‘The Solus Project’ VR Review

The Solus Project from Grip Game and Hourences is a beautiful, atmospheric, and occasionally terrifying VR sci-fi adventure-survival game.


 The Solus Project Details:

Official Site
Developer:
Hourences and Grip Games
Publisher: Teotl Studios
Available On: Steam (Oculus Rift & HTC Vive)
Reviewed On: HTC Vive & Oculus Rift
Release Date: June 7th, 2016


Note: The VR component of this game is still a work in progress which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current state and will not receive a numerical score.


After an extended period in Early Access, The Solus Project launched earlier this year for non-VR gamers and the critical reaction was mixed, with its blend of survival and storytelling missing the mark for some. Fast forward a couple of months to July and developers Hourences and Grip Games delivered a massive update that implements what they describe as “work in progress” VR support. Although technically not finished, this VR experience for Oculus Rift and HTC Vive offers a lot more than you might expect and leaves a lasting impression of its strange, alien world. Can VR elevate The Solus Project to new heights?

Gameplay

There’s a moment in most people’s lives where they confront their irrational fear of the dark. Standing in pitch black, hair on the back of the neck stands on end as primal instincts woven into the animal parts of our DNA collide with the rational brain that knows there’s nothing to fear. The Solus Project in VR delights in messing with those lingering animal instincts.

Another in a long line of in-vogue survival games, The Solus Project sensibly lets the threat of your imminent demise fade into the background. Exploration and a sense of mystique are more important than making sure you have enough burgers and Coke to survive.

Starting in orbit around a distant world as part of a crew tasked with finding humankind a new home, disaster strikes and your ship crashes spectacularly onto the surface. You find yourself alone on an alien world surrounded by twisted metal and flames. Survival is the first order of business as you rush to meet your basic needs; huddled in a cavern against the freezing cold, but you need to press on. Are there other survivors? Can you make contact with anyone back home? Will you ever get off this planet? If you want to find out, you will need to leave the relative safety and warmth of the crash site.

At first you will explore timidly, greedily gathering nearby supplies and rapidly filling your inventory, before building enough confidence to strike out further and further. This is a rare game that makes you feel like you are embarking on a journey into the unknown; one that will take you across alien terrain, through caves, and deep underground. Inside VR, The Solus Project has an incredible sense of place, of scale, and of wonder. This is a singularly alien world with moons that loom large on the horizon, throwing the outline of distant and enigmatic shores into sharp relief, and it only becomes more unsettling as you make your way through the game’s eight hour run time.

Most of your time is up with the exploration of large though not vast areas, incurring loading screens as you move between them via caves or tunnels. You’re going to need to bring some light with you because there’s a full day-night cycle and when you find yourself underground the world falls into an ominous pitch black. You will cower at strange sounds and imagined movement from beyond the aura of your flaming torch, or the eerie glow of luminescent shards. There will be objects to discover and collect as you solve rudimentary puzzles and combine items to overcome obstacles. The more things you find the more things you can do and therefore the more progress you will make towards your goal.

The survival elements of the game will require you to find food, water and medical supplies, all of which follow sensible rules: if you’re active, you’ll burn through calories and water, both of which will need to be topped up with food and good old H2O. Go out in the cold and you’ll expire through hypothermia; get wet and then go out in the cold and you’re going to very quickly turn into a popsicle. Try not to fall off a cliff, as this has predictable consequences. Rain storms and meteor showers—genuinely terrifying the first time—ensure that even getting from A to B isn’t always as simple as you’d imagine. Your trusty PDA holds all the key information you will need, and the computerised voice of your suit will delight in telling you your condition; “Operator wet,” nice observation, genius, it’s raining!

As good as the setting is, the game does indulge itself with some clunky storytelling at times. At one early point your character delivers a monologue to impart some sudden realisation… except it’s not sudden, and you will have had this realisation yourself a good half an hour earlier. You are left to construct much of the backstory yourself, by observing your surroundings and reading crew logs conveniently strewn about the place. It’s good to know that even in the distant future humankind still write their logs on paper. Fireproof, crash proof, waterproof paper.

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Compounding the inconsistent quality of the storytelling is the fact that the VR support isn’t final, with the game itself referring to it as a work in progress, and this does intrude on the fun from time to time: the tutorial is poor, regularly it’s evident that the environment wasn’t built for VR navigation, there are occasional UI oddities, and the controls can be really fiddly. Over time I’m hopeful that those rough edges will be smoothed away, especially given the already impressive support, but be aware that the present build will require you to make more effort than most other games would demand. Once you have spent some time playing it all starts to make sense, however. The interface is fairly complex; it’s convoluted, but it’s fully functional and after an hour or so becomes almost second nature.

The Solus Project offers up a very compelling world to explore and secrets to unravel. Revealing too much of the story or the setting would be to ruin the sense of unfolding mystery the game builds so well. It wasn’t built with VR in mind, but aside from some clunky interface and control issues you wouldn’t know. It is a world that begs to be experienced in VR… unless you’re afraid of the dark.

