Is it Okay to Stab, Shoot, or Kill People in Virtual Reality?

Is it Okay to Stab, Shoot, or Kill People in Virtual Reality?

I’ve killed a lot of people in virtual reality. Last night alone I wracked up well over 100 kills in just one experience called Pavlov VR. For each of my victims, I pulled out a gun, aimed for their heads, pulled the trigger and watched with satisfaction as their bodies jerked into lifelessness complete with low-poly blood spurts. Sometimes, if they managed to get too close, I even had to pull out a knife and slash them repeatedly. That’s a lot of violence.

With each kill my team’s score went up and each opponent I felled was instantly respawned for a chance to exact their own murderous revenge. Pavlov VR, Onward, and other games like them are quickly becoming the most popular VR games on the market. With VR shooters rising in popularity and prevalence a question must be asked: is it time to start considering the moral and psychological ramifications of shooting, attacking, and ultimately killing other humans inside a hyper-immersive VR headset?

Dante Buckley is the creator of the aforementioned Onward — arguably the most popular VR shooter available today. Buckley is a 20-year-old, self-taught game designer who built the entire game by himself. He is currently occupying a space in one of the world’s video game Meccas: the Valve offices in Redmond, Washington. UploadVR had the chance to speak with Buckley recently for a general interview and during our talk he expressed his growing concern with depictions of realistic violence in VR.

“Something that I’ve been thinking about lately is the ethics and the consciousness of violence in VR shooters,” Buckley said. “VR right now just doesn’t have enough power to create visuals that make you feel like what you’re doing in the game is real. It’s like you’re playing paint ball or like an advanced version of tag. But when things do start get more real for a game like Onward, or another first person shooter, there’s going to have to be a responsibility for people to consider.”

In Buckley’s mind, one way to address the issue as the fidelity of VR shooters improves would be to make the games more “casual” with a diminished focus on realism. This is somewhat surprising coming from the creator of a game like Onward. Right now, Onward’s main selling point is its realism. In this game when you die you’re dead for the rest of the match. There are no respawns, radars, or mini-maps. It’s just you, your team, and your gun. Despite the success that realism has brought to his game, Buckley says that he is prepared to take a different approach if there is no other way for the violence problem to be solved.

Video game purists have long turned up their nose at “violent video games create violent people” arguments, but it does seem that the debate should be given new light in the wake of such disruptive new hardware. VR games simply are not the same as 2D titles. The entire point of the technology is to make you feel immersed in your environment. Light needs to refract correctly, wind needs to blow with believable physics, and — in order to protect immersion — kills need to feel as realistic as possible.

As Buckley points out, right now no VR shooter is graphically powerful enough to truly make you believe that by shooting a digital enemy you’ve actually shot a living, breathing person. But that may not be the case for long. Upcoming VR games are already looking and playing better just a year after the hardware launched. Titles like Arktika.1 are jaw-droppingly beautiful, including the human enemies you’ll be shooting. What affects, if any, will this have on the human mind and spirit?

Arshya Vahabzadeh M.D. is the Chief Medical Officer at a VR startup called Brain Power and serves on the faculty at Harvard Medical School as a lecturer in psychiatry. We reached out to him to ask if a platform as immersive as VR could possibly cause people to contract real life psychiatric afflictions such as post traumatic stress disorder.

According to Dr. Vahabzadeh:

“Post traumatic stress disorder (PTSD) is commonly caused by a directly witnessed real life event that is life threatening or violent in nature. Current clinical diagnosis of PTSD excludes exposures that occur through electronic media, including movies and pictures.

However, given the immersive and interactive nature of VR, and the increasing ability to stimulate a range of senses beyond sight and sound, including tactile and olfactory sensations, one has to wonder if at some point these experiences may result in the rewiring the the brains fear centers in a similar way to that seen in PTSD.

One could postulate that if a person felt the VR experience was real, that they genuinely felt they were at risk of harm, and that they did not have a way of voluntarily ending the experience, they could experience rewiring of fear circuitry of their brain in a manner similar to PTSD. They would then perhaps have a range of PTSD like symptoms. Clearly this is an area that will need further research as immersive technologies become more realistic and widely used, and potentially abused.”

