7—usually held around the end of the third-quarter—which will be hosted as a digital event for the first time this year. If so, we’d expect a holiday 2020 release date for Medal of Honor: Above and Beyond.

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David & Goliath-inspired Battle Game ‘DAVIGO’ Begins Public Alpha

DAVIGO, the indie VR game where players battle in a duel of scales, has officially opened its public alpha, bringing it one step closer to its Early Access launch on Steam.

As a VR player, you play as a titanic giant, battling the little people below, who scurry about launching rockets and hiding for dear life.

Davigo’s public alpha, which is now live, features the map ‘Proving Ground’ where one VR player and up to four PC players play against each other. This is done either locally or online, the latter of which is accomplished via Steam Remote Play or Parsec, two solutions which essentially turn local play into a de facto online play.

If you want to get your hands on a Steam code for the public alpha, simply head to the game’s Discord channel.

According to a Steam news update, the team behind Davigo is currently exploring more gameplay mechanics, including frangible armor, destructible levels, and flammable terrain—perfect for obscuring the vision of a would-be Goliath.

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The studio also says that both the current art and sound are placeholders at the moment, and that they’re hoping to bring greater polish to the game in the meantime.

Furthermore, the studio wants to support Oculus Quest, however is still in the process of researching how to make it possible. Davigo is slated to support your standard swath of SteamVR headsets, including Oculus Rift, HTC Vive, Valve Index, and Windows VR headsets.

Make sure to check out Davigo’s Steam page to follow along with the game’s development.

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‘Telepath’ Movement System Could be a Great Fit for Quest Controllerless Hand-tracking

Controller-less hand-tracking (like what’s currently available as an experimental feature on Quest) has a handful of advantages over using controllers, like convenience and intuitiveness. However, common VR game actions like shooting and moving are difficult to do with hand-gestures alone. Aldin, the studio behind Waltz of the Wizard, has developed a new approach to VR locomotion called Telepath, and it could be a great fit for controller-less hand-tracking.

Aldin rolled out the first-generation of its Telepath system back in late 2017 with its VR classic, Waltz of the Wizard. The system lived on in an expanded version of the game, Waltz of the Wizard: Extended Edition, when it launched in 2019. Today the studio revealed an upgraded version of Telepath with new features that improve and refine the locomotion scheme.

In a blog post the studio overviewed its purpose behind Telepath which it says is to make an intuitive movement system which is comfortable and doesn’t discourage physical player movement. They also show how the Telepath system can work quite seamlessly with controller-less hand-tracking; if true that’s a boon because there is no simple way to effectively map thumbstick locomotion to hand gestures.

The new Telepath system is available as of today in Waltz of the Wizard: Extended Edition, and Aldin says it will roll out Quest once Oculus allows developers to publish content which makes use of the headset’s hand-tracking capabilities.

The studio previously explained its ‘Ghostline’ analytics system which it uses to understand player behavior in depth; the studio says that the data shows that Telepath is comfortable and causes players to be more physically interactive with the VR world compared to thumbstick movement. While teleport and thumbstick movement are available in the game, Aldin says that 90% of users chose to stick with Teleport after being told that the other options were available.

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Beyond demonstrating the ability for Telepath to work with controller-less hand-tracking, Aldin is also rolling out new Telepath features: Presence Control, Smooth Motion Mode, and Arc Roll.

Oculus Quest has experimental controller-less hand-tracking which can be enabled in the headset’s settings. Developers aren’t yet permitted to publish applications that use the tech. | Image courtesy Oculus

Presence Control, as Aldin calls it, attempts to understand player intent without any button presses while adjusting the movement along a given path in real-time. The studio gives the example of being able to step away from the path to stop and interact with an object that catches your eye before continuing forward, or ducking behind an object for cover and having movement automatically pause.

While the default Telepath system moves players in short dashes along the path, the new Smooth Motion Mode instead moves players smoothly. While this may be less comfortable for those more sensitive to artificial motion, it can be more immersive for players that are ok with it. Granted, Alind says Smooth Movement Mode tends to be more comfortable than regular thumbstick movement.

Arc Roll is a new feature which makes it easier to draw more complex paths, including around corners and through doorways. It works by taking into account the rotation of the player’s wrist to influence the control of the path cursor.

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Aldin says it plans to continue to develop Telepath to refine its features and continue to focus on measuring player intent—especially through new signals like eye-tracking—to make the system feel as natural as possible.

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‘Blade & Sorcery’ Gets Major ‘U8’ Update, Bringing More Magic to the Table

Blade and Sorcery, the physics-based combat sandbox, isn’t out of Early Access on PC VR just yet, however developers WarpFrog are taking a big step in the right direction today by releasing a major update that includes a new map, weapons, armor, and magical effects—finally a little more sorcery to add to its many, many blades.

Update (June 4th, 2020): After an uncertain wait today, the new U8 update is now live on Steam. The Oculus Store update is slated to follow at some point.

Community manager and YouTuber ‘The Baron’ released a full walkthrough of what’s in store, which goes much deeper than the original U8 trailer. If you have a few minutes to spare, check out The Baron’s video below:

Original Article (May 6th, 2020): The ‘U8’ update is slated to arrive near the end of May, the studio says in a recent Steam update.

WarpFrog shared some work-in-progress video from the upcoming update, first showing off the game’s new bow and arrow effects to the backdrop of a new map, ‘The Citadel’.

In U8, you’ll be able to ‘imbue’ arrows when you draw the bow, infusing it with a number of effects. This also comes alongside a new model for the bow, arrows, and quiver.

Additionally, the update will bring modular armor, which includes three tiers: cloth, leather and plate. Since different tiers of armor have different penetration resistance levels, you’ll have to mix and match techniques to slaying the game’s endless AI foes.