Immersion

I can’t overstate how atmospheric The Solus Project can be. The day night cycle, the ominous looming moons, the distant shores, the strange architecture all combine to form a cohesive world – ambient sound effects and music combine well to round out the mood. Standing on a shoreline watching the waves roll in as a meteor shower explodes around you and a moon crests the horizon never gets old. As the rain started to fall heavily I felt exposed, and then genuine relief when finding some cover and standing under it. Caves with roaring fires feel almost cozy after being exposed to the wild surface of the planet. Pushing deeper into a cave, with only your small nimbus of light to see by, is exactly as uncomfortable as it sounds. At times I was completely immersed in the illusion.

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There are some UI oddities that break the immersion somewhat: when you take a fall the glass in your helmet cracks, but it doesn’t feel like you’re wearing an helmet, it just looks like a perfectly in focus texture right up against your eyeballs. Same with the moisture effects when you’re caught in the rain. They’re neat effects, but not quite pulled off in VR. The focus dot in the centre of the screen also occasionally zooms toward you distractingly, as it focusses on something near to you – not a bug so much as the non-VR version peeking through. There’s the Rift bug when you sleep and the screen fades to black everywhere except at the extremes of your vision where you can still see through to the world. The loading screens are also just black empty screens, with the loading indicators slightly visible just out of your field of vision on the Vive.

Your main tool throughout the game is a chunky PDA that is ever-present in your left hand, but you also use your left hand to target the slightly twitchy system for Vive teleport motion; it only works when targeting a flat surface which makes, for example, climbing a staircase a lot more annoying than it needs to be. In your right hand is the currently active item from your inventory, in my case this was a flaming torch 90% of the time. The right hand also functions as a laser pointer for things that your PDA can examine. On the Rift these items appear in fixed locations that track with your gaze; suffice it to say this feels more like the non-VR version of the game and loses some immersion as a result, and you must use your head to point at items in the world rather than your hand as with the Vive.

In both cases it can be a little difficult to keep your arm or head steady as you wait for the readout on your PDA to tell you what you’re looking at; if you lose focus on the target the scanning process resets which became frustrating very quickly. The Vive’s motion controllers are more natural here, as you point imperiously at your target with one hand and raise the other closer to your eyes to get a better view of the readout in true Star Trek Tricorder fashion. After a while playing with the Rift I grew more adept at just shifting my gaze slightly rather than my head, but it is a distraction that took me out of the experience.

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Using the Vive’s VR controllers and holding a torch in your hand, sweeping around and illuminating the environment, makes you feel much more the rugged explorer; there’s a real Tomb Raider quality to some of the environments and reaching my arm high above my head to expose details of a cavern was a constant delight. When I first jumped down into a pool of water the torch was doused and I was plunged into terrifying darkness. I had a visceral panic response, and scrambled to reignite it. Through my own stupidity I had my hand too low and let the torch hit the water, and thereafter I became much more aware of my limbs and the world around me. The game became much more real to me as a result. Using a traditional controller just isn’t the same. Given the impressive support from the developers so far I’d imagine Oculus Touch support will be added to The Solus Project later in the year, and that really would be the better way to play compared to a gamepad.

Comfort

HTC Vive users are offered a teleportation solution for getting around the world, although this is slightly confused by there being an actual teleporting tool you get in the game which becomes a core part of some later puzzles. There are those that find teleporting around a VR world completely breaks the immersion, and for them there’s the option to directly control your forward and turning motion with the track pads. When using this method of locomotion, the direction of travel is wherever your head is pointed, but the track pad can also be used to swing your view around.

Oculus Rift users lose the teleportation option, but retain everything else and gain the ability to strafe. Both sets of users get a comfort mode option that snaps turns to 90 degrees and also have the ability to reduce walking speed from 100% down to whatever they find comfortable. Best of all, the game lets you mix and match. I am highly susceptible to simulator sickness, so many games with joystick have been known to ruin me for hours after taking off the headset. But there are also times when teleportation—especially in games where it wasn’t designed in from the start—can be an hinderance or reduce the immersion. The Solus Project doesn’t make you choose one or the other, you can move between them as you wish while you play.

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I found my perfect balance to be the Vive with a combination of teleportation, with occasional snap-to-turn to untangle me from the cables, and smoothly moving forward with direct control of my forward motion using my gaze to fine-tune. When first exploring an area I’d take direct control to soak up the ambiance, but when I was backtracking or just wanted to get somewhere fast, the teleportation is excellent and actually lends the game a feeling not unlike the original Myst or the recent Obduction. This lets me choose how much of the joystick locomotion I wanted from moment to moment, rather than having to make an upfront choice or, worse, not having a choice at all.