For now there seems to be a growing consensus from both medical professionals and VR game designers: violence in VR is not a problem…yet. But, as the industry matures so too should its understanding of the types of effects it can create and the scope of damage it might do.

What do you think? Does violence in VR concern you? Let us know in the comments below.

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Onward is Getting Major Updates in 2017: New Maps, New Modes and Co-Op Gameplay

Onward is Getting Major Updates in 2017: New Maps, New Modes and Co-Op Gameplay

Onward rocks. The, military-sim, multiplayer shooter won our award for Best VR Shooter at the end of last year and was in the running for best overall game as well. Onward pits two teams of up to four players against one another on one of seven maps. Teams have to use intelligent communication, informed strategy and an array of realistic firearms to either protect or capture each map’s objective.

Onward is a multiplayer-only game, a huge risk for a VR-only title, but no matter what time you log on, you’ll always be able to find multiple Onward matches to jump into. This speaks to the quality of the game and the ravenous community it has inspired since launch. What’s even more impressive is that Onward was created by essentially just one man. A first time game developer named Dante Buckley who dropped out of college to make it happen. He is only 20 years old.

We recently had the chance to speak with Buckley again to discuss how the game has grown since we last interviewed him and what new features fans can expect him to add in 2017 and beyond.

“It’s been cool,” Buckley said, in his typical understated fashion, when asked how he’s been enjoying the success of his game.

Never one for self-promotion, Buckley is much more excited to discuss the future of Onward. We asked him to share what sort of upgrades, additions, and add-ons fans of the game can expect from him in 2017. He began with one word that should be music to many players ears: co-op.

Right now, Onward players can only battle it out against human opponents. But, according to Buckley, he is currently working on adding a mode in which players can work with their friends to wage war against AI opponents instead.

“Pretty much I want to create a way for players to work together against an AI,” Buckley said. “Something I’ve learned is how important it is to build multiplayer experiences that players can enjoy together.”

Buckley is keeping the details on this new modes exact rules, features, and release date to himself, but did say that fans can expect to see it by the end of this year. Coming sooner than the co-op mode, however, will be Onward’s first new map to launch since the popular Suburbia battlefield released several months ago.

“There’s definitely going to be a new map in the next patch,” Dante revealed. “I won’t say right now when that patch is hitting or what the new map is, but I think people will really like it.”

In addition to adding a new map, Buckley is also working hard to make sure the existing maps in the game are fair and balanced to players. “Right now not every map is 100 percent balanced so that’s something I’m definitely paying attention to and working on updating regularly as patches come out,” he elaborated.

Co-op is not the only new game mode Buckley wants to add to Onward. He also detailed his version of an escort game mode that could work within the existing team structure of the experience.

“Basically what I want to do is make one person on one team a high value target,” Buckley explained. “He’d only have maybe a pistol and it would be his team’s job to make sure he gets all the way across the map to a designated safe zone. The target can’t really fight back on his own so this mode would definitely be more about running and hiding and using really good teamwork.”

Buckley also shared that he is working on revamping Onward’s loadout system to make it more balanced. Right now, players can select one of several classes and pick their favorite main weapons, side arms, grenades, etc. for that class. Dante’s vision for the future, however, involves a point system that forces players to be more strategic about what armaments they select.

“Each player would start out with a set amount of points at the start of the game,” Buckley said. “Then each thing you pick for your loadout would have a certain cost that you have to spend. I think that will help balance some issues and also give players a chance to be more strategic and specialized.”

There are a lot of changes coming to Onward this year, but Buckley is also clear that much of the game will not change. According to Buckley, the game’s punishing realism, minimal HUD, and library of weapons will all remain primarily unchanged as these new features get added.

Onward is available now on Steam for $24.99. You can play it on either the HTC Vive or the Oculus Rift with Touch controllers. For tips and strategies on getting started with the game, make sure to check out our Onward Field Guide.

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Onward Field Guide: Tips and Strategies for New Players

Onward Field Guide: Tips and Strategies for New Players

Editor’s Note: This guide is an edited version of a guide contributed by a dedicated member of the Onward community named Alex Tukey; he goes by the online name Nightfiree. The original, living version of this guide can be found in this Google Doc and may receive more consistent updates than this version. This version has been adapted and reprinted with Tukey’s permission. Follow Alex on Twitter here.