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Arrows aren’t the only things that can be imbued with magical effects; swords can also be magically set alight, which allows it to “sear through metal like a hot knife through butter,” the teams says. You’ll also be able to imbue other melee weapons too, such as blunt weaponry “for twice the smashing fun.”

WarpFrog says that all of what is seen in the clips above has been newly created, and isn’t ported over from the original EA launch, which includes new enemies, armor, map, textures, and weapon models.

Check out Blade & Sorcery on Steam here and on the Oculus Store here, which is priced at $20. Through Steam, the game supports Oculus Rift, HTC Vive, Windows VR, and Valve Index.

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Spellcasting Sequel ‘The Wizards – Dark Times’ to Launch on PC VR Headsets in June

Carbon Studio, the Poland-based team behind The Wizards (2018), today announced that their upcoming sequel to the spellcaster series, The Wizards – Dark Times​, is slated to arrive on PC VR headsets June 4th.

Carbon initially planned for Dark Times to be a standalone expansion when we first saw it at Gamescom 2019, however now the studio says it will be a full sequel “similar in scope to its predecessor.”

When we got our first 10-minute demo of the game at Gamescom 2019, we were treated to a new spellcasting system, which focuses on taking the game’s elemental spells and making the resultant damage more in line with standard RPGs, i.e. an ice attack can freeze an enemy in its path so you can transition to a more powerful spell to deal more damage.

Carbon says there are 11 individually designed spells which you can mix and match in combat on their way through the story-driven game (read: not arcade-style arena play like the first).

Furthermore, the studio says the game will receive a series of free post-launch content updates following its release in June.

“Since Gamescom 2019, where the Dark Times’ press demo received overwhelming praise, we decided to extend the scale of the project. We made sure our spellcasting adventure will keep everyone slinging fireballs and roleplaying as the Emperor for hours, without any pesky magical barriers that slow your progress,” says Jakub Pander, Carbon Studio’s producer.

The Wizards – Dark Times is headed to SteamVR headsets via Steam and Viveport, and to Rift on the Oculus Store on June 4th, priced at $25.

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Oculus Exclusive ‘Star Wars Vader Immortal’ Coming to PSVR This Summer

Admit it. You’ve been wanting to try out the Oculus exclusive series Star Wars Vader Immortal since it first came to Rift and Quest last year. Now ILMxLAB says it’s preparing to bring the award-winning narrative adventure series to PSVR.

Vader Immortal is coming to PSVR this summer, ILMxLAB Creative Executive Producer Mark S. Miller announced in a PS blog post. Unlike its trilogy-style, piecemeal roll-out on Rift and Quest, the PSVR version is coming out in a single package, Miller says.

Although it’s not a full-blown Star Wars VR game, leaning more towards the ‘cinematic experience’ spectrum, Vader Immortal offers some of the most immersive environments, character design, story, and atmosphere we’ve ever seen in VR. Yes, the story mode part of the game is entirely scripted, and doesn’t offer much in the way of a challenge to complete when it does throw action your way, but it’s still an absolute blast to wield a lightsaber and get face-to-face with the tall dark and not-so-handsome Sith lord himself.

And once you’re done with the story, you can hone your Jedi skills in one of three ‘lightsaber dojos’, which present some of the best, most challenging wave-based combat out there. You might think that’s not saying much, but it actually turned out to be a highlight of the adventure on our first go around on Quest.

In fact, we liked the first episode so much we gave it Road to VR’s 2019 Oculus Quest Game of the Year.

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Major ‘Espire 1: VR Operative’ Update to Add New Weapons, Challenges & More

Espire 1: VR Operative (2019) launched late last year on all major VR headsets, offering up some very Metal Gear Solid style stealth action to VR players. Now developers Digital Lode have announced a major update, called ‘Assimilation’, which is slated to bring to the game a host of new weapons, challenges, and features next week.

Launching on May 5th, the update will be available on all supported platforms, which includes Oculus Quest, Oculus Rift, HTC Vive, Valve Index, Windows VR headsets, and PSVR.

Check out the changes coming to the game below:

New Weapons

  • Vector SMG: This semi-auto weapon is an excellent choice for mid-range combat, providing for accurate and quick bursts of controlled fire with one bullet firing upon the first trigger press and the last bullet firing upon release. With an extended clip of 45 rounds and very low recoil, it is the weapon of choice for the new “SMG” weapon challenge mode.
  • Sawed-off Shotgun: Get up close and personal with this new shotgun, boasting a wider spread fore close quarters combat. Its compact design allows for the shotgun to be holstered as either a sidearm or primary weapon — and reloads via magazine clip instead of individual shells.
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New Virtual Challenge Game Modes: Experienced Espire agents can also look forward to three new Virtual Challenge game modes, featuring new stealth gameplay not featured in the campaign. These new Virtual Challenges focuses on Weapon mastery, Climbing, and Intel gathering stealth skills essential to completing missions quickly and efficiently. Test your skills against players around the world with an improved leaderboard.

Weapon Challenges: Run, weave, duck, climb, jump and zipline your way through seven courses designed to test your mastery with each weapon class. Rack up the highest combo while eliminating static, moving and explosive targets, as well as enemy combatants in order to reach the top of the leaderboard.

Climbing Challenges: Overcome climbing puzzles where speed and timing is paramount to completing the course with the highest score. Make sure to avoid getting squashed by the fast-moving crushers!

Intel Challenges: Explore four completely new environments. Locate and hack intelligence from all workstations in the area, and reach the extraction point. This game mode builds on the core Espire gameplay from the campaign.

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