Hands-on: ‘Budget Cuts’ Showcases an Impressive Grip on What Makes VR Great

It’s been over two years since Stockholm-based Neat Corporation released the initial prototype for Budget Cuts, an upcoming stealth-action game that throws you into a robot-filled office space and arms you with various throwing weapons and a novel portal-based teleporting device, letting you sneakily stalk the corridors like a knife-wielding Nightcrawler. Now that the game has an official release date and price, Neat Corp let us in for the first official taste of the game at this year’s GDC before it heads out to HTC Vive and Oculus Rift in May.

Like many people with a Vive in early 2016, I’ve played the Budget Cuts prototype a bunch. Not only is it still free to download on Steam and showcases an impressive level of polish, it introduced a novel locomotion mechanic that instantly made sense in the context of the world – a teleportation gun that not only lets you traverse the sprawling office building, but also acts as a way to effectively preview your destination by giving you a portal window to your destination. Shooting the teleportation gun and using the portal to check if the coast was clear to accurately position yourself behind your target before zapping over to your new location really added to the game’s mystique and excitement.

Image courtesy Neat Corp

In that sense, not a lot of the fundamentals have changed from the prototype I played years prior to the Budget Cuts I saw today at GDC, the second level of the game proper. The portal system still works magnificently. Tactically avoiding baddies and popping up behind them is still massively fun. Predictably, there are some notable bits that Neat Corp has scaled back in certain areas and expanded in others in efforts to make the estimated 7 hours of the gameplay more engaging.

The robots are scarier by a few percentage points than the big-headed goofs that skittered around on high alert in the prototype. They’re lankier, more imposing, and they don’t die immediately like before, instead requiring an accurate hit to a vital point to fully dispatch, something that only required a single haphazard toss of a knife before. The guardian bots also carry shiny revolvers (you can’t use them yourself) fitted with a laser beam so you know when you’ve got a bullet coming your way. And even on ‘Standard’ difficulty, I did die a few times. Thankfully when I died cowering and screaming, I was reloaded to an automatic checkpoint for another immediate go. The game, I was told, will also come with easy and hard modes which will tune the robots’ hit points, attention, and accuracy.

There’s friendly non-combatant worker drones too, although I didn’t quite understand their purpose other than target practice and a few interesting bits of dialogue. Yes, I felt a moral twinge when I stabbed the docile pacifist-bots.

Weapons have also slightly changed too. While the throwing knives are still there, you can also toss scissors and darts that you find lying around the office too. The crossbow pistol is gone, as I was told “guns aren’t fun.” In the close quarters of Budget Cuts, I tend to agree. Without the crossbow, my focus centered around perfecting my throwing form since I wasn’t using the game’s optional aim-assist. I wasn’t great at throwing, but it seemed like I was getting better near the end of the 30-minute demo. Aim-assist wasn’t implemented in the build at GDC, but it should be in available at launch in May.

The latest demo has also made some changes in terms of lighting. Much of the level was either entirely dark, or entirely light, which I later discovered was because you had the ability to switch lights on and off in certain sections of the level, something you could use to your tactical advantage.

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‘Budget Cuts’ and Physical Room-Scale VR Gameplay on HTC Vive

To my utter delight, there wasn’t an incessant voice telling you where to go or what to do either, as you’re mostly left alone to figure out the way forward (as far as I know). While there’s a fair bit of signs to read, narrative elements played out via a voice and paper instruction delivered via periodically placed fax machines, requiring you to dial a number taken from your handy-dandy pager. There are also found objects hidden away in desk drawers (all of them open!) that might hold a few more storyline tidbits too.

From the demo, I never really got a sense of what sort of puzzles would lay ahead, as most of my interactions involved finding security key cards to get through locked doors. This was admittedly an early level though, so I suspect there’s more varied gameplay in the full release.

I also didn’t get a chance to see one of the game’s bosses or get a greater sense of the narrative behind it all. This, I was told, was intentional. Keeping the game well under wraps during its entire development, Neat Corp wasn’t ready to give away anything substantive yet.

