Eagle Flight Review

After years of previews and teasers, Ubisoft make their long anticipated VR debut on Oculus Rift and PlayStation VR.  Eagle Flight has all the hallmarks of being a toe in the water for Ubisoft, but the VR world may feel the ripples for some time to come.


Eagle Flight Details

Official Site
Developer: Ubisoft
Publisher: Ubisoft
Available On: Oculus Rift and PlayStation VR
Reviewed On: Oculus Rift
Release Date: October 18th, 2016


Gameplay

Eagle Flight.  As a title for a game, it is wonderfully unambiguous.  Eagles fly and eagles hunt. Simple. This isn’t a bombastic experience casting you as the hero of the brave eagle rebellion, fighting against tyranny across a war-torn Paris as Drill Sergeant Tweet O’Sparrow bellows missions at you.  There aren’t deep ties to the Assassin’s Creed franchise, from which much of the city layout was apparently cribbed before being heavily customised.  Eagles fly and eagles hunt – and that’s pretty much all you will do across a memorable Paris cityscape, devoid of people, that has been reclaimed by nature and escaped zoo animals.  Simple, right?

What that title doesn’t convey is all of the influences you can feel layered throughout the experience.  There’s a dash of Pilot Wings when diving through rings on courses that trace astonishing routes through the city.  There’s a hint of Ace Combat around the aerial encounters with other predators, with the B-52-like wingspan and laboured turning of Vultures mixed with Crows, Bats and (F-16) Falcons that are all assuming archetypal air combat roles.  The twitch reactions of Wipeout can be sensed as you thread your way through an underground catacomb race, expertly dodging obstacles on a course you’ve already attempted a dozen times in an effort to shave valuable seconds off your time.  There’s even a dash of the free running from Mirror’s Edge, whose gameplay beats can be felt here as you mutter to yourself “…under bridge, into sewer, through spinning fan, out of tunnel, hard right, steep climb, avoid branches, through building…” Moves that you’ve committed to memory in an effort to secure the full complement of three stars from one of 17 Expert Challenges and 23 Story Missions.  There’s also a multiplayer mode supporting up to 3 vs. 3 gameplay to satisfy any competitive needs.

sunrise-is-probably-my-favourite-time

I completed the story in around six hours, but at that point had only collected 60 out of a possible 129 stars.  I have since logged at least the same number of hours again while exploring the world and attempting to better my performances.  I fully intend to dive further into the multiplayer once the player base expands, at which time I’m predicting that people on my friends list will be destroying the times I’ve posted in the races – a situation I will need to remedy with extreme prejudice.  With the Expert Challenges locked out until you achieve a set number of stars there’s ample reason to go back and three-star the earlier missions.  Given the fun I’ve had, the fun I still intend to have, and the amount of content on offer, the $40 (£30, €40) asking price for the PSVR version seems fair, with Oculus Store prices in the same ballpark.  We are leaving the time when the VR release schedule is mainly populated by tech demos and shorter experiences.  While this isn’t quite the AAA experience we might have hoped for, it’s in a different league to many of this year’s other releases.

eagleflight-5

But that is only to speak of the practical: the game modes and the content  It misses the emotive side of the game.  There are times when you will gracefully bank around wide boulevards before darting through a collapsed wall into a building, threading your way through layers of detritus before bursting through a smashed window on the far side.  Peeling upwards, narrowly missing a chimney stack atop a Parisian terrace, with the streets falling away beneath you suddenly you see it reaching high into the sky: the Eiffel Tower, resplendent, with the sun low on the horizon and wrapping the city in an amber haze.  This is nothing less than intoxicating, and moments just like it keep happening again and again as you play with a very pleasant musical score enhancing the mood.

It’s hard to be cynical about Eagle Flight when it takes you back so perfectly to childhood dreams of flight.  But not the mechanical facsimiles of flight other games deliver:  the joy of real flight, with no barrier between your instinct and your reaction.   Where you look is where you fly, and a tilt of the head puts you into a turn the severity of which is determined by how far you tilt.  It takes a little while to learn and settle into its rhythms, to avoid the temptation to turn your whole body and get entangled in the headset cables, but once you find your groove it is this direct connection between you as the player and you as the eagle that makes this game sing.  There is no joystick, there is no delay, there is only instinct and instant reaction.  Left and right triggers slow or boost your flight, abilities that come into their own in some of the catacomb challenges where the speeds are extreme – think Wipeout fast – and the twists and turns, dips and rises, demand every ounce of concentration you can muster.  To beat the target time you will want to avoid hitting the brakes, as it were, at all costs.  This ends up with you almost daring yourself to hold steady, to risk everything to go just a little faster for just a little longer before losing your nerve.

notice-the-vignetting-as-i-approach-the-narrow-gap

To slow is to falter, to stop is defeat: run into a wall, or even just clip the scenery, and it’s back to the beginning.  The underground time trials feature multiple paths, with the best routes often quite hard to ferret out, and always featuring boost zones, narrower tunnels and more violent changes in direction.  Some of the layouts are infuriatingly complex, but always thrilling.  As most trials are finished in under two minutes – which admittedly can feel like an eternity when you’re so completely focussed – there’s always that tug to have just one more go, to see if you can shave off another second and get that elusive third star.  It’s the only time in the single player game where you really feel a palpable fear of failure, as you speed through narrow tunnels making turns that would cause The Flash to think twice, with your potential demise apparent in every curving wall and piece of jutting debris.  When you do finally piece together that perfect run, the resulting endorphin rush is intense.

Over the course of the 23 story missions, the game takes you on a sightseeing tour of the city and gradually expands your repertoire of skills as each of the five main areas unlock.  Each area is centred on a well known landmark, such as Notre-Dame or the Louvre, making it easy to orient yourself.  Early missions introduce you to basic flying and collecting, and when you have your wings (pun intended) combat is introduced.  These aerial battles expand in scope as the game progresses, with offensive and defensive abilities triggered by the face buttons on the controller.  The combat usually boils down to chasing your targets and trying to lead your fire just enough that your projectile screech attack will catch them.  In later missions you come under considerable fire yourself.  Even if it sometimes feels a little arbitrary, with the game not making it easy to sense where attacks are coming from, it is nonetheless a great deal of fun.  Time trials, escort missions and challenges likewise ramp up in scale, scope and difficulty as the game proceeds.  All of this is enjoyable enough, but is also neatly priming you for the multiplayer mode you will eventually gravitate to.

eagleflight-1

Supporting a maximum of six players from 1 vs. 1 to 3 vs. 3 teams, the multiplayer sees each team attempting to capture the prey and return it to their nest.  The highest score when the timer expires wins.  It’s a simple premise, but one that ties in neatly to everything that’s great about Eagle Flight.  I’ve only had an opportunity to try 1 vs. 1 combat, but I can confirm that this mode adds the sense of danger that is sorely lacking from the single player modes.  As you collect the prey and start flying toward your nest, you can sense the opposition player homing in.  You dive, in a panic, trying to find safety among the ruined streets below.  Closer and closer comes the predator that is now stalking you from above.  Screech attacks whizz past, you change direction desperately, now disoriented as well as under attack.  You are as much at risk from crashing into the landscape as you are from the enemy.  When the tables are turned there is a vicious thrill in being the hunter.  Reeling in your target from afar, watching their trajectory and unleashing an attack at just the right moment.  Adding more players into the mix would only make this more frenetic.

