Epic’s New Action-packed ‘Robo Recall’ FPS is Beautiful, Brutal Arcade Fun

It was back at the end of 2015 that Epic Games Founder Tim Sweeney teased “something much bigger” than the VR tech demos the company has done in the past. Now the company plans to launch Robo Recall, the evolution of their critically acclaimed Bullet Train tech demo. We’ve played it and it’s awesome (and beautiful).

Last year at Oculus Connect 2015, Epic revealed the Bullet Train tech demo for Oculus Touch. Now at Connect 2016, the company has revealed Robo Recall, an Oculus Touch exclusive arcade FPS and spiritual successor to that tech demo. In Robo Recall, you’ll be blasting robots left and right right, tearing enemies limb from limb, and generally wreaking satisfying arcade FPS havoc.

Robo Recall is built entirely around Oculus Touch and will be exclusive to the platform; Oculus funded the title and plans to release it for free in Q1 2017.

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With Touch, guns are a natural gameplay mechanic, and Robo Recall is full of them. With Epic’s characteristically impressive design, the weapons you’ll wield in the game are satisfying from their look to their sound, right down to the way they blow enemies to pieces. Waves of killer robots will be on the receiving end of your firepower, but this isn’t the gritty serious action of Call of Duty, it’s an arcade slugfest where a high score underlines the action.

To get a sense of the sort of arcade styling of the game here’s an example: You start with two basic pistols holstered at your hips; once their clips are spent, instead of reloading with a new magazine, you’re encouraged to simply throw them aside, as a new pair will simply be teleported to your holsters. It’s virtual, wasteful, debauchery of the best sort. Then there’s the flashy points that pop up over enemies’ heads when you blast them apart, and a narrator highlighting moves like “headshot!”.

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And there’s more to do than just shoot. If a robot wanders close enough, you can reach out and grab it, then proceed to tear it limb from robotic limb.

Holding on to one part of the bot, you’ll see white dots appear on other vulnerable parts, with you off hand you can reach out and just shear the piece off, then of course use it to beat the rest of the thing to pieces. And when you’re all done, don’t forget to throw that sad, lonely limb at another robot for some juicy points. Developers behind Robo Recall told me that this feature came directly from people’s natural reaction to reach out to grab or punch enemy robots when they got near in Bullet Train.

Returning from Bullet Train is the bullet-dodging functionality where the world will go into slow motion when incoming bullets are about to hit you. And yes, you can still grab a bullet out of the air and launch it back at your assailant like a superhero.

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In the Robo Recall demo I got to play with Oculus Touch at Connect, I tore through enemy robots with guns, fists, and even a giant mini-boss-bot that I was able to board and control, using it’s huge arms to grab and smash enemies and the laser cannon on its right arm. At one point I nabbed a robot who strolled too close, launched it into the air, and then proceeded to blast it out of the sky like laser skeet.

Navigation is handled with a teleportation mechanic where you point to where you want to move to and then use the Touch controller’s left stick to rotate the teleportation cursor to the direction you want to face when you move. When it works, it works well, but there’s stuff some user-control related issues that sometimes get you turned around away from the frontal tracking cameras. It’s something Epic says they’re still working to perfect.

There’s no denying Epic’s game development talent, and their work in VR is no different. Across the board, Robo Recall is visually and sonically polished to a sheen (just wait until you see those pretty reflections), and the game oozes with feedback that elevates it from what could be a generic VR FPS into something much more visceral.

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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.

Epic Game’s Nick Whiting told me that the company wrote a new forward-renderer to eek out extra graphical detail in VR. Partly based on Oculus’ work, the renderer opens up the door to MSAA in VR which Whiting says really enhances the sharpness of geometry which is especially noticeable in VR thanks to stereoscopy.

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

The free Robo Recall, which will be released in Q1 2017, will have three environments with three missions easy. The game isn’t so much campaign as it is a score-attack and wave-like shooter, but Epic promises we’ll see mini-bosses and mini-events (like ‘kill the most enemies in 2 minutes’) to spice things up. The company is aiming for two to four hours of gameplay with Robo Recall.