See Also: Obduction VR Review
See Also: Obduction VR Review

Using joystick locomotion, you will frequently find your viewpoint jumps up and down as you walk over items in the world, or if you use the jump button. This could be uncomfortable for some, and can be avoided almost entirely by using the teleportation to move. Rift owners susceptible to simulator sickness will just have to suffer through it until/unless Touch support is patched in. That said, Rift owners will doubtless already know where their comfort limits are with these things. I found I couldn’t play The Solus Project on the Rift for more than 20 minutes before starting to feel simulator sickness kick in. If you know you have a higher tolerance, or are impervious to the effect, then you could doubtless go for much longer. Conversely, on the Vive, I was easily able to play for 90 minutes in a session without issue by using teleportation mixed with joystick locomotion.

On the framerate performance front, the game offers a lot of configuration options to give you the optimal experience for your machine. It recommends that you set detail much lower than you would normally in order to run well in VR, as you’d expect, but I found that my 980Ti and i7 6700K was able to run with almost everything cranked up to maximum. For those running closer to the entry level, you’ll want to turn down the world detail and shadow quality.

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The only essential setting is supersampling, so those on less powerful machines will want to sacrifice other options to enable this. At 150% it took the PDA from an unreadable mess to a sharp, crisp readout. This will save you squinting too hard at the PDA, or bringing it so close to your eyes that you smack the controller into the headset, which totally didn’t happen to me, repeatedly, until I ramped up the supersampling.

Conclusion

Despite some rough edges The Solus Project in VR is a great experience. The eerie atmosphere is expertly built, and the game lingers with you long after you’ve removed the headset. With so many options for comfort and control, and support for both high end VR offerings, aspects of the game stand as an example that other VR developers would do well to follow.


Important Note: I ran into some severe performance issues with the game at first. This manifested itself in seemingly random spikes where the frame rate dropped low enough to break the head tracking and induce significant simulator sickness – it literally rendered me unable to go back into VR for a full 24 hours. A little bit of Googling revealed that others had suffered a similar problem, and the developers offered some INI file tweaks to address them. I had to go a step further and make a change suggested by other users but, thankfully, in the end I was able to achieve perfect frame rates and resolve the problem completely – if there was a visual trade-off for disabling these features I didn’t notice it. If you find the performance dropping, and you know your hardware should be able to cope, perhaps these INI tweaks will work for you:

In your Steam directory, find the following file:

\steamapps\common\TheSolusProject\Solus\Config\DefaultGame.ini

Then make these changes:

SmoothFPS = False
AllowOceanUpdate = False
AllowSkylightUpdate = False

The post ‘The Solus Project’ VR Review appeared first on Road to VR.

Oculus Slash ‘Feral Rites’ Price, Gift 6 Free Games to Existing Owners

In an interesting twist to Insomniac’s VR brawler Feral Rites‘ recent release, Oculus have slashed the price of the game to $29.99 from $49.99 stating the price was “too high”.

See Also: ‘Feral Rites’ Review
See Also: ‘Feral Rites’ Review

In an unusual move, Oculus have seemingly taken on board the critical and fan reaction to Incomniac Games’ recently released fantasy brawler Feral Rites. The title received a lukewarm critical reception on release and it seems those gamers who bought were none too happy with the product they received for the original price of $49.99.

In response however, not only have Oculus slashed the price of the game on the Oculus Store to $29.99, they’ve also emailed all of those who purchased the game at full price informing them that they have been gifted 6 free games as compensation. Those customer also have an option to a full refund as well.

Furthermore, Feral Rites has also now been added to the Fall sale on Oculus Store at an even lower price of $9.99. Oculus’ letter to customers (a copy of which was shared on reddit by user ChrisCypher):

Hi,

Oculus Studios, its developers, and its players are all pioneers in the new world of VR content. As such, we’re all learning as we go.

As you know, Oculus Studios and Insomniac Games recently released a game called Feral Rites. Our teams felt the product was of high quality and, due to the depth and length of play, a price of $49.99 was chosen. You were one of the dedicated VR enthusiasts that tried the game at that price. For that, we thank you!

After listening to the community the last few days, it has become evident to us that this price was too high. So we’ve decided to drop the price.

Today you’ll find Feral Rites for $29.99 on the Oculus store. We’ve also added the title to our Fall Sale at $9.99.

For pioneers like you, who gave the game a chance at the original price and gave us the valuable feedback we need, we’ve decided to add six Oculus Studios’ games to your account at no cost: 

  • AirMech Command
  • Damaged Core
  • Defense Grid 2: Enhanced VR Edition
  • Chronos
  • Edge of Nowhere
  • The Climb

The games should automatically appear in your library by Sunday, September 18. If you have questions, or if you’d rather have a refund of the purchase price, please contact the Oculus support team at support.oculus.com and click “Contact Us”.