There is of course the elephant in the room when it comes to VR multiplayer.  A smaller install base of hardware than traditional PC or console games enjoy means a naturally smaller player base.  It’s not unfair to imagine that it will be tough to even get a game in a few weeks, much less a balanced one.  It’s not much fun to be outmatched, and I can imagine that a well organised team could run rampant over weaker opposition which would kill the fun somewhat.  So the multiplayer, while good, probably shouldn’t be the major purchasing decision even if it feels like there are a good many hours of potential fun in there.  I hope to be proven wrong, and fully intend to be glued to my Rift over the coming weeks to play this.

youre-never-far-from-a-good-view

Returning to the single player portions of the game, the open world has two types of collectibles that have a distinctive sound effect you can hear when you get close.  Waterways in each area contain fish that leap into the air as you approach, and you will need to be carrying enough speed to snatch them before they hit the water and disappear again.  You will often spy the telltale ripples in the water from a distance, throw yourself into a steep dive, and pull up just in time to snatch the fish from the air.  There are also collectible feathers, but thankfully what was a chore in the Assassin’s Creed series is more enjoyable here – though still frustrating when you simply can’t locate the feather that you can hear is nearby.  Locating both fish and feather is a tempting diversion when flying between the locations that trigger missions and challenges.  You start at altitude, picking off the obvious feathers that are highly visible on rooftops and bell towers, then you swoop lower and start scouring the streets, rivers and forests for likely nooks and crannies.  As your confidence in flying increases, and your ability to navigate ever more cramped areas develops, it feels like peeling away layers of the city.  You find yourself taking more risks through congested streets where twisted tree trunks snake around buildings – routes that would have felt impassable when you first started playing – and the time you spend scouring the streets is all honing your skills and abilities for the time trials.

The unsung hero that enables all of this ducking and diving through the game at high speed is the world design.  While rendered in a very simplistic style, with low polygon counts and limited texturing and lighting, the landscape is eminently readable.  The designers have done a good job of engendering trust.  When you dart into a building, you are trusting that there is an escape on the other side.  When you fly off the beaten track, you trust that your escapade down twisting streets won’t end in a cul-de-sac, and if it does you know you can always just look up and soar to the safety of the open sky.  It is only in the rare moments when the level design does let you down, with a piece of unfair collision detection or a blind turn into a massive wall, when you realise how much you’ve taken the excellent design for granted elsewhere.

if-you-can-see-it-you-can-fly-to-it

On the subject of the visuals there is no escaping the fact that we are looking at a game targeting the lowest common denominator which in this case is the PS4 and 970 series GPUs.  Add in the choice of Unity as the engine, with its infamously bad multithreading support, and it’s easy to see why the team at Ubisoft have erred on the side of caution, putting performance above all else.  As impressive as it is to be able to climb to altitude and take in the whole city from horizon to horizon at a rock-solid frame rate, there is no avoiding the disappointingly primitive hills that ring the play area, the lack of variation in many of the buildings, the poor combat effects and the overly simplistic grass effects and tree foliage.  It’s Assassin’s Creed by way of Wind Waker – looking its best from a distance – and as a result I have to admit that much of my time with the game at first was spent lamenting the fact that it wasn’t pushing my GPU to its limit; in fact there are absolutely no settings for graphical configuration in the game.  It is what it is, and you can’t nudge any settings higher on more capable GPUs.

Based on how crisp it looks on the Rift I suspect that there is some automatically applied supersampling – with the internal resolution selected based on the capability of the GPU that the game detects – but this is only an assumption, and it could just as easily be the artistic choices that make the game look as sharp as it does.  However if my suspicions are correct, and further assuming that lower level GPUs and the PS4 might lack this feature, the eminently readable world design should ensure that the experience was not unduly compromised by a drop in resolution.  It may be worth waiting for early user impressions to confirm this.  As much as it’s tempting to stop and over-analyse the simplistic visuals, this is a game about flying.  When you’re screaming through the world at high speed, you don’t stop to count polygons or contemplate janky animations.  As the game cycles between day and night, between sun, rain, fog and clear conditions, and as you fly between a herd of Zebra running over a bridge you start to appreciate the atmosphere it generates.  It is a world to experience in perpetual motion.  Slow too long, look too hard, and the illusion is broken.

despite-the-full-moon-there-are-no-werewolves-in-paris-american-or-otherwise

Where the game really suffers is in your lack of influence over the world.  There is no hunting of food for survival, there is no fear of being hunted yourself, there is just you, the city, and the missions.  If you dwell on it too long it can make the game feel sterile, the lack of any meaningful reaction to your presence an immersion killer, and it’s hard to escape the notion that there was far more potential here in the world and the gameplay than the team have delivered.  Instead they fell back on the usual tropes, and if we’re being reductive the game boils down to a chain of missions that are loosely disguised time trials, areas that are artificially locked, a bunch of collectibles and the obligatory multiplayer mode bolted on.  What I wouldn’t give to sit in on a design meeting for any sequel!

But being reductive misses the point, and just a few hours in I realised that this had become one of my favourite VR experiences.  Eagle Flight reaffirms that there is ample mileage in seated VR experiences – without room scale, and without tracked controllers – to go along with games and experiences that embrace those technologies.  I’m extremely envious that for a lot of PlayStation VR gamers, and for people coming later to the Rift party, this could be their first experience of VR.  It’s not perfect, it’s not as imaginative as it could have been, but it sidesteps some of VR’s hardest problems and delivers a memorable, exciting, and challenging experience.  Eagles fly.  Eagles hunt.  Join them.