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Video: ‘Lone Echo’ is a Sci-Fi Adventure from the Makers of ‘The Order: 1886′ and ‘Okami’

Today revealed at Oculus Connect, Lone Echo is a narrative-driven first-person game for Touch from Ready at Dawn, the same studio that brought you The Order: 1886 (2015), a number of mobile God of War games, Okami (2006), and Daxter (2006).

You play as an assistant android helping your human crew aboard a space vessel encountering a strange anomaly that is creeping dangerously closer.

We haven’t had a chance to get into the demo yet, but the trailer is oozing with style and some pretty familiar gameplay mechanics to anyone who’s had a chance to play Crytek’s The Climb on Oculus Touch and ADR1FT from Three One Zero.

We’ll be bringing you an in-depth hands-on as soon as we jump into the demo later today.

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Hands-on: ‘Arktika.1′ is a Sci-Fi Gun Fanatic’s VR Dream

Today at Oculus Connect 3, 4A Games publicly debuted their first VR FPS title for Oculus Touch, titled Arktika.1. Previously, they had teased the game leading up to the reveal and was met with anticipation, as the high quality assets, as well as their elevated pedigree with the Metro series, were evidence enough. Today we finally know what that title is, and I’ve had the opportunity to give the demo a shot. Needless to say, it was an impressively rendered experience with high quality art rarely seen in current VR games, but let’s dive into what buttons it really pushed (and those it might not have).

First of all, this game will cater to those who crave high-tech firearms. The best thing I can say about the whole experience is that I wanted nothing but to Touch and experience the tactility of my guns, pun intended. This is credited to the studio’s extremely high attention to detail in the art assets, and the physicality that they provide in VR.

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image courtesy 4A Games

Unlike most other experiences I’ve tried, this one really made me want to toy with all the knobs, switches, and other tiny mechanisms seen on the weapons you wield. That may also have to do with how they let you customize your loadout.

In the demo, I was given the ability to choose two different guns to take with me on a mission, from a selection before me, but beyond that, I could change what color I wanted the guns to be, and what attachments I wanted to put on them, like flashlights and digital scopes. I took a good amount of time investigating each and every gun, seeing what they looked like and how they operated, but sadly had to move on.

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image courtesy 4A Games

Of course, that was also the part where I got to test out the guns on a shooting range in-game. 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.

The essential gun mechanics and handling were pretty simple however. After choosing which two guns I wanted to bring, I could holster them beside my waist. With the revolver, I only had to flick my wrist lightly and I could reload, similar to the double barreled shotgun in Hover Junkers. With the other handgun, I simply had to tap it to on my holster to reload. This kind of system would prove fitting for the fast FPS action in the mission to unfold. In addition, in the middle of the demo, I got access to a gun which had curving projectiles that could seek enemies behind corners, which added a twist on the gameplay. We could probably expect more interesting mechanics like that in the full game, as they’re planning for a wide array of weapons and customizations. In addition, they plan for a lengthy campaign, on par with what can be expected from most of their other games.

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image courtesy 4A Games

However, while it did feel smooth, some the action was not terribly novel. The plans for a lengthy campaign, driven by traveling through different levels, like in one of their Metro titles, might be one of the rarer occurrences in VR specific games. But a common occurrence in many of today’s VR first person shooters is teleportation on fixed points, and that’s the system of locomotion this game uses. They chose this system to prevent motion sickness in all users, and while it does work, some people dislike how sudden teleportation feels, even if there is a reason provided by the game about why you’re able to teleport, which this one seems to do in some way (it’s provided by futuristic technology). Otherwise, the gameplay was solid, encouraging physically squatting with your own body to duck behind cover, or teleporting somewhere to flank the enemy, while also leaning to fire from cover. It felt similar to Dead & Buried, except you’re able to teleport to different points whenever you want.

Overall, even if there are some potential caveats or limitations, Arktika.1 is shaping up to be a gem in the early days of VR gaming, bringing AAA production values to the table. But this is only one of the impressive new VR FPS reveals at Oculus Connect 3, standing beside Lone Echo by Ready at Dawn, and Robo Recall by Epic Games. We’ll continue covering the event and bringing the latest on all that’s new.