While Budget Cuts is visually cartoonish, sporting the sort of low-ish poly look of games like Job Simulator (2016), a cohesive color palette and fine attention to lighting really helps transport you into the game; it just creeps up on you. Emerging from the darkness, I felt like I really was in the shadows waiting to strike (or die), and as a result, I completely bought into the adrenaline rush. If the full release of Budget Cuts can deliver this for the entire 7 hours of estimated gameplay, well, we might just have another VR-native hit on our hands.

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Promising Stealth-action Title ‘Budget Cuts’ Coming to Vive and Rift in May

Two years in the making, Budget Cuts has remained almost completely off the radar after briefly surfacing back in 2016, but this week at GDC 2018 the game has reemerged with fresh details, including a May 16th release date, which, for this promising title, still manages to feel like an eternity away.

Budget Cuts impressed us back in 2016 when it demonstrated smart and innovative VR game mechanics back before any consumer VR headsets had even hit the market. Today, many VR developers are still struggling to come to grips with VR game design, but developer Neat Corp has been busy toiling away, in stealth (if you will), turning Budget Cuts into something that’s still promising, even as VR game design has advanced a good two years since the last time we saw the game. We went hands on with the latest build of Budget Cuts here at GDC 2018, and you’ll be hearing more about that soon.

Until then, we’ve got the game’s release details, and a few other tidbits. Neat Corp tells us that Budget Cuts will launch on May 16th priced at $30. Promising seven or so hours of content, the game will be released for both HTC Vive (SteamVR) and Oculus Rift (Oculus Home).

Image courtesy Neat Corp

Neat Corp developer Linnéa Harrison tells us that the game will support full room-scale locomotion, and, while the studio plans to encourage Rift users to use three Sensor configurations for greater immersion, the game will support typical two Sensor front-facing setups as well. When it comes to locomotion, Harrison and team said that the game’s teleporting movement is here to stay, as it’s intertwined with both gameplay and story and slapping smooth movement into the game simply wouldn’t work with the game’s underlying design.

The team told us that players can expect stealth, action, puzzles, and bosses. They also said that a number of new mechanics have been introduced since the release of the game’s demo back in 2016, which support varying modes of gameplay, giving players choice in how they want to experience the game. Indeed, they said the game can in theory be played 100% stealth, for those patient and cunning enough to go completely unseen. Also at one point in the new build I opened an office cabinet and found a single cookie inside, so there’s curiously placed cookies too.

We’ll have a full hands-on with the latest build of the game soon. Stay tuned.

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Oculus Exclusive ‘The Mage’s Tale’ Comes to Vive March 23rd, in Development for PSVR

RPG dungeon crawler The Mage’s Tale, a former Oculus exclusive, is set to launch on Steam for the HTC Vive on March 23rd. Developer inXile Entertainment has also confirmed that the title is in development for PSVR. 

The Mage’s Tale, a VR dungeon crawling RPG title from the makers of The Bard’s Tale, launched initially as an Oculus exclusive back in June, 2017. The game, which purports to have some ten hours of content, and “offers players the ability to craft hundreds of spells, explore dungeons, solve puzzles, and fight creatures,” will launch next week on Steam for $30 with support for the HTC Vive, the developer announced today. The studio confirmed to Road to VR that Windows VR headsets won’t be officially supported by the SteamVR version of The Mage’s Tale.

In our review of the game for the Oculus Rift back in June, we found the motion-controller based spell casting to make for magic combat, with fitting gameplay for those looking for a classic dungeon crawler, but wished the graphics and animations were more polished for greater immersion:

‘The Mage’s Tale’ delivers exactly what you’d expect from a classic dungeon crawler, promising real moments of magic and exploration while not challenging the formula too much. Creating and casting magical spells in VR is an awesome experience that I didn’t ever get tired of, but if a sequel is in the works, finer character animation and more locomotion options should be on the docket to turn up the immersion factor. As it stands, NPCs look ripped from the PS2-era , and anyone looking for smooth-turning or smooth forward movement will be sorely disappointed.