Immersion

The exceptional feeling of immersion in Eagle Flight comes from the control scheme.  You are in control of everything – not just where you go, but how you get there.  You can climb to altitude and take a direct route.  You can get down to the level of the forest canopy and weave between trees.  You can get right down to the street level and weave around, through, and under buildings as you like.  Skim above the river and you raise plumes of water with your wingtips.  No other game lets you indulge your whims in quite this way.  When you eventually trigger a time trial, you trade freedom for focus and attempt to apply your skills to the challenge at hand.  It’s a great blend of gameplay, and it kept me hooked on the game for long stretches.

Some games fare better than others from being viewed through VR goggles.  Eagle Flight has chosen its animal well because staring through the lenses of the Rift, with the Eagle’s beak – my beak – intruding slightly where my nose should be, and feathers intruding slightly from the sides, feels just right.  This is all you will ever see of yourself in the game but it’s just enough to remind you what you are, what you’re doing, and to help you forget that there’s a big lump of plastic wedged on your head.  At one point I spent a continuous five hours playing the game without leaving VR.  The time, if you’ll excuse yet another terrible pun, simply flew by.

somewhere-in-there-is-the-last-feather-i-need-to-collect-from-this-area

While much of the game takes place in the open world, where you can move fairly seamlessly from free roaming to missions, there are some missions and challenges that take place underground and necessitate loading in additional level data.  In an apparent effort to hide this data loading, 3D video footage of the upcoming area is used to bookend the event.  On PC at least, this is significantly lower fidelity than the realtime rendering and the difference is jarring.  Aside from looking bad: one moment you have supreme comfort, and the next any shifting in your seat induces that disconnect common to all 3D video that can be nauseous.  It’s the lack of warning as you move between the two modes of rendering that jars the most.  Frankly I’d rather have a blank screen, or a static image of the event projected into space in front of me.

There are other times when it’s actually the gaminess of Eagle Flight that intrudes.  Playing the story mode, certain areas of the city are out of bounds because they are controlled by the Falcons.  Rather than have Falcons hunt you down for trespass, a giant message appears on the screen: “This area is controlled by the Falcons, turn back now!” And then a timer counts down from five, after which you are respawned back in your own territory.  A similar message and countdown appears if you attempt to fly out of the city.  It’s not subtle, and completely kills the immersion.  Likewise the nagging that tilting your head is better than turning it.  I KNOW!  I KNOW!  I’VE BEEN PLAYING FOR FIFTEEN HOURS! I KNOW!  Sitting, as I have been, in a swivel chair it’s sometimes hard in all the excitement not to get a little turned around.  Having a massive icon and text appear right in the middle of the screen, right in the middle of a time trial or some aerial combat, is ridiculous.  It cost me success in more than one challenge, and I resented it every time.  Yes it’s my fault that I’m no longer facing forward, but surely there has to be a better solution than this messaging!

i-wonder-if-there-are-any-fish-down-there

Speaking of aerial combat, the screech attack that you perform isn’t the most visually appealing effect – a spherical transparent ball that you project into the world.  The combat is basically a game of projectiles, and with every other element of the experience conveying the nature of Eagle life so seamlessly this was always going to be a tough element to graft on.  Similarly when you knock a bird out of the sky they seem to just pop out of existence to be replaced by a few feathers rather than plummet to the ground.  At these times the game underneath intrudes too far and the immersion suffers.

One element I wasn’t expecting to break immersion was the music – and in the main it’s wonderful – but there are one or two pieces that crop up that use painfully synthetic sounding string ensembles rather than a live orchestra, and it is somewhat distracting after the polish evident in most of the other tracks you will hear that nicely sit in the background, enhancing the atmosphere.

Comfort

By this point, eagle-eyed readers will be wondering why there has been no mention of nausea and simulator sickness.  There’s a simple answer for that: there isn’t any to speak of.  It is only in extreme, sustained, turns and dives that the telltale lurch in the stomach intrudes, and even in those cases the effect is short lived.  I am susceptible to simulator sickness, but in more than 15 hours with the game – including one five hour long continuous stretch – over the last few days I have felt extremely comfortable.  You have absolute control over the camera, with your head, and therefore absolute control over how intense you want your journey to be on a moment to moment basis.

The work the team at Ubisoft have done to explore, understand, and eradicate simulator sickness will be the lasting legacy of the game.  It may not apply to many other experiences – after all, it is unlikely that this will spawn a new genre of bird simulators – but it does show that a motivated team with enough time to test, learn and iterate can find solutions to these sorts of problems.  The vignetting that kicks in as you turn and as you pass too close to objects in the world, whilst being moderately distracting at first, is very effective at managing nausea and even becomes part of how you sense your place in the world.  Other techniques such as spawning leaf particles in the sky ahead of you, speed lines, and of course the Eagle’s beak always make sure there’s something closer in to focus on to help you sense motion and your place in the world.

hit-the-rings-dead-center-for-a-speed-boost

So confident was I in Ubisoft’s achievement that I conducted a human experiment on a VR virgin.  While the telltale lurch in the stomach was there during dives and turns, the effect was as short lived for them as it had been for me.  I observed my friend all evening, and there wasn’t even a slight hint of motion sickness.

When you crash in the game, and you will crash, the display abruptly fades to black and leaves you with a simple “you died!” message.  This isn’t especially comfortable, but is an unavoidable side-effect of the game’s covenant to only ever fly where you’re looking.  Were the game to bounce you off things, or otherwise take control of the camera, this would be lost and nausea would kick in.  It took a few hours before I made my peace with this screen, which you will be seeing a lot in quick succession when trying to three-star the expert level time trials, and in truth I doubt going from blistering speed to a black screen is ever going to be entirely comfortable.

There is a function that unlocks at the end of the story mode: free look.  You can hold down A on the controller to look around without changing heading.  This of course opens you up to a small potential for nausea depending on the angles you find yourself flying at, and the fact that you’re no longer looking in the direction of motion.  When you release the A button the direction of travel snaps to where you’re now looking.  Like the death screen, this is largely unavoidable, but is uncomfortable nonetheless.  When hunting down those last few collectibles, or trying to spot an enemy eagle in the multiplayer, I’d happily trade a little comfort for the ability to scan my environment more accurately from on high.  It was wise to leave this ability until the player has spent many hours getting used to how the game operates.

eagleflight-7

As mentioned above, any time when 3D video replaces the real time renderer the game suffers from all the known side effects of consuming VR content that way.  The final aspect of the game that impacts player comfort is actually comfort of the physical variety.  You will be moving your head around almost constantly, and tilting a lot.  In an effort to avoid obstacles that suddenly appear in front of you, you may find yourself instinctively snapping your head up, down or to the side as a last ditch effort to avoid crashing.  While I never caused myself injury, I have to admit that I do feel like I’ve done a mild neck and shoulder workout these last few days.