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3 Ways to Watch Oculus Connect Keynote Presentations in VR

Connect, Oculus’s annual developer conference, is already in full swing, but if you didn’t manage to book the flight and hotel to San Jose, CA, you can still pop your head in to see what this year’s hubbub is about.

Oculus Touch, the company’s unreleased natural input controller, still doesn’t have an official release date, and we’re expecting a data dump of games, features, and everything else Touch-related at this year’s opening keynote. While you can technically watch it live on the Oculus Twitch Channel, there’s no better way to feel like you’re in the future than by watching a presentation about new VR tech while in VR. Below the steaming schedule are a few ways you can go about it:

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Opening Keynote
Thursday, October 6th 10am PT (your local time)

Closing Keynote with John Carmack
Friday, October 7th from 1:30pm PT (your local time)

NextVR – Immersive Video

NextVR, the immersive video creation and streaming platform, have been covering live events including NBA basketball, boxing, NASCAR, and even the Democratic Primaries—all in 3D 180-degree video.

The company has exclusively partnered with Oculus to bring both opening and closing keynotes (attention Carmack fans) to their livestreaming Gear VR 360 video app. Make sure to download the free app first and you can get the front row seat your wallet never seems to let you afford.

AltspaceVR – Social Viewing

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Watching a video on one of the many virtual monitors in AltspaceVR may seem silly, but really it’s no more silly than watching a giant TV with a group of people, except your new buddies are from Timbuktu, Transnistria, or Tasmania (low latency Internet speeds permitting). Because AltspaceVR supports a host of devices including Oculus Rift, HTC Vive, Gear VR, and traditional monitors, you’re bound to bump into someone worth chatting to.

AltspaceVR will be hosting their own viewing party of everything you can watch through the Oculus Twitch channel, except, you know, not alone.

Bigscreen – Cosy Multitasking

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Maybe you’re not into the bigger social scenes like AltspaceVR, but prefer to vegetate on a virtual couch with people you know. Bigscreen lets you play your favorite games, browse the Internet, and watch anything you can watch on a standard monitor; all on a sizeable, shareable virtual monitor that lets you and all your friends see what you’re watching.

Private or Public rooms are available for multiplayer, supporting 1-4 people, so you could technically have 4 different monitors in play, one with the Twitch livestream, and the other three playing Rocket League or whatever else you while away the hours with.

Bigscreen supports both Oculus Rift and HTC Vive, including each system’s respective controllers, and can be found on Steam or Oculus Home.

So there you have it. You can watch alone, in a crowd, or with your trusted friends—and on almost any headset. And if you don’t believe me on the benefit of watching keynote speeches in social VR spaces, I’d like to submit the following as evidence:

 

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VR First-Person Shooters & eSports with ‘World War Toons’

James Chung, CEO and Founder of Reload Studios
James Chung, CEO and Founder of Reload Studios

At PAX West, Reload Studios made a strong push for cultivating World War Toons as a VR eSports title. They were livestreaming a couple of shoutcasters announcing a four-on-four player capture the flag game of World War Toons, which is a free-to-play, VR first-person shooter. This was all preparation for Twitchcon this past weekend where they were on the expo floor with the same configuration, except with PlayStation VR headsets instead of Oculus Rifts.

I had a chance to catch up with Reload Studios CEO James Chung at PAX West where we talk about motion sickness with VR first-person shooters with different VR comfort options, their integrations with the Virtuix Omni, their free-to-play business model, and VR eSports as well as the future of streaming in VR.

LISTEN TO THE VOICES OF VR PODCAST

Here was Reload Studios’ setup at PAX West:


Support Voices of VR

Music: Fatality & Summer Trip

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‘Grav|Lab’ Lets you Build Incredible Machines with Oculus Touch and HTC Vive

Grav|Lab is a physics-centric puzzler which has you devising ever more elaborate ways to guide balls from one point to another. A simple premise, but one that lools instantly appealing.

One of the HTC Vive’s most effective showcases early on was the wonderful room-scale application of the classic flash game Fantastic Contraption. It provided the perfect demonstration of how powerful freedom of movement and motion controllers can be in VR and that tactile gameplay executed well enough need not be weighted down with bloated plots to be a captivating experience.