Following the launch of the Oculus version, an update to the game added smooth locomotion, quicker load times, optional UI elements, and a ‘Horde Mode’, and those changes will be included in the Steam launch.

Image courtesy inXile Entertainment

The studio also confirmed that the The Mage’s Tale is in development for PSVR, but didn’t offer any details on when it would launch, though we’d guess 2018 is a safe bet.

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‘Payday 2 VR’ Exits Beta, Now Available as Free DLC to Main Game

Payday 2 (2013), Overkill’s 4-player bank heist co-op shooter, has offered a VR mode in beta for the past few months, but now it’s off the beta branch and pushed out as a free DLC to the main game.

Payday 2 VR offers users with Oculus Rift or HTC Vive access to the entire game including its bustling userbase – decidedly making it one of the most-populated VR-accessible games out there thanks to its cross-platform support.

Before, owners of Payday 2 had to install the beta branch of the game to give them access to the VR features.

If you don’t already own the game, the only way to get it currently is through one of the Payday 2: Ultimate Edition bundle, which includes a number of previous DLCs bundled into one. If you already have it (or pulled the trigger on the $45 bundle), you simply need to download the Payday 2 VR DLC here.

While the specs say users should at least have a 1GB GPU, this is likely referring to the main game, as the beta suggested at very least a GTX 980 or better to play.

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‘Bigscreen’ Coming to Mobile VR in Q2, Gear VR Alpha Test Starts Today

Bigscreen is a unique social VR application which lets users bring their desktop screens and all the capabilities of their PC into VR with them. That means friends can come together virtually for LAN parties, streaming sessions, and much more. In Q2, Bigscreen will come to mobile VR headsets for the first time, allowing the mobile VR crowd to join their desktop brethren and get in on the fun. Starting today, Gear VR users can sign up for Bigscreen’s mobile alpha test.

Bigscreen is set to come to Gear VR, Oculus Go, and Daydream mobile VR headsets in Q2, the company announced today. In the meantime, if you own a Gear VR you can sign up for the Bigscreen mobile alpha test here.

Bigscreen founder Darshan Shankar says that Bigscreen mobile will have both singleplayer and multiplayer elements. Even though mobile VR headsets don’t have their own desktop to share, other features like a video player, 3D painting tools, and intriguing PC-to-mobile streaming are planned. The company breaks it down on their blog:

  1. Public & private rooms are supported, with 4–12 players per room. Mobile VR users can join rooms to watch videos and hangout together. Mobile VR users will eventually be able to create their own multiplayer rooms, but not during the Alpha Test.
  2. Mobile VR users will also be able to attend our live movie screenings, like our Paramount Pictures’ Top Gun 3D VR movie night and our Stargate movie night with MGM.
  3. The video player will allow you to watch videos stored locally on your device. We plan to eventually support various streaming services within our video player as well.
  4. PC-to-Mobile desktop streaming allows you to stream your Windows PC’s desktop screen into your Mobile VR headset over WiFi without the need to be tethered to your PC. This allows you to sit on your couch, pull up a movie or videogame on your PC, and see it on a huge screen in your headset.

The Bigscreen mobile alpha won’t have any single player features, but players will be able to join rooms hosted by PC VR users, which support up to 12 players per room. In the future, mobile users will be able to host their own multiplayer rooms.

The company also plans to bring Bigscreen to PSVR later this year.

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‘Skyrim VR’ Launching on PC April 3rd with Support for Vive, Rift, and Windows VR

Formerly a PSVR exclusive, Skyrim VR is coming to PC via SteamVR, with officially listed support for the HTC Vive, Oculus Rift, and Windows VR headsets.

When it launched back in November on PSVR, Bethesda’s Skyrim VR was one the first major AAA games to get ported to a VR headset, far outclassing pretty much any made-for-VR game to date in terms of amount and depth of content. And while PC VR players got a similar treat in the form of Bethesda’s Fallout 4 VR in December, plenty of PC VR users have been itching to jump into the fantasy world of Skyrim.