Summary

Eagle Flight brings the unbridled joy of flying to VR.  With its sense of speed, stern challenge, and unparalleled levels of control and comfort it’s only the fact that it plays so safely within its own sandbox that stops it getting a perfect score.

The post Eagle Flight Review appeared first on Road to VR.

Watch: 17 Mins of ‘Arktika.1′ Oculus Touch Gameplay

Arktika.1 is the VR debut for 4A Games, the developers bind teh Metro series of first person shooters. The title is built from the ground up for Oculus Touch, here’s 17 minutes of the Oculus Connect 3 demo where the title made it’s debut.

Oculus Connect felt like another milestone marking the maturity of content for virtual reality. VR is beginning to gain support from mainstream, triple-A developers and the games which have been in gestation are now beginning to filter out, with a step change in production design and polish, which the traditional games market takes for granted.

One such title revealed at the event was Arktika.1 from developers 4A Games. You may know them from the hugely popular (and technically excellent) Metro series of first person shooter games. Their Malta studio has been dedicated to building a new made-for-VR title which was unveiled for the first time at Oculus Connect 3. It’s a first person shooter designed around motion controls, specifically Oculus’ forthcoming Touch devices. It’s a first person shooter game set in an icy, futuristic wastelend:

Road to VR‘s Frank He went hands on with the game at the event, and had this to say about his experience:

The feel of the weapons as they shot, the strong haptics induced in the Touch controllers, and the quality of the sounds, were all satisfying, not to mention the look of the projectiles and the trails in the air left by them. All of this contributed to the high quality AAA feel of the game. Out of the assortment, I picked what looked like a revolver that shot a scattering of bullets made of pure energy, and a handgun that also scattered but with what seemed to be green projectiles leaving light distorting streaks in the air.

SEE ALSO
Hands-on: 'Arktika.1' is a Sci-Fi Gun Fanatic’s VR Dream

The gameplay seen here was shot ‘off screen’ so there’s no in game audio unfortunately, but it’s well worth a watch to get a handle on how 4A Games have approached gunplay and VR locomotion in the game, which promises a lengthy campaign mode to play through when it releases in 2017. Arktika.1 is exclusive to the Oculus Rift and Touch and is published by Oculus Studios.

SEE ALSO
Robo Recall Design Insights from Developers Epic Games

The post Watch: 17 Mins of ‘Arktika.1′ Oculus Touch Gameplay appeared first on Road to VR.

‘Loading Human’ Review

Loading Human is a first-person sci-fi adventure that, much like the pulp fiction space operas of years gone past, puts you in the shoes of a charming 22nd century astronaut straight out of space academy. Instead of launching into the far reaches of the known galaxy though, you’re ordered to report to your father’s polar base to help him recover the Quintessence, a powerful energy source that can reverse his rapidly declining health.


Loading Human Details:

Official Site
Developer:
 Untold Games
Publisher: Maxmimum Games
Available On: PlayStation VR, HTC Vive, Oculus Rift (Steam)
Reviewed On: Oculus Rift and HTC Vive
Release Date: October 13th, 2016


Gameplay

Loading Human is, to put it bluntly, the epitome of male fantasy. As the virile, young Prometheus, you awaken in the bachelor pad of your dreams overlooking an Antarctic wonderland. You’ve been alone in the base for six months now and you’ve been drinking yourself into a stupor waiting for Origin to finally launch, the ship that will take you to Quintessence.

loading-human-03
the split-level polar bachelor pad

You, the player, come to find out that your father Dorian and best girl Alice are cryogenically frozen in one of the base’s underground labs. Picking up Alice’s picture placed on top of her cryo-chamber, you’re transported to the past where you relive everything from the first encounters (of the flirtatious kind) to the moments in the game that piece together why your father needs the Quintessence, and what you have to do along the way to forward the story.

Now, I don’t have a bone to pick with transparently masculine fantasies like Loading Human on principle. But suffice it to say, if you’re turned off by Captain Kirk-levels of swagger and cheesy mid-century sexual innuendo (“we can start by getting you out of that protective suit”) and going in for a kiss after saving the helpless maiden from a fiery explosion, then this game might not be for you.

loading-human-kiss
going in for the kiss

And yes, the kiss is a scripted element in the game, and not something I’m making up. I don’t just go around kissing people in video games. Either way, it’s safe to say it left an impression on me. Not good, not bad, just an impression.

To use a lazy metaphor: Loading Human is like a shoe. I’m not saying the shoe is inherently bad or wrong for being specifically designed to fit males 13+, but it’s important to know that sometimes the shoe just won’t fit certain foot sizes—which is a pity in a way, because even though we can now inhabit fiction in the first-person thanks to VR headsets, developers are still constrained by the technology and must choose between two imperfect methods of weaving stories around you.

what... what do I do with my hands
“Don’t peek in on me while I take a bath, Prometheus. Oh, and don’t look through the giant keyhole when I’m getting changed”

Right now, NPC AI just isn’t ‘smart’ enough to respond to your actual wants and needs as a real live person, so devs either let you inhabit the body of a tabula rasa—a completely featureless character with no voice or opinions—or a fully fleshed-out person with their own wants and desires. It just so happens you’ve inhabited the body of a horndog.

So if you can consider all of the above to be subjective—either you click with it, or you don’t—below is where you’ll find the nuts and bolts of the first chapter of Loading Human.

loading-human-screen
dear old dad, Dorian Baarick

Puzzles, while mostly standard fare (i.e. ‘get that and put it in the slot’), begin to feel arbitrary at certain points. For some reason your memory is corrupted, and you’re prompted at random times to rebuild it whilst tossed in a computerized wiremesh version of the scene. You do this by linking objects together in reverse chronological order, i.e. the tea went into the cup, but Alice boiled the water before that, and put water in the kettle before that, etc… The visual aspect of this is impressive, but it really has nothing to do with the story or how I perceive it unfolding around me. This is when Loading Human: Chapter 1 breaches immersion, and makes me feel like I’m twiddling my thumbs to stretch 2 hours of solid narrative into a slow, and often times tedious 4.

Speaking of slow: walking is painfully slow. If you forget something in the hydroponics bay, heaven help you, because you’ll be trudging for what seems like a lifetime.

loading-human-02 loading-human-04

Immersion

Good level design like Loading Human’s is awesome for immersion, but something that really detracts from the twinkling northern lights and the svelte interiors is clearly the locomotion scheme.