We thank you for your trust in Oculus Studios and Insomniac Games, and appreciate your continued help as we bring VR to the world.
— Oculus Studios

Developers of Feral Rites, Insomniac Games, have posted an update to their website announcing the price change and compensation stating:

As we do with all our games, we’ve paid careful attention and responded to player feedback so far. We appreciate the support from everyone who has experienced Feral Rites, and we understand the concerns as well — especially about the game’s price. Effective immediately, the price of Feral Rites is $29.99. The game’s original price was largely based on all the work that went into it. We’re proud that Feral Rites is among the largest VR games of its kind available today.

It’s heartening to see Oculus, who are slowly but carefully building up a valuable user base for their Oculus Store content portal, to not only listen but react so swiftly to a game’s reception. Feral Rites was one of Oculus Studios’ key exclusive titles for the Rift and acknowledging there were issues with the way it was sold and taking action hopefully bodes well for the future.

The post Oculus Slash ‘Feral Rites’ Price, Gift 6 Free Games to Existing Owners appeared first on Road to VR.

Hands-On with VREAL’s VR Live Streaming System & Q&A With CEO Todd Hooper

Michael Glombicki goes hands-on with VREAL’s VR live streaming platform that puts viewers inside the game, right next to their favorite streamers.

See Also: VREAL’s Innovative VR Livestreaming Platform Feels Like Something Completely New
See Also: VREAL’s Innovative VR Livestreaming Platform Feels Like Something Completely New

I took a short break during my time at PAX West this year to checkout VREAL’s new streaming platform at their office in downtown Seattle. At the office, I strapped on a Vive and jumped into VREAL’s virtual lobby with a couple of others to try things out. After a quick tutorial on how teleportation and avatar controls worked, we moved our characters over to a small floating island depicting a scene from Cloudlands VR Minigolf and teleported in to launch the game.

As a spectator, I was able to teleport around the golf course and view the action from wherever I decided to point my headset. Cloudlands already supported multiplayer so that concept wasn’t particularly ground-breaking by itself, but the important part is that VREAL says this same experience can be viewed by an endless audience of viewers in VR.

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After the golf demo we went back to the lobby and then hopped into a tower defense game. In this game I was able to see some of the neat perspective features that VREAL offers developers. Depending on where in the map I teleported, the scale of the entire scene would change to fit the action. Teleporting near the lanes brought me down to a frontline perspective while teleporting away towards the edges brought me back up to a more strategic overview perspective.

During the demo, I was also introduced to VREAL’s new virtual camera feature. By placing virtual cameras in the world, VREAL streamers can broadcast their gameplay from a fixed point of view. So while I was viewing from within a Vive, people in the lobby were watching on a 2D screen, but without the shaky perspective view that most streamers are currently stuck with.

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After the demo, I sat down with VREAL CEO, Todd Hooper, to ask some quick developer-oriented questions about their platform.


Todd Hooper, CEO at VREAL
Todd Hooper, CEO at VREAL

Road to VR: What is the performance impact to the streamer?
Todd Hooper: Most of the VREAL tech actually runs on the CPU, not the GPU. We have not seen a massive performance hit on games. It seems to be in the region of a couple percent. Basically we are capturing the game state and sending up to the cloud so that’s not something that touches the GPU at all. Most games are GPU-bound not CPU-bound so so far that hasn’t been a challenge.

Road to VR: How does a developer make a game work with VREAL?
Todd Hooper: We have an SDK for Unity and Unreal 4. When we identify a developer that we want on the platform we give them the SDK. Our goal is to be able to have VREAL up and running for them in a day. We are not there yet, but for the beta at the end of the year, we should be able to get a new developer up and running on the SDK pretty quickly. It’s one of the design considerations for the system because there’s lots of ways you might be able to build something like this but would require the developer to do a lot of work. If you can’t get developers on board a system like this fairly quickly, it’s going to be challenging to get a lot of traction.

Road to VR: How would an interested developer get started?
Todd Hooper: We are happy to talk to all VR developers so visit our website, there is an address for the developer relations team there or hit us up on twitter, we’ve got a full time team that is talking to developers. We’ve had a lot of interested developers. I think they’ve seen that a way to stream VR games now doesn’t really exist, you just stream the headset. Once developers have that streaming experience they get really passionate about it.

Road to VR: How many developers are on the platform so far?
Todd Hooper: We haven’t announced any of the titles yet. We are going to be announcing titles at the end of the year.

Road to VR: What platforms will VREAL support?
Todd Hooper: The Vive and the Rift are the launch platforms. We are Sony partner and will be talking more about Sony later. We also have a way to do 360 video capture so you can render that and consume it on a mobile VR device as well.

The post Hands-On with VREAL’s VR Live Streaming System & Q&A With CEO Todd Hooper appeared first on Road to VR.

‘Feral Rites’ Review

Feral Rites is a third-person VR adventure-brawler from Insomniac Games released for the Oculus Rift. Set on a mystical island, you play as a beefed-out warrior trying to avenge your father’s death by kicking, punching and slashing everyone in your way.