Their shouts have been heard: Bethesda announced today that Skyrim VR will launch on SteamVR on April 3rd, just three weeks from today. Priced at $60 (including all of the game’s DLC), the game’s Steam page officially lists support for the HTC Vive, Oculus Rift, and Windows VR headsets. And yes, you need to buy the VR version of the game separately, even if you own another version of Skyrim.

In our review of Skyrim VR on PSVR, we praised the game’s depth of content, which brought a different sort of immersion to the VR experience. Unfortunately the game felt a lot like a port (to be expected) rather than a properly made-for-VR game. Rough visuals didn’t help, and the game’s heavy reliance on menus designed for controllers with a D-pad made things tedious considering the Move controllers lack a D-pad entirely and instead relied on a finicky motion-based scrolling method.

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'Skyrim VR' Review – The Other Side of the Immersion Equation

With Skyrim VR now coming to PC VR headsets, there’s a chance that a number of our critiques of the game on PSVR could be quite improved. For one, there’s hope that the game will simply look and feel better on more powerful PC hardware, potentially offering higher resolution rendering, better aliasing, longer draw distance, and improved textures, not to mention native 90Hz rendering compared to 60Hz (reprojected to 120Hz) on PSVR. With more flexible trackpads on the Vive controllers, joysticks on the Touch controllers, and both trackpad and joysticks on the Windows VR controllers, we’re hoping the game’s frequent menus will less bothersome to navigate in the PC version.

And then of course there’s the generally improved tracking performance and larger tracking volumes afforded by PC VR hardware, which could help with your aim when drawing the bow, make hand-to-hand combat more interesting by giving you more room for dodging and striking, and make indoor environments like shops and taverns more compelling by allowing the player to physically move around inside them. We’ll see how things stack up when the game launches on April 3rd.

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Play Arcade Combat Game ‘Eternity Warriors VR’ This Weekend on Rift For Free

Eternity Warriors VR, an arcade combat game from Beijing-based indie studio Vanimals and Eternity Warriors franchise creators Glu Mobile, is opening up access to Rift owners for free this weekend.

Eternity Warriors VR boasts online co-op in addition to single player mode. Based on short mission-based sessions that take place in a single environment (room-scale locomotion only), you’ll be able to choose from three different combat classes—The Warrior, The Hunter, or The Gunner—all of which have their own weapon styles ranging from long-range to short-range melee types. Waves of enemies and boss battles should keep you slashing and shooting, something that’s always more fun with someone by your side.

The free access period starts March 15th at 1:00 PM EDT (your local time) and goes until March 19th at 3:00 AM EDT (your local time).

One of the major complaints by owners of the game is the lack of populated servers, something many online VR games face as a challenge currently. While game demos are still few and far between on the Oculus Store, the free access weekends at least give you a chance to see what the game is like with the hustle and bustle of healthy online usership, hopefully attracting more regular paying users as a result. Oculus has since held several free access weekends for games such as Onward (2017), SPARC (2017), and From Other Suns (2017). To see the latest free weekend, keep an eye on the ‘Coming Soon’ section on Oculus’ website.

Check out Eternity Warriors VR for Rift on Oculus Home here.

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‘The American Dream’ Parodies US Gun Culture, Launching This Week at a Key Moment in Gun Rights Debate

The American Dream is set to launch on March 14th, and the moment, most unfortunately, couldn’t be more timely. The game’s gun-fueled gameplay takes US gun culture to the extreme, examining a world where babies are born packing heat and guns are the answer to everything. In the wake of a string of tragic mass shootings in the US, the nation is embroiled in debate, pitting the loss of innocent life against the constitutional right to bear arms. At the same time, part of that conversation has seen renewed finger pointing at violent video games as part of the problem.

Having started development back in 2016, The American Dream launches this week, March 14th, on PlayStation VR, SteamVR, and Oculus Rift, priced at $20. The game’s new launch trailer gives an idea of how it takes gun culture to a comedic extreme, and shows “just how simple it could be to live American life to the fullest, where guns are an integral part of being a good and patriotic American and can be used for familial bonding, cleaning the house, preparing delicious meals, dancing, gardening, fine dining, delivering sweet newborn American babies and so much more.”