I first tried playing through with my HTC Vive because I wanted to really interact with the world’s objects using the Vive controllers. Sadly, the locomotion system is so borked that moving around became an insurmountable pain. To move forward, you depress the touchpad of either Vive wand—simple enough. To snap-turn left or right (there is no smooth turning) you then must point in your desired direction, which isn’t entirely consistent. To add to your frustration, if you decide to stand for more immersion (it’s considered a seated game), leaving your wand in a neutral position by your sides automatically activates crouch, so playing in a chair with good arms to rest your elbows on is a must at this point.

loading-human-05

Continuing on with a gamepad seemed like the only way to finish and enjoy the game, which worked with varying amounts of success. Picking up items with a gamepad trigger just isn’t satisfying.

Another big factor in immersion is how you connect to characters, and I’m happy to report that voice acting is light years beyond what we saw in the pre-release GDC trailers, which was heavily accented—no doubt one-time placeholders voiced by the Italian developers themselves.

The game’s two NPCs, Alice and Dorian, are convincing enough, but they do fly dangerously close to the uncanny valley for complete comfort. You can see glimmers of humanity in both, but every now and then you can catch a plastic smile, or unnatural grimace.

Comfort

Snap-turn, whether you’re a fan or not, is the reigning method of traversing Loading Human, and it’s proven time and time again to be one of the most comfortable ways of getting around first-person games.

Your head and body orientation, however, are uncoupled in Loading Human, meaning if you swivel your chair to look left, right or behind, your virtual body won’t move in that direction. The only problem is if you’re moving forward and see something interesting, you can’t just look in that direction and simply press forward; you have to virtually move your point of view using the snap-turn function, meaning you’ll always have to be psychically facing forward to walk smoothly through the world. This can be a pain, and you’ll notice it taking effect when your in-game body slows down because you’ve been veering off to the left or right of center.

Level design has very few stairs or inclines, so you’re mostly left on a horizontal plane with elevators to take you between levels. This is important, because even the most comfortable game locomotion-wise but with too many stairs (or worse, spiral staircases) can really get your stomach in a knot.

‘Loading Human’ on Steam

‘Loading Human’ for PS VR on Amazon

Summary

Loading Human wants you to create a bond with the characters of the world, but forces you to do it in a way that comes off as ham-handed and involuntary. Both writing and voice acting are better than average, and the world is almost always beautifully rendered, but this is dampened by inconsistent locomotion and cumbersome object interaction.

The post ‘Loading Human’ Review appeared first on Road to VR.

RollerForce Review

RollerForce attempts to blend gunplay with a rollercoaster.  Following on from the atmospheric iOmoon, Headtrip Games’ latest wants to take you on a very different ride on the HTC Vive, with support “coming soon” for Oculus Rift with Touch.


RollerForce Details:

Steam Page
Developer: Headtrip Games
Publisher: Headtrip Games
Available On: Steam
Reviewed on: HTC Vive
Release Date: Out Now


Gameplay

Rollercoasters were among the first experiences to be brought to life in this new wave of VR and they are a great, if intense, way to sell people on the immersive potential of the platforms.  Likewise when motion controllers arrived, a horde of wave-based shooters appeared to demonstrate how much more interesting VR was when you had that sort of direct control over and presence within the world inside the headset. RollerForce seeks to mash these two genres together.

The blurb for this game features the words “SHOOT TO SURVIVE” and that’s an apt summary of the extent of the gameplay on offer.  Riding ten tracks, over two visually distinct locations, you have health that will be depleted by fire from mobile enemies that strafe the track and static enemies that act as turrets.  To defend yourself you have a gun in each hand, with primary and secondary fire modes.  Littered around the world are power-ups that will recover some health if you manage to shoot them.   Lose too much health and it’s game over; survive for three laps and you “win.”  That’s it – do not come into this game expecting something akin to Rez or Panzer Dragoon Orta.  There are no high scores to chase, there are no alternative routes to explore, no attack patterns to memorise, no bosses to vanquish, there’s just you and a limited assortment of bad guys over a succession of increasingly convoluted track layouts.  It’ll take you somewhere in the region of 90 minutes to ride them all.

So it’s a slender amount of content, with limited combat and little replay value… but what a ride!  On the more extreme tracks you’ll feel your stomach lurch as you’re hauled around corners and into rapid descents, plunging through tunnels and rising high into the sky.  There are slower tracks, with fewer twists and turns, that ease you into the experience.  If you can make peace with the lack of challenge and scoring, you can relax into the moment and just blast away at enemies randomly – this was what I ended up doing, and while it renders the combat portion somewhat redundant it did at least allow me to get a kick out of the tracks, and to soak up some of the ambience.

Another reason to let the combat take a back seat in the experience is the weapons themselves.  They are projectile rather than hitscan weapons, which robs the shooting of the instant feedback that some of the best games give when pulling the trigger.  There’s also a random spread on the rounds so you can’t even reliably put two shots in the same place so it feels more like aiming turrets than shooting guns, and as a result the combat is singularly unsatisfying in the hands.  When the screen is completely filled by the explosions of recently dispatched enemies, the “spray and pray” tactic was the only reliable way to kill the remaining bad guys who were still attacking.  This all combines to give the impression that success is arbitrary: defeat feels unfair and survival feels hollow.

rollerforce-1

In its best moments, however, RollerForce will see you barreling along with the alien environs expanding out to the horizon revealing the almost impossible twists and turns of the track ahead of you.  With each arm outstretched, gaining a bead on different targets, you’ll feel like the lead in a John Woo movie as you pummel the triggers in a desperate bid to make it to the next health power-up.  But these moments are fleeting.  Were there to be a sequel I’d love to see decent weapons with more varied enemies and coherent attack patterns.  Right now it’s a thrilling ride despite the combat, not because of it.

To put this in perspective, it is worth mentioning that the scope of the gameplay and the amount of content is very much in line with the pocket money pricing.  There aren’t very many experiences this polished at the five dollar price point and, if the positive Steam user reviews are any indication, other developers would do well to follow this example.

Immersion

I could spend all afternoon just sitting in the menu at the start of the game.  Watching the sparks traverse the track is mesmerising, and the music here is excellent as it is throughout the game.