Grav|Lab is a puzzle title which aims to take that tactile ethos and throw some extra physics-based gameplay into the mix. The game has you guiding spheres from a spawn point with your mission simply to get said spheres to the goal by any means necessary. Those ‘means’ take the form of a selection of platforms and tools made available to you and magicked into the world via a very near controller-bound menu system.

You may well have seen standard 2D titles like this before, the Incredible Machine series for example. But leaving aside the obvious appeal and instant gameplay satisfaction motion controls give you, constructing solutions to these physical logic puzzles within a 3D space you’re free to move around in, looks altogether more fun, challenging and rewarding.

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As you progress, the solutions required by the game become more elaborate, and as well as platforms with physics-altering properties (downhill becomes uphill), the developer seems to be having great fun devising numerous gizmos to include. Mini launchers that propel the balls greater distances, requiring you to judge elevation and velocity as you build for example.

Grav|Lab is still in development for both HTC Vive and Oculus Rift & Touch and will be available this year via Steam’s Early Access program. No firm release date has been announces just yet, but we’ll let you know as soon as we learn anything.

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First Glimpse of Minecraft Being Played with Oculus Touch at MINECON 2016

Here’s the first footage of Minecraft being played with both an Oculus Rift and Oculus Touch controllers, courtesy of this year’s MINECON event.

This year’s MINECON has already brought news that Minecraft will receive Oculus Touch motion controller support and as part of an on stage panel, featuring among others Oculus CTO John Carmack, there was a video which offered a brief glimpse (the first that we’re aware of) showing what playing Minecraft in VR and with Oculus’ forthcoming Touch controllers is like.

The video is just a few seconds long but demonstrates sword wielding and an interesting one-handed bow and arrow shooting technique which we’re somewhat intrigued by. Interestingly, room-scale is referred to as something the team is working on but that they’re taking care to tackl “one thing at a time”.

Of course, this may be familiar to some out there as an unofficial mod called Vivecraft also appeared more recently for the HTC Vive, along with room-scale and motion controller (including the Touch) support too.

Oculus Rift support is already present in the official Windows 10 Edition beta of Minecraft, and Touch support will land on October 18th, adding to speculation that we may be seeing both an official price and launch date for the motion controllers quite soon.

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Minecraft Oculus Touch Support is Out on Oct 18th, Touch Launch Seems Imminent

We reported recently on the official Windows 10 version of the social gaming phenomenon Minecraft receiving Oculus Rift headset support. Microsoft have just announced that the game will also receive support for Oculus’ VR motion controllers ‘Touch’ on October 18th which may be further evidence of an October release for the devices.

Oculus, and in particular their CTO John Carmack, were over the moon to announce at last year’s Oculus developer conference Connect that the enormously successful Minecraft was to finally receive official support for virtual reality, exclusively via Oculus Rift and Gear VR headsets. The Gear VR saw it’s version drop earlier this year, with the Rift version following some months later.

Now, Microsoft have stated that support for Oculus’ forthcoming Touch motion controllers will be added too beginning October 18th. At MINECON, the official annual convention for everything Minecraft, the company announced a series of enhancements and add ons for the official version of the game, and that Oculus Touch support will come to the beta release in October. “The Boss Update will allow you to use your Xbox Wireless Controller with Bluetooth while you’re playing the Gear VR and Windows 10 Editions. And, VR players of the Windows 10 Edition Beta will be getting an update to support Oculus Touch input,” stated a blog post on the official Xbox website, published yesterday.

See Also: Oculus Touch Price Revealed in London GAME Store
See Also: Oculus Touch Price Revealed in London GAME Store

This announcement adds to mounting evidence that we may well see an official launch for Oculus’ much anticipated and long awaited Touch motion controllers in October. We reported recently that a London GAME store had (seemingly mistakenly) set out displays that indicated the UK price for Touch, also stating the store would be taking pre-orders for the devices. Prior to that, two German online stores had listed the controllers —MediaMarkt and Saturn—posted online listings of Touch, citing a €199 price with a November 21st delivery date. Price and shipping information has since been stripped from the online retailers’ respective listings.