Developer Samurai Punk promises “more than 20 heartwarming, pulse-pounding, brain tingling, action-packed stages—each featuring a key moment in the average American life. For every task you encounter in your life chock full of Freedom™, there is a gun that can help—from pistols to tactical sporting rifles, you’ll get to try them all.”

A deft hand is required to navigate the fine line between commentary and offense, especially when the backdrop is painted with real blood. In many ways, the game’s portrayal of US gun culture is funny, but, with three major mass shootings in the US in the last six months alone, also strikes a number of decidedly not funny chords.

Image courtesy Samurai Punk

For one, America’s debate about gun rights has reached a fever pitch that hasn’t been seen in some time. Gun rights in the US have been historically very difficult to change because, to an extent, the right to own guns is protected in the country’s constitution, and powerful lobbying groups work hard to that right. In the wake of recent shootings, the renewed calls for gun rights reforms seem to be gaining more steam that in the recent past, but the debate about solutions to mass shootings rages on.

Part of that debate has naturally been focused around answering the question “why do mass shootings happen?” Violence depicted in video games has resurfaced as one area of blame among some. To explore that notion, President Donald Trump recently hosted a meeting on the topic, though was criticized for not inviting academics who study the alleged link between violence and video games. The White House uploaded an unlisted video to YouTube titled ‘Violence in Video Games’ which showed violent exceprts from popular games. Surely footage from The American Dream would have fit right in, even though the context of the game as satire would have been lost. The violent video game video and its contextless implications has struck a chord with gamers who have overwhelmingly downvoted the video.

One of the common rebuttals against violence in video games is that they are protected as a form a free speech, and are also an important expressive medium. Indeed, it’s the free speech protection that allows games like The American Dream to parody important topics and help foster discussion about them.

Image courtesy Samurai Punk

And one, perhaps unintentional, element of The American Dream is a revelation of what US gun culture looks like to outsiders. The game’s Melbourne, Australia based studio, Samurai Punk, are offering up an external perspective for all to see; a depiction through the eyes of another can sometimes be more helpful than just looking in the mirror.

In the end, the game appears to be just a handful of fun shooting mini games for VR, but its release at this particular moment could hardly be considered without looking at the broader picture. We’ll find out if and where it fits into the discussion (and whether or not it’s worth playing) when it launches on Wednesday.

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‘Wedding VR’ Offers an Uncanny Peek into the Wild World of Anime Marriage Simulators

Wedding VR, a marriage simulator created by Japan-based game studio Voltage Inc., came to the Oculus Store and Steam recently. In it, you become a bride-to-be, replete with wedding dress, bouquet and impossibly tiny hands only fit for a character transported from manga/anime and realized in 3D. “Who is this for?” you may ask—apparently fans of Voltage’s prolific ‘romance games’, a genre of dating sim decidedly focused on males as the object of amorous pursuit. The fact that it’s subbed in English and is also featured on Western-facing digital store fronts means we get to say something about it though.

Featured front and center on the Oculus Store today are three Wedding VR titles, each featuring a different anime hunk of your choosing; Yamato Kougami – a modern heartthrob, Henry A. Spencer – a European prince, and Masamune Date – a Japanese warrior general.

image courtesy Voltage Inc.

Take your pick, because the end effect is always the same – a beautiful sunset casting its warm yellow glow on the face of your new anime husband. To get there though, you’ll have to navigate chat bubbles like traditional dating sims.

While this may be the cheapest marriage you’ll ever have at $8 per experience, I can’t really recommend it. Had these been free experiences, this would be a fun opportunity to pop in for a drive-by wedding, and soak in a genre I frankly have never had interest in playing before, or even just to see a small side of Japanese culture that is often vilified for being out of touch with reality. While reality isn’t subjective, our experiences of it are, so I’m definitely not judging lifestyle choices here.