From the abstract geometry of the first world to the oppressive asteroid and lava mix of the second, the sights of RollerForce will put a smile on your face – although after repeated play the lack of variety does grate.  Even though the worlds are clearly fantastical, they have a tangible feel and a solid sense of place.  The fact that you are floating above the track, rather than riding a vehicle of any sort, only rarely intrudes and reduces the immersion.

rollerforce-2

Annoyingly the projectiles from the alternate fire mode don’t appear to emit from the gun in your hand – instead spawning into the world somewhere in a radius around and behind your hand, more like missiles launching from an aircraft wing.  This is strange, and you feel a real disconnect from the combat as a result.  Thankfully, due to a recent patch, the primary fire mode doesn’t suffer from this issue.  If you had the game from launch, and gave up due to that problem, it’s worth returning for another look.

Very occasionally, at the end of a lap, the game fades out to the Vive default environment briefly before snapping back to the game world, which is exactly as jarring as it sounds.

rollerforce-3

Comfort

Make no mistake, RollerForce is an intense experience.  I played while seated, and I don’t think I’d be brave enough to play standing up unless I lived in a bouncy castle.

The in-game advice to look forward as much as possible should be heeded by anyone susceptible to simulator sickness.  Unfortunately the reality of the game is that you are going to have to look off-centre if you intend to survive.  The action takes place all around you, and one of the better elements of the combat is taking aim at a health pickup that’s nestled in the nook of a horseshoe piece of track, picking it off as you go around, or spying an enemy wave coming at you from the side and letting loose with both barrels.  These moment comes at the expense of some discomfort, and it meant that I had to limit my time in the game to twenty minute sessions at most.  That’s twenty minutes longer than I’d usually be able to play a game like this, so whatever magic is running under the hood here it’s working for me.

Those lucky enough to be immune to simulator sickness will doubtless be able to extract more enjoyment from the game for longer periods.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

 

The post RollerForce Review appeared first on Road to VR.

Robo Recall Design Insights from Developers Epic Games

Jerome-PlatteauEpic Games has had a long history of releasing new demo content at big gaming and developer conferences to showcase the latest Oculus hardware, and this year was no different. Oculus Studios provided funding to further develop the Bullet Train demo from last year into a fully-fledged FPS game called Robo Recall. This demo had one of the most polished and mature game mechanics expanding upon the Bullet Train bullet capture-and-throw mechanic into new weapons and upclose hand-to-hand combat with stylized arcade AI robots gone rouge.

nick-whitingI had a chance to talk with Epic Games VR lead Nick Whiting and artist Jerome Platteaux about their design process, deeper intentions, and overall art style and direction of the game. They debuted a new locomotion technique that was designed to help subtly guide players to facing the true north of the front-facing cameras, and Nick admitted that there are some design constraints to creating a game with the Oculus’ recommended front-facing camera arrangement. Jerome also said that there are new gameplay options that open up with a potential third tracking camera, but they didn’t give any more specifics as to whether Robo Recall intends on supporting the optional room-scale type of gameplay.

LISTEN TO THE VOICES OF VR PODCAST


Support Voices of VR

Music: Fatality & Summer Trip

The post Robo Recall Design Insights from Developers Epic Games appeared first on Road to VR.

Battlezone PSVR Dev Diary #2: Building Levels in VR That Welcome Players Into the World

In the 2nd of our 3 part developer diary series from Battlezone developers Rebellion, Game Designer Grant Stewart writes on making levels that don’t just use VR, but also welcome you into the game world.


grant-stewartGuest Article by Grant Stewart

Grant designs games at Rebellion. Nobody seems to have stopped him yet.


At its heart, Battlezone is an arcade game. It’s designed for frantic, quick bursts of tank-combat gameplay. Some developers have opted for shorter experiences or a more laconic pace, but we want to get your pulse racing and your trigger finger itching. Every facet of Battlezone leads into providing this feeling and accentuating it with VR. Enemies swoop and careen around you, explosions light up your view and the battlefield feels alive with action.

Creating the levels to house this action in VR has been a unique experience. We built Battlezone in Rebellion’s in-house engine, Asura. Our tech team crafted a selection of tools for the project that enabled us to rapidly prototype. Every level supports every mission, and they each work a number of ways in each level.

Our first attempts at crafting environments for tank warfare were inspired by the original 80s and 90s Battlezone games. We cautiously attempted undulating terrain that stretched across vast areas, though some on the team weren’t convinced. The glowing vector mountains of the arcade cabinet became faceted rock formations, polygonal trees dispersed around them. The extraterrestrial landscapes of the Activision strategy games allowed us to zip across levels, flowing under and over rolling hillocks. You can see some of these environments in one of our earliest trailers (along with the old cockpit!)

These all seemed like strong ideas at first, but the longer we played in VR the more we saw the problems. We kept snagging on those polygonal trees and the undulations were beginning to make us feel uncomfortable. So, as ever with this project, we experimented and iterated.

We knew combat had to happen at a variety of ranges and heights; what’s the point of having full freedom of movement if it doesn’t translate into variable gameplay? So we flattened out the hills and tied the plateaus together with easily navigable ramps. We also swapped out the smaller objects for rocks, vents and snow drifts, each offering cover in a fight. We kept some of the speed and all of the freedom, but we still circumvented problems.

After extensive playtesting and iteration, we started to apply more dressing to the levels. The campaign in Battlezone sees you perpetually work your way towards The Corporation AI Core’s volcano lair, a nod to the original Battlezone. Across that journey you fight in five distinct settings: Frozen Wastes, Robotic Metropolis, Neon Cities, Industrial Complexes and Volcanic Ridges. Each theme has its own unique palette and style, and all of them are calibrated to complement the enemy designs.

battlezone-dev2-2

In addition to the traditional aspects of environmental design, VR gave us something new: Scale. Being wowed not just by the world you see, but the world you are in.

So we ensured each level features a unique landmark, a structure towering above you. In VR they are frankly awe-inspiring – you gaze up and appreciate the size of your surroundings. We embrace this with a moment at the start of every mission. Before the action begins you watch as your cockpit comes online. The shutters around your tank gradually come up and the world slowly comes into focus. It’s an opportunity to marvel before plunging into the action.

battlezon-dev2-1

As well as being stunning, these structures provide an anchor point for orienting yourself. Knowing where you are helps you get into the action that must faster. As you switch targets from close to long range, ground to air, and so on, you’ll always be able to find the horizon, that landmark and your bearings.

This was especially important to use because each level can play out missions in a variety of ways. Our procedurally generated campaign algorithmically connects missions and maps, so you never know exactly what you’re going to get in each level. We wanted to ensure that any combination offers a unique scenario. Even the placement of structures and enemies is chosen by chance! So with all that in mind, having n imposing landmark enhances the readability of this exotic world, which is something you really need in the heady swell of VR.