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It now seems highly likely that Oculus will share launch details and price for Touch at their third developer conference Connect, due to take place in San Jose, CA October 5-7. Given the evidence, it seems we may well see an Oculus Touch launch in the first 2 weeks of October, although this is far from officially confirmed yet.

Road to VR will be at Oculus Connect 3 to bring you the latest from the show floor.

The post Minecraft Oculus Touch Support is Out on Oct 18th, Touch Launch Seems Imminent appeared first on Road to VR.

‘Alien: Isolation’ is One of VR’s Missed Opportunities, But There’s Still Hope

Alien: Isolation is one of the best VR games never released. We look back at why the title was so revered by VR enthusiasts and that there’s now finally hope we’ll see an official VR release after all.

One of the best video games based on the hugely popular Alien franchise in many years, Alien: Isolation was taut, tense and just plain terrifying in places. The title was received warmly by critics upon release and seemed to indicate a return to form for a franchise which had suffered a seemingly endless string of sub-par video game entries. Everyone was happy, with the exception of VR enthusiasts.

You see, in the run up to Alien: Isolation‘s release on standard 2D gaming platforms, Oculus had featured the title prominently in its showcase line up whilst attending various gaming trade shows throughout 2014. Then demonstrated on the Oculus Rift DK2, people were treated to a special made-for-VR demo which had the player trying to escape the clutches of our favourite xenomorph, and it was a huge success, reported widely in the gaming press, such that Alien: Isolation‘s became one of the most anticipated VR releases ahead of the Rift’s consumer launch.

alien isolation oculus rift virtual reality

And then, nothing. Prior to the game’s release in 2014, Eurogamer asked Creative Assembly what was up with VR support in the full game and the studio stated that “At present, it’s just a prototype and does not represent a game currently in development at this point in time. It’s a truly amazing experience though and brings the game to life in ways we could not have imagined when we started the project. It’s one of the most terrifying demos you’ll ever play.” The title eventually disappeared from Oculus’ showcase list and the game was launched with no mention of virtual reality support.

Many in the VR community were disappointed and some more than a little angry that such a promising VR title, one that could have been such a powerful ambassador for VR as a gaming platform would now not materialise. However, to some community members, it seemed likely that the advanced level of VR support demonstrated in Alien: Isolation at trade shows indicated that a significant amount had effort had been put into the game as a whole to make it work. Therefore, it was pretty unlikely that support would have been removed entirely from the game prior to release and instead it was merely hidden, waiting to be unlocked again.

See Also: Alien: Isolation in VR is Beautiful and Terrifying
See Also: Alien: Isolation in VR is Beautiful and Terrifying

Sure enough, within just a few days of Alien: Isolation‘s full release, community gumshoes found that altering just a few lines of config files were enough to enable support for their Oculus Rift DK2 headsets. When this was done however, it was immediately obvious that the game’s VR support was even further along than many had hoped. With some minor exceptions, this game was fully playable in VR and what’s more, it looked incredible!

That’s not to say there weren’t problems. The very nature of Alien: Isolation‘s gamepad based locomotion and resulting yaw rotation meant that it could be uncomfortable for some and scripted moments in the game wrestles camera control away from the player, a definite ‘no no’ when it comes to VR comfort. These challenges, along with the fact that consumer VR headset releases simply hadn’t happened yet, would probably be the primary reasons as to why VR support wasn’t included in the released game.

Unfortunately, as Oculus’ development towards a consumer headset continued and their drivers and SDKs advanced, Alien: Isolation‘s unmaintained VR support became deprecated and it is now no longer usable without some serious hacking about on older runtimes. Which means, those wishing to sample the game’s immersive delights on their consumer Rifts (or Vives for that matter) were, to be blunt, shit out of luck.

Jurgen Post, COO Sega Europe
Jurgen Post, COO Sega Europe

Recently comments made by Sega’s European boss Jurgen Post, have stirred hopes that a fully VR enabled Alien: Isolation may now surface after all. Speaking to MCV, Jurgen said that “VR has caught the whole company’s attention,” going on to state, “We have a lot of VR kits in the office and people are playing with it. We are exploring ways to release games. We’ve not announced anything, but we are very close to making an announcement.” Heartening indeed, but Jorgen then went on to allude to titles which might be first on the VR release roster and, predictably, Alien: Isolation was mentioned. “We did Alien: Isolation about three years ago on Oculus Rift, it was a demo that was bloody scary,” said Post. “To bring that back to VR would be a dream and dreams can come true… VR will take time, but we will start releasing some titles just to learn. It is a platform for the future.”