Feral Rites Details:

Official Site
Developer:
 Insomniac Games
Publisher: Oculus Studios
Available On: Oculus Home (Rift)
Reviewed On: Oculus Rift
Release Date: September 13th, 2016


Gameplay

At the beginning of the game, you’re introduced to Bokor, a powerful shaman from your tribe who leads you on your way to avenge your father’s death, an act perpetrated by the evil Sombro. Blinded with rage and taunted by Sombro along the way, you tear through each sector of the island, killing everyone with your newly acquired beast powers, which lets you turn into a slow and hulking man-jaguar—the tank of the game—or an actual jaguar that is faster at (but has no combat abilities) moving and auto-smashing the world’s inexplicable surplus of terracotta vases.

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slashing an enemy in beast form

Much like Insomniac’s Spyro the Dragon or Ratchet and Clank series, Feral Rites is jam-packed with collectibles of all sorts spread out through the game’s maze-like map. Raw material for armor upgrades, gold, journals, and talismans used to increase the number of moves you can do, are to be found in every nook and cranny of the complex map set out before you.

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With multiple temples in a single level, it’s easy to get lost, which is probably why the developers included a ‘spirit sense’ mechanic that lets you find the most direct route to your objective by tracing a temporary line to wherever it is you need to go. While this is arguably better than quest markers or mini-maps, which can spoil the fun of real exploration, I (predictably) ended up abusing it. Since there’s no penalty for using the mechanic to your heart’s content, it personally became a part of the game’s natural flow, where I would enter an area with a fork, pound the ‘spirit sense’ button, and go on my merry way. In terms of real exploration, your mileage may very depending on how much you use (or abuse) the ability.

So maybe exploration isn’t your thing anyway and you just want to smash some shit up? Feral Rites has you covered.

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Combat is high-energy, visceral and extremely gratifying in Feral Rites, featuring a large enough array of moves to make fighting any of the world’s dozen-or-so bad guys an interesting and challenging affair. You can’t just tank through fights and button mash your way to success, because your beast form can only take so many hits before you’re turned back into a human; your human form, while agile, deals less damage to your foes—making the game’s combat system a real study in balance. You can change the game’s difficulty level at any time though, even in the middle of a fight, which increases bad guy skill and HP, and decreases the chances of getting a power up in one of the aforementioned vases that litter the game world.

My two favorite moves were throwing bad guys off high cliffs and throwing bad guys into piranha-infested streams (I really liked throwing guys)—two moves that are worth a relatively meager hazard bonus on your constantly building combo meter, but really effective at eliminating high numbers of baddies.

Puzzles are on the easy side, but hey, this is an adventure-brawler and not an adventure puzzler like Obduction.

Immersion

Like Insomniac’s Edge of Nowhere (2016), your third-person point of view makes you essentially a floating security camera that automatically switches positions as you control your character below. This sort of fixed-point teleportation isn’t really jarring because you can anticipate the camera switch pretty reliably, an event triggered by your character crossing a blue line in any given area of the map.

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‘spirit sense’ activated, heading for a new area

So what does VR add to a decidedly traditional game like Feral Rites? A few things actually, the most important being the grandiosity of seeing it all in virtual reality.

The game’s Aztec-inspired scenery is vast and megalithic, something only a VR headset can correctly translate to the viewer. If you can resist using the ‘spirit sense’ ability and really take your time, you’ll be able to appreciate some of the most well-made environments currently available to VR headsets. Perched over a seemingly infinite drop, you can really get the sense of vertigo, even if you’re an invisible set of eyeballs in the sky.

To help you appreciate and take in the scenery, the developers added a unique rune-searching system so that every once in a while you can stop in your tracks and search for a rune symbol hidden somewhere in the scenery. When you find it, you’re given a little reward of coins for your effort, and you also get a chance to better scope out your surroundings.

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Your shaman guide, Bokor

One of my least favorite things about Feral Rites is that the storyline relies heavily on narrator-driven cut scenes; that and the helpful, if not incessant, image of your mysterious shaman buddy Bokor constantly appearing out of nowhere to tell you what to do. These are both (un)necessary evils to push the narrative forward, but dammit if it just doesn’t feel so gamey when you play it in a VR headset. Maybe it’s trying to hearken back to an earlier age, but the storyline was just too simplistic and just too obvious for me to really be engaged. Then again, it may be that I’ve grown out of these sorts of games, but I desperately want a game that feels more clever than me. I had to slog through it to get to combat, which proved to be much more engaging.

Something that often takes a backseat to the story is the soundtrack, an intensely cool mix of chill hiphop vibes when exploring (something like Samurai Champloo), and a much more arcade-like drum and bass track when in fights.

Comfort

Third-person games with a fixed POV like Feral Rites are always supremely comfortable simply because they don’t have any stomach-churning artificial locomotion to contend with.