SEE ALSO
Battlezone PSVR Dev Diary #1: The Importance of Feedback in Uncharted Territory

Battlezone and VR provided us with a lot of unique challenges and opportunities. It’s been a real joy to carve out our gameplay niche on unfamiliar ground. Every aspect of development has been influenced by it. So the whole team and I are proud of what Battlezone has shaped up to be. We can’t wait for you to play it!


Our thanks to Grant for penning this diary entry. Battlezone is a PSVR launch title, available to buy alongside PlayStation VR on October 13.

The post Battlezone PSVR Dev Diary #2: Building Levels in VR That Welcome Players Into the World appeared first on Road to VR.

Watch: 12 Minutes of ‘Robo Recall’ Gameplay with Oculus Touch

One of the flagship announcements at last week’s Oculus Connect developer conference, Epic Games’ Robo Recall is a slick, polished first person shooter built for Oculus’ forthcoming VR motion controllers Touch. Here’s 12 minutes of raw gameplay from the Connect 3 demo to give you some idea of what to expect when the game lands early next year (see embedded video at the top of this article).

Road to VR‘s Ben Lang described Robo Recall as “satisfying action-packed fun” after spending time with the game at this year’s Oculus Connect 3 conference. The game, which evolved from the extremely well received tech demo for Touch, Bullet Train, retains a lot of the same core mechanics as it’s predecessor but polishes and hones them.

SEE ALSO
Hands-on: Epic's New Action-packed 'Robo Recall' FPS is Beautiful, Brutal Arcade Fun

Now however, the premise is that you, the protagonist, are out to ‘recall’ hordes of malfunctioning, beweaponed mechanoids with brute force – i.e. your fists and a selection of guns. Ben had this to say about the title in his recent hands on article:

The sum of the experience is satisfying action-packed fun. Grab a robot, rip the gun out of its hand, then blow its head off and use the corpse as a shield.

The game isn’t just fun, also impressively beautiful. That’s the norm for pretty much anything Epic has set their minds (and their impressive Unreal Engine) to, but Robo Recall in particular uses some new tech from Epic to look extra sharp in VR.

The title will be made available for free for Oculus Touch owners with three environments each sporting three missions each. The title will appear some time in Q1 2017.

SEE ALSO
'Bullet Train' on the Latest Oculus Touch Makes You a Bullet-Catching Badass

The post Watch: 12 Minutes of ‘Robo Recall’ Gameplay with Oculus Touch appeared first on Road to VR.

Battlezone PSVR Dev Diary #1: The Importance of Feedback in Uncharted Territory

Welcome to the 1st in our 3 part series of developer diaries from Rebellion covering the making of the forthcoming PlayStation VR title Battlezone, a reboot of the 1980 Atari arcade classic in virtual reality. In this entry, Senior Designer on Battlezone PSVR Tom Rigby discusses the critical need for human feedback when developing for a brand new entertainment medium.


tomrigby

Tom Rigby is Senior Designer on Battlezone for PlayStation VR at Rebellion. He is unfortunately old enough to remember playing the original Battlezone in the arcades.


After touring the first playable Battlezone demo back in 2015, we ended up with plenty of feedback.  Much of it was extremely encouraging. The Space Mountain-like hangar sequence which opened the game – that was a big hit. Entering the hangar and then ascending into the level, seeing its huge scale from below, were two huge wow moments for everyone.

We also knew we were onto something with the gameplay. The classic tank-on-tank combat was proving a good fit. The swarm, a cluster of flying enemies that flocked around the level, proved a great way of showing off the potential of VR and its impressive 3D effects.

However, obvious improvements soon emerged for the next demo. And they underlined the way that developing for VR poses new challenges, and new ways of overcoming them.

First, an easy change: In the first demo we had tank jumping – yes, tank jumping – and we were convinced people would fly off ramps, leap off cliffs and hop over enemy tanks. Many on our dev team loved the jump feature, especially the way VR made it feel real, almost like a rollercoaster.

Of course, not all members of the press and public enjoyed this more extreme movement. It might seem an obvious thing in retrospect, but in reality it only became an issue outside of our internal testing. With VR, even the seemingly obvious can be difficult to spot from a personal perspective. Since jumping wasn’t required to navigate levels, the poor feedback made removing it an easy decision.

battlezone-1-dev-diary
Our debut showing of Battlezone was at last year’s E3 conference. While much of the game has changed drastically, the difference is night and day in the tank’s cockpit, a far smaller-feeling, less useful area in the initial demo.

Changing the cockpit was trickier. In the original demo it was a small place, cramped and a bit toy-like. Again, this was the first cockpit we’d ever made for VR and we had no idea what the scale should be, how much of the tank should be visible, or where the weapons would fit. Initially it was largely guesswork.

Crucially, we could only try the cockpit in VR after we’d made it. Something may look fine on a 2D screen, but the second you put it in VR, everything changes!

SEE ALSO
Hands On: Battle Zone Pulls Off Hover Tank Combat on Sony Morpheus

The first part of the solution was to make a much bigger tank and cockpit. Both changes gave us more room to place screens, levers and weapons, and the cockpit transformed from a static and cramped area into something that felt useful, spacious and dynamic. The player had total control over their tank, but significantly they felt like they did too. And an added benefit was we could now show additional information – such as objectives – on tank monitors. This not only freed up valuable display space but it also encouraged players to look around, which is a vital thing when trying to cement the illusion of VR.

Above: It’s in VR itself that you can truly appreciate the size of the area inside the tank. Monitors with important information are readily in view, and we even bring them closer to the player at crucial points, emphasizing that sense of space.

We also found that we needed to tweak the head position of the player. Various changes were made, but one of the most crucial was the height. Lowering the player’s head gave a greater sense of speed, but it also restricted the view. Conversely, raising it too high lost all sense of speed, making the tank feel sluggish and losing the dynamic feel of the first demo.

The solution here was not terrifically unsurprising – we simply repeated our tweaking until we were happy with the balance. Nonetheless, it proved a crucial adjustment.

Another interesting challenge came from a combination of two things: the opening sequence in the hangar, and multiplayer. As we recently announced, you can play the entire Battlezone campaign in four-player, drop-in-drop-out co-op.

In multiplayer, we needed to have four sequences running side by side, with four identical lifts to take the player out of the hangar and into the first level. All these lifts needed to talk with each other to ensure all the players all exited the hangar at the same time, so the players could look around and see their friends alongside them – another little wow moment. We also added different multiplayer-friendly hangar sequences, featuring unique animations for each player. Look out for our favourite, the window-washing robot!

battlezone-2-dev-diary
Seeing your teammates alongside you as you enter the VR world of Battlezone together is an exciting way of underlining your ethos as a team.