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Nevertheless, there are some in the community who feel so passionately about being given the opportunity to experience the game on their consumer grade VR headsets, that they’ve started a petition to urge Sega to return to the title and finish what they obviously had begun years ago. The movement currently has over 750 signatures, and if you’d like to join the cause, head over to the Change.org page right here to show your support.

With virtual reality’s consumer push now underway, the need for substantial, triple-A content to entice people to buy into this fledgling technology is stronger then ever. Alien: Isolation, if done right, could be one of those key titles for Sega.

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‘Metro’ Devs 4A Games Ready to Reveal Oculus Touch Title, First Glimpses Here

4A Games, the developers behind the popular sci-fi shooter franchise ‘Metro’, are not only allegedly working on an Oculus Rift title with Touch support, there’s a chance we’ll get to see it soon. In the mean time, this is what we know.

Oculus’ reasoning for the protracted delay in the launch of their VR motion controllers ‘Touch’ is that they need to ensure the consumer has enough compelling content to make it an essential purchase. Head of Oculus Studios Jason Rubin spoke to Road to VR at a special pre-GDC event this year on just that topic (see interview below), and more recently at Gamescom. Holding the launch of Touch, pending the arrival of more substantial, quality titles from established developers has predictably taken some time, but we may start to see Oculus’ patience (and ours) and pay off soon.

4a-games-logoOne of the content partners teased by Oculus at its Oculus Touch unveiling at a pre-E3 event last year, was 4A Games, a development team which made a name for itself building the excellent Metro series, may be about ready to show what it’s been working on.

The company initially published a 360 screenshot via their facebook page at the beginning of this month which not only showed 4A’s development offices in Malta strewn with Oculus Rift headsets, but also several pairs of Oculus Touch controllers can be seen on desks and in hand too. In fact, one angle shows a developer in the middle of play testing a Touch title, which can be seen displayed on the wall-hung TV in front of him.

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This may or may not be an early glimpse at the soon-to-be-revealed title, but other shots of developer monitors pulled from the panoramic shot almost certainly are.

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When might we see this new title? Well, sharp-eyed Redditer /u/bekris over at /r/oculus noted that yet another angle from the 360 photo revealed a TV hung in the office with a large countdown clock reading just under 34 days at the time the photo was taken (around September 1st judging purely by its posted time on Facebook) – that would indicate a target date which coincides nicely with Oculus’ forthcoming third developer conference Connect, which starts on October 5th.

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And whilst this assumption is not confirmed officially by 4A Games, Oculus’ Jason Rubin later tweeted out the Facebook post saying “Remember when I teased 4A games as an Oculus Partner looong ago? Well they’ve been working hard and it’s coming.”

As I write this, we currently only have one official shot of this mysterious title and it was posted a few days ago, again on 4A Games’ Facebook page. The screenshot is obscure at best, but does seem to show some kind of futuristic suit, specifically what looks to be a glove grasping a weapon – the grip for which can be seen on the edge of the frame.

Minor Update: Our community has been chiming in with their thoughts on what the images tell us. The image below is more likely of a hand gripping a joystick, the kind you’d find in a futuristic mech. This also ties in the with the images below. Thanks Bas van Elst for the thoughts.

4a-games-oculus-touch-tease-1This could indicate the title is the first person shooter title that Jason Rubin hinted at in a recent interview with PCGamesN here in which he highlighted the challenges inherent in bringing the genre to VR.

As fun as all this speculation is, we’re now forced to wait for further information from both Oculus and 4A games to know what the game actually is. But with the Oculus Touch launch window of Q4 this year edging closer, a new triple-A first person shooter exclusive from a respected triple-A developer would be exactly what Oculus needs to begin putting a troubled 2016 behind them and follow through on that content promise for their new motion controllers.

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