It’s no surprise Oculus is pushing games like this on their platform, which up until Oculus Touch launches later this year, makes playing a game in a Rift necessarily a seated experience. That said, using the gamepad and sitting down is a familiar way to game, and scenery is usually splayed out in a comfortable, forward-facing way so you don’t have to swivel too much.

I can’t always play VR games for long, but this time I had a full day to beat it from beginning to end. Topping out at 10 hours for me personally, I can attest that Feral Rites is just as comfortable as you would expect it to be.

Conclusion

Feral Rites proves to be a fairly fun, well-balanced brawler that offers around 10 hours of gameplay if you follow the story alone. Collectibles are everywhere, giving you extra incentive to explore the entire island, which is a massive and beautiful place worth more than a cursory glance. The storyline is predictable and dialogue feels wooden however, and relies heavily on cut scenes and helpful narrators to push things forward, making it much less interesting than we would have hoped.

Scores

  • Gameplay: 6
  • Immersion: 8
  • Comfort: 9
  • Overall: 6.5

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.

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Star Wars ‘Mos Eisley’ Realised in Staggering Detail on UE4, VR Version Coming

An environmental artist with a passion for Star Wars has realised the iconic location of Star Wars’ Mos Eisley space port in jaw-dropping detail via Unreal Engine 4. What’s more, it’s coming to VR soon and you can download the demo now.

John Lewis is an Environmental Artist for Obsidian Entertainment, developers behind games such as Neverwinter Nights 2 and Fallout: New Vegas. On a whim and as a Star Wars fan, he decided it’d be cool if he could a virtual build the docking bay (No. 94 as any Star Wars fan should know) located in Mos Eisley, Tatooine, the “hive of scum and villainy” from the original (sorry, ‘fourth’) Star Wars instalment. That’s how it began.

However, Lewis’ his ambitions for the project soon expanded, and eventually he realised that he really wanted to wander beyond the docking bay into the rest of Mos Eisley and visit the other iconic movie set, the Cantina where Luke Skywalker, Obi-wan Kenobi meet the Falcon’s owners, Han Solo and Chewbacca, for the first time. He needed help, so he enlisted his co-workers from Obsidian, quite rightly all Star Wars super-fans too, to the point where up to 17 people have now contributed.

“In addition to myself, the other artists working with me on this project all currently work for Obsidian as well, from additional senior artists, to mid-range and junior artists as well, ” says Lewis, writing for 80.lv, “We even have someone on the QA team contributing some artwork as well. In total there are 17 people contributing to this project in varying capacities. This is a just-for-fun personal project that we are all contributing to for no reason other than we are all a bunch of super Star Wars fans and with all the Star Wars awesomeness going on these days, we all thought it would be a good time to jump in and produce a quality fan art project. In addition to just being a bunch of super Star Wars nerds, several of us have been wanting an excuse to learn Unreal 4 for some time now, so we figured that this was a perfect opportunity.”

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The resulting environments, rendered capably using Epic’s Unreal Engine 4, are some of the most detailed and realistic recreations I’ve ever seen. Indeed, Lewis admits that his ambitions were lofty on this front.  “… my goal was to build the most highly detailed real-time Falcon that anyone has ever seen, and I think I have pulled it off, except for maybe the Falcon model from the recent ILM X-Labs VR demo …”. Tie fighters, X-Wing fighters and an Imperial Shuttle are all to be found whilst wandering around the environments.

You can find download link mirrors in the description of the video over on YouTube. I’ve included them below for reference, but it’s likely that (being Google Drive links) these will hit limits soon enough.

Mirror#1 – https://drive.google.com/file/d/0B48A…
Mirror#2 – https://drive.google.com/file/d/0BzdD…
Mirror#3 – https://drive.google.com/file/d/0B9zH…
Mirror#4 – https://drive.google.com/folderview?i…
Mirror#5 – https://drive.google.com/open?id=0BwT…

The icing on the cake of course is that, being built in UE4, the demo should be relatively easy to add virtual reality support to, and indeed this is next on the horizon for the team. “We are also working on a VR version as well as several people in the group have been playing around with Occulus and Vive VR kits,” says Lewis, “and we thought it would be cool to have a version that runs in VR, so we are currently trying to get that finished as well.”

The team have made the demo available to the public to download now. Although be quick, this kind of super-high quality work will likely draw the eye of new Lucasfilm (and therefore Star Wars) owners Disney. In the mean time, checking out Lewis’ full blog on the project is highly recommended.

The post Star Wars ‘Mos Eisley’ Realised in Staggering Detail on UE4, VR Version Coming appeared first on Road to VR.

‘Galaxy Golf’ Review

Galaxy Golf by developer Liftoff Labs disguises a fun physics puzzler as a game of arcade golf in virtual reality.