On its own merits, none of the experiences are really worth $8. Object interaction is null, there’s no user-controlled locomotion, and there isn’t a way to respond using the microphone – only text bubbles activated by a gaze cursor that frankly belongs back on its flatscreen counterpart. There’s also the issue of seeing the biologically disproportionate figure of an anime character rendered in real life. To me, Masamune (the Samurai) seemed about 7 feet tall, and had 3-feet wide shoulders.

Pushing past the utter strangeness of an anime marriage simulator and the obvious caveats of a 2D-style dating sim bootstrapped to VR, what’s interesting here is we’re witnessing some of the first steps of some pretty well-established studios getting into VR, companies with very specific goals of creating human-to-AI intimacy. Voltage says its Wedding VR titles had crowds lining up “for over 90 minutes” to get a chance to play at last year’s Tokyo Game Show (TGS)—a testament to the curiosity behind stepping to a world an interacting with an anime character seemingly ripped from the world of fantasy.

At its current stage, it’s more of an advertisement for the company’s bread and butter content—its flatscreen romance games—but we’ll continue to watch this space to see just what comes out of it. And yes, there’s already been a few anime marriages in VR.

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Oculus to Show Brand New Game Demos at GDC, Detail What’s Ahead in 2018

GDC, hosted later this month in San Francisco, has long been an important event for Oculus. This year the company says they’re bringing brand new VR demos to the show and will host a session exploring the company’s plans for 2018.

GDC 2018 is a little more than one week away; Oculus is planning a big presence at the show this year, and, in a post to the company’s blog, says they’ll be bringing “never-before-seen demos” to the event. We expect this means we’ll see the latest builds of previously announced games, but there’s a good chance some brand new titles will be revealed as well. Oculus’ 6,000 square foot booth is among the largest in the event’s South Hall.

There’s no official word thus far on which games will be shown, but we expect to see updates on in-development titles like Marvel Powers United VR. It’s hard to say whether or not we’ll see anything new from hotly anticipated (but still unseen) titles like Echo Combat and the unnamed Oculus Studios title coming from Titanfall developer Respawn Entertainment, but we’ll certainly have our fingers crossed. Last week, Oculus’ VP of Content, Jason Rubin, tweeted that he is “especially excited to extend [Oculus’] content lead this year…”

In addition to new game demos at the company’s booth, Oculus is planning a sponsored session during the event, titled ‘Inside Oculus 2018‘, which promises to provide insight on plans for their VR ecosystem in 2018:

VR is about to take another leap forward in 2018, and Oculus continues to break new ground bringing cutting-edge hardware, software, and content to people around the world. Join for an inside look at what’s coming across the Oculus ecosystem in 2018, from Rift, mobile and new standalone devices to the advancements, services, and tools helping developers define the next wave of immersive gaming.

Judging by the roster of senior Oculus members, it ought to be a wide ranging session:

  • Ross O’Dwyer – Director of Engineering
  • Jason Rubin – VP Content, Oculus
  • Chris Pruett – Head of Development Engineering, Mobile
  • Ruth Bram – Producer, Oculus Studios

Be advised, GDC is a developer focused event, so while we’re expecting to hear exciting things from Oculus’ session, it’s likely to be largely relevant to VR developers.

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Oculus also plans to host another sponsored session at GDC, ‘Embodying Identity through Immersive Design‘, which brings together Oculus Studios’ own Ruth Bram with external VR developers from Sanzaru, Harmonix, and Turtle Rock Studios, to explore the challenges of designing VR games where players don’t just play as a character, they become the character.

VR has introduced an entirely new design paradigm where players don’t just connect with protagonists, they embody them. In turn, game designers now have a vastly expressive sandbox where sound, environments, and characters are defined by their own boundless creativity. VR’s physicality demands diverse perspectives to ensure immersive worlds resonate with the unique individuals experiencing them–it’s complex. Leaders behind top Oculus Studios Gear VR and Rift titles will discuss best practices, common pitfalls, and the key principles to winning immersive design, the next frontier for game creation.

Next week the company says they’ll share details on their plans for a new “learning theater” for developers at GDC which will “[feature] Oculus engineers and developers delivering insights, best practices, and practical advice for VR development.”

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