We’ve come a long way as a team since the first demo. Hopefully this is apparent to those of you who have played our newer build at recent shows or perhaps even the game proper. It has been a huge learning experience, and the demos were tremendously useful projects – so thank you for all of your feedback. It’s extremely exciting to be in uncharted territory, and we can’t wait to see what we’ll learn during the next few years of VR.


Our thanks to Tom for penning this diary entry. Battlezone is a PSVR launch title, available to buy alongside PlayStation VR on October 13.

 

The post Battlezone PSVR Dev Diary #1: The Importance of Feedback in Uncharted Territory appeared first on Road to VR.

Hands On: ‘Lone Echo’ Nails Zero Gravity in VR With Oculus Touch

Frank He gets his hands into Ready at Dawn’s first VR title and finds Lone Echo to deliver one of the best zero g experiences yet seen in VR, all thanks to clever design and of course the Oculus Touch motion controllers.

Out of the several high-budget games announced at Oculus Connect 3, one of the most mysterious might be Lone Echo, an Oculus Touch title by Ready at Dawn, developers of PS4’s The Order: 1886 and PS2 classic Okami.

You may have struggled to grasp precisely what Lone Echo is all about having watched only the debut trailer (below), but after playing the single player demo at OC3, here’s my one line synopsis: Lone Echo is a first person VR adventure game, where you play a robot-piloting AI named Jack who serves a human crew investigating an anomaly in deep space.

With an original narrative, high quality art and sound direction, and an innovative movement system, it was one of the most promising demos for a VR game I’ve tried. The demo takes place entirely in zero gravity, and the locomotion they’ve developed for it hasn’t been seen in any other space themed VR game out currently, so let’s start there.

If you think back to the instances in movies or videos where astronauts are throwing themselves around in space by grabbing and pushing against a wall or a handle, ‘Lone Echo’ might be exactly what you’d imagine that should feel like in VR, at least with the limitations of today’s consumer hardware. I found Lone Echo finally edges closer to providing the zero gravity experience I’ve always wanted.

Previous VR experiences – ThreeOneZero’s ADR1FT for example – have mostly been about using thrusters to navigate space, but with the possibilities VR motion controllers open up, you can use your hands to reach out and grab any object and surface in the game, be it a railing, or another floating human, and push off the object in order to propel yourself.

There’s also a system where, when grabbing onto things, your virtual robotic hands get locked to the surface, with the the fingers properly configured as you’d expect them to, no matter what shape it is. This was a software technique Ready at Dawn pulled off just in time to show it at Connect, and – despite some glitches – it definitely helps sell your interaction with the environment. The game also allows you to traverse space via mounted thrusters, controlled by directional pointing of the Touch device.

SEE ALSO
Watch the Story of ADR1FT as Told by its Creator in Live Q&A

lone-echo-4

While it did feel to me like this game truly let me explore in zero gravity with fewer constraints than before, the very nature of zero g movement will be alien to most people, and so nausea is a risk. However, I was told by one of the developers that slow acceleration, one of the primary agitators of motion sickness in VR, was mostly done away with in Lone Echo. Instead, velocity would ramp up almost instantaneously in most cases. There also seemed to be no artificial rotation that I could detect, with the player using their physical body to turn. That may explain why I felt totally comfortable playing through the demo, with none of the ‘swimmy’ feelings you might expect with such an experience.

lone-echo-1

With that compelling locomotion demonstrated, I was keen to see what the developers could do with it. Starting with a narrative introduction, I found it difficult to pay attention, as I was preoccupied with looking around, gazing at the environment. Plus, my new found robotic body, which was fully rendered and visible. According to the human, I was serving as Jack the AI, and that I needed to be calibrated first. That of course served as the convenient tutorial section, consisting of basic obstacle courses designed to get me up to speed on on movement, motion controlled laser-cutting, holographic button pushing, and the usual stuff you do in space as a digital-mechanical being.

An extra but notable little detail they added in the calibration phase was that when the captain came to investigate you, as she does in the above trailer, should actually reach out to try and touch her, she would react by leaning back to keep out of your grasp. If you were quick enough, you could also snag away her notepad, which she would also react to. Other NPCs showed similar behavior.

lone-echo-11

Once the demo begins, there isn’t a huge amount of action, as you’re sent too and control a device that somehow modulates the space anomaly, some interference from an unknown force occurs, and your captain gets you to go save her as her leg got stuck on something in the chaos. Then it fades to dark as you see a giant space ship come out of the anomaly. Most of the types of things I did in the demo could actually be seen from the trailer, but what made it all worthwhile was the combination of well crafted elements in sound, voice acting, art assets, and other small details, like the behavior from NPCs, that made for a consistently immersive story driven experience, especially when the locomotion system melts away like it did.

I came away impressed with what Ready at Dawn had to show at Connect with Lone Echo. The title exhibits originality in its choice of locomotion choices, and at the same time managed to convey the traversal of space better than any other VR title I’ve tried yet. Alas, we have no release date to look forward to as yet, but the developers did at least tell me that this will be no lightweight ‘VR Experience’ when it finally appears for the Oculus Rift and Oculus Touch.

The post Hands On: ‘Lone Echo’ Nails Zero Gravity in VR With Oculus Touch appeared first on Road to VR.

Oculus Wants You to Talk With ‘Parties’ and Play in ‘Rooms’

Remember that friends list you made back when you got your Samsung Gear VR or Oculus Rift? Yeah. It’s been pretty useless. Today Oculus announced that they’ll soon be turning on social with the help of two new social app functions.

Lauren Vegter, Oculus platform product manager, took the stage today at Oculus Connect to introduce Parties—allowing you to chat with friends on your friend’s list, and Rooms—a social VR hangout for up to 8 people.

While Parties allows you to message and connect up to 8 people for a voice chat, the real feature is Rooms which allows those 8 friends to watch video together (provided by Facebook), listen to music, and and play social mini-games.

oculus-rooms-minigames
playing mini-games in Oculus Rooms

From there, you can gather around an app launcher in Oculus Rooms so everyone can get into the same game or experience at the same time. Oculus is offering developers the coordinated app launch API so they can integrate it into their multiplayer games and experiences.

Vegter reports that both Parties and Rooms will be coming to Gear VR in a few weeks, and to Oculus Rift in early 2017. It’s unsure at this time what will become of Oculus Social beta.

rooms-oculus

The post Oculus Wants You to Talk With ‘Parties’ and Play in ‘Rooms’ appeared first on Road to VR.