Galaxy Golf Details:

Official Site
Developer:
 Liftoff Labs
Publisher: Big Fish Games
Available On: Steam (Vive, Rift)
Reviewed On: HTC Vive
Release Date: August 24th, 2016


Gameplay

The courses in this game are actually 3D planets. The player is able to manipulate the planets around them by pulling the trigger on the motion controllers and grabbing the surface, pulling themselves around in order to look and see the best possible route to the hole. You can adjust where you want the ball to go by simply grabbing it with the trigger and moving the controller up or down. A translucent blue line will indicate the trajectory of the ball.

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The player must utilize the planet’s gravity in order to get the ball as close to the hole as possible. So, rather than hitting forewords like in normal golf, the player must send the ball into orbit around the planet and avoid obstacles along the way.

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As the levels progress the holes get more and more difficult, slowly introducing water features, asteroids, lava and several other obstacles. When combined, these planetary features offer an interesting challenge for the player and add a nice variety to the gameplay. There were several tense moments where I was sure my ball was going to be intercepted by an asteroid, but then it just barely squeaked by.

There are two different courses with 9 holes each: Pleasant Hills and Frosty Brimstone. Each level has their own unique style offering different challenges.

Overall the gameplay is fun and challenging; it can be frustrating at times but when you finally figure out how to knock a stroke off your game it can be rewarding.

Immersion

When you first boot up Galaxy Golf you’re immediately surrounded by cartoonish miniature planets floating in 3D space. Melodic celestial music plays in the background as you float above the planet sized golf courses. After being inside the game for about 10 minutes I felt relaxed and absorbed as I tried to figure out the best way to the hole.

galaxy-golf-htc-vive-1

Floating in space with the hypnotic soundtrack is a great way to unwind. For many players, myself included, this is what VR is all about. You come home from a long day at school or work and sometimes you just want to launch a giant golf ball into orbit around a planet that’s bursting with a massive volcano; it’s an escape to something totally different.

Comfort

Galaxy Golf was exceptionally comfortable my entire playthrough. The controls were intuitive and manipulating planets was as easy as gripping the planet’s surface and cruising around. Using the motion controls to aim where the ball would go felt natural and easy. Since this game was built for room scale, you can also simply walk around your play space and view the planets that way (walking around the planets is actually pretty entertaining). I expect that most players won’t experience any sort of motion sickness when playing this game.

Conclusion

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Overall Galaxy Golf is a well-polished experience. From the sleek user interface to the intuitive controls it’s easy to just pick up and play. However, many VR users are looking for a more substantial gaming experience. The game only manages to serve as a minor distraction for maybe half an hour at a time. It would have been nice to see maybe different ways of manipulating the ball or different kinds of shots that you can take other than just being able to control the height and power you put behind the ball. I found myself wishing it was longer; as I was finally hitting my stride I was sad to see that there were only two levels with nine holes each. Ultimately, Galaxy Golf has a lot of potential and a great concept; at $5 it’s definitely worth checking out.

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This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying

This new VR experience is called Homebound. Created by a veteran 3D artist promises to put you inside a crippled spacecraft, bound for a crash landing on earth and it features some of the most compelling visuals I’ve seen in a VR title to date.

There’s no doubt there’s a sizeable portion of our readership out there for whom travelling beyond Earth’s atmosphere into the vast beyond would make the perfect VR experience. But what if that experience also put you aboard a virtual, crippled spacecraft, hurtling back through that atmosphere, bound for earth and a collision of unquestionable finality? Yep, still piles of interest then …

Enter Homebound, the creation of one Wiktor Öhman, a 9 year veteran 3D artist from the games industry and sole developer of Homebound, which Öhman describes as “a frantic VR Experience.” Built on Unreal Engine 4, Homebound is a VR experience which puts you through a series of catastrophic events beginning with you escaping a disintegrating mini-space station which is falling apart thanks to an unknown event. Your job, as you’re put through a series of increasingly hair-raising set pieces, is ‘just’ to survive.

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What strikes you about Homebound‘s visuals is the sumptuous detail, with some stunning lighting to boot and a general level of production design and polish which seems entirely beyond a one-man project. Öhman works for Swedish company Quixel, who claim to be a leading light in the field of computer graphics tools, supplying companies like Tesla, ILM and (appropriately) NASA.

We asked Öhman what inspired him to take on such a mammoth development. “I’ve always been a huge sci-fi fan and I’ve been following SpaceX’s endeavours closely,” he says, “The whole environment started out with me wanting to create a SpaceX-styled environment, similar to the prototype Dragon V2 capsule.”

On that decision to work with Epic’s Unreal Engine 4: “While creating the environment I kept envisioning all these cool scenarios that could take place there, so I started looking into how [UE4] Blueprints worked in order to try these ideas out. I’d never used Blueprints or scripted before, so it was all new to me. This all happened around the same time as Unreal Engine 4 got better VR support, so I thought I’d give VR game development a go as well. It felt like a very natural thing to do as the environment is very high res with a lot of cool material definition going on. There was a lot of firsts and a lot to learn, but I’m incredibly impressed with how easy UE4 is to learn”

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The experience was developed for both the HTC Vive with motion controllers and Oculus Rift with joypad, and the project was recently Greenlit by the Steam community to appear on the software portal when it launches on October 1st.

The post This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying appeared first on Road to VR.

‘Casino VR Poker’ Launches on Oculus Home, Touch and Vive Support to Come

Casino VR Poker, the online free-to-play casino hosting live Texas hold’em, has today launched on Oculus Home, now allowing users to play in a cross-platform space with either Gear VR or Oculus Rift. The Steam version with Rift support is ‘coming soon’.

The first time we saw Casino VR was back in late 2015 on the Oculus Rift DK2, months before the release of the consumer Oculus Rift. While the UI has since changed for the better, stability has improved, and in-app purchases have been added so you can top up on chips when/if you’ve run dry, the game is essentially the same. After all, it’s just Texas hold’em, right?

It turns out these things, including the app’s now steady number of concurrent users, make for a different experience than what we saw before. More than 20 people were on when I popped into the app at around 11 AM and 4PM ET during the weekday.

Full Disclosure: I was gifted 100,000 chips ($19.99 in-app purchase price) by Casino VR on top of the free 5,000 starting chips so I could get a feel for every table in the app during my hands-on with the game. These chips hold no monetary value after purchase, and I also promptly lost them all – but more on that in a minute.

casino vr hand

There’s a certain thrill in calling a bluff in real live poker. Not only is there money on the line (even if it’s not real money), but you have to face down your opponent, read his/her reactions and try to hide your own in the process. And even though VR systems aren’t nearly articulated enough to provide substantial poker tells yet, or the visible change in a player’s physical behavior that some people try to interpret to get the upper hand, you can still notice the furtive glances people give when double checking cards in Casino VR, and try to infer something from how people react as the game’s five community cards come out on the table.

floating heads in Gear VR inverse kinematic bodies in Oculus Rift

While the Rift version of the platform uses inverse kinematics (IK) to imbue you and the other Rift players with a body that can slump forward and lean from side to side, this feature only works when sitting down, and only when in the Rift. Considering there isn’t any locomotion to speak of (select a table and you’re teleported automatically), this isn’t that big of an issue. But because it’s a cross-platform space, Gear VR players appear exactly the same as Rift players (they have a body just like you), except their bodies remain perfectly stationary—making body language less reliable of a poker tell as soon as you figure out the suave salaryman sitting across from you is stiff as a board because he’s using a Gear VR.

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See Also: ‘New Retro Arcade: Neon’ Review – Get lost in games within a game

Either way, the feeling of winning or losing that big pot and experiencing the barb of defeat or the rush of winning is an undeniably heady feeling; even more so when people can see and hear you.

After doing well in a few hands in some low buy-in tables, I headed to the high roller table in the middle of the room, a table with a minimum 60,000 chip buy-in. Taking my entire stack, somewhere around 120,000, I quickly found out I was clearly playing with people well above my skill level. I only spent about 10 minutes on the high roller table sitting across the top two players—each with around 6 million chips to their names—and was cleaned out quicker than a Las Vegas tourist.

‘Casino VR’ on Oculus Home

To unpack some of my experiences in Casino VR, I spoke with co-CEO Hamza Siddiqui to learn more about what the social VR game will have in store for players, including input methods and future supported headsets.

Casino VR is now officially cross-platform with Rift and Gear VR – any plans for a Vive version? If not, any specific reason why you aren’t supporting Vive at this time?

Yes, [we have plans] but we would be only comfortable with launching a Vive version when we have good hand presence (relative to the rest of the body). This is quite an interesting challenge but unfortunately a time consuming one.

You mentioned that your studio has a Touch dev kit. Are you currently working on Touch support?

Yes, [as] part of our Touch/Vive support pipeline. We have gotten to love the Touch controllers specifically because of the ability to pinch. Imagine stacking chips precisely! We have been having a lot of fun with the Daydream controllers as well, they are surprisingly more versatile than people think.

Casino VR seems to have a steady number of concurrent users, more than some well established ‘social VR’ spaces. Why is that?

People really like to play poker in VR! VR badly needs active and engaging form of content driving social experiences. We see that our community is all about friendly competitiveness. You make new friends in VR and next thing you know you have a competition going on over who is better at poker.

People want to know: Since chips don’t have any real monetary value, are we going to be able to buy things in-game using the chips?

We believe the most important aspect in Social VR is personal identity. Personal identity is not just how you look but how you are perceived, your social, competitive and community status. We can’t wait to share later what that entails!


If you’re still scratching your head as to why Casino VR doesn’t allow for real-money gambling, you’re not likely to see it through Oculus Home or Steam, as both platforms disallow real-money gambling, pornography, and excessively violent or sexual content.

The post ‘Casino VR Poker’ Launches on Oculus Home, Touch and Vive Support to Come appeared first on Road to VR.