This written guide is to serve as a generally informative starting point for playing the VR-only tactical team-based first-person shooter, Onward.  You can download the game on Steam Early Access right now. I notice a lot of threads about questions ranging from how to improve at the game to technical issues like improving framerate. I want to cover them all to the best of my abilities. The ultimate idea is that this becomes a manual for any and all Onward players.

My top recommendation before I get started to get better at this game, regardless of existing skill level, is to join the Onward Discord. Doing this will open up a forum to ask any and all questions you have about the game.  Additionally if you want to look for a team to play with, or are interested in playing in the community’s Bi-Weekly Onward Tournaments, that is where you will want to be.

Navigation

The Guide is broken down into the following topics in order and each of the headings are clickable links to jump straight to the corresponding section:

Control Basics: Discusses basic interaction of the controllers and items.

Game Mechanics: Discusses game objectives / important info to know during rounds.

Settings: Discusses basic settings such as audio and grip functionality.

Technical Assistance: How to increase framerate and other plugins you should have.

Additional Information: This is where I’ve compiled a list of links and other resources to help you after reading this guide.

Control Basics

(For touch users, if I say click down, this means move the thumbstick down and then click in. The majority of this guide will be written with the Vive controller in mind, but it’s 100% playable on Rift with Touch.)

Movement

Movement in Onward is unique in that it is based off of your trackpad/stick and the angle of the controller. To sprint double click up on the trackpad/stick. The faster you move the louder your footsteps will be. Crouching makes your footsteps almost completely silent.

The angle of your weapon can determine your speed. The reasoning for this is that if you’re holding a rifle with both hands, you need to have the rifle down to sprint, and when you draw the gun up to your eyes you slow down. This has some side effects, in that sometimes it seems you’re not running at max speed because your controller is not angled properly. People also can find ways to aim down sights while keeping full movement speed, but that’s cheesing the system a bit. Additionally if you’re experiencing performance issues you’re run speed can be effected.

Weapon

To grab a weapon off your chest hit the grip button. You should always hold weapons with both hands. You lose massive accuracy one handing any weapon, including pistols. If you want to increase accuracy I recommend crafting yourself a PVC mount.  This stabilizes your aiming significantly since both your front and back hand dictate accuracy.  Stabilizing both hands helps a lot. Attach a strap to the mount so you can have both hands free for grenades and medkits.

There is a litany of mounts on the Onward discord and a thread meant just for discussing different mount types.  My mount is not the only one and I recommend you check that out since there are a few solid pre-made options for sale as well.

Reloading

How you reload a gun varies from gun to gun.  LMGS (Automatic Rifleman Class) are reloaded differently than every other gun. Some weapons will have the magazine drop out from it when clicking down on the dominant hands trackpad/thumbstick. The other guns require you to use your free hand and, while clicking down on the dominant hands trackpad/thumbstick, grab the clip out of the gun by pulling the trigger.

If you have an LMG you MUST load it at the start of a round.  It does not come pre-loaded unless it’s a G3.  Additionally for MOST LMGs you have to lift the top open, grab the ammo out of the ammo drum, place it into the gun, and then close the top and cock the chamber.

Additionally you can drop clips on the ground and as long as they are not empty you can pick them up again.  You cannot share clips between teammates.

Grenades

To throw a grenade grab it off your chest using a free hand and the trigger (not the grip button). Pull the pin out of the grenade. To do this use your other free hand and reach for the pin and pull the trigger.

Pulling the pin does not start the cooking process but assures that once you release the trigger the grenade will be let go from your hand. To start cooking the grenade click down on the trackpad/stick. To release the grenade either release the trigger or click and release it, (this is determined depending on if you had the trigger depressed when you started cooking the grenade or not). You have 5 seconds before it explodes.

You can cook any grenade, but cooking a smoke grenade will cause the smoke to start billowing in your hand and then create a trail when thrown. This makes for faster deployed smokes and opens up possibilities for proper smoke grenade rolling. If you only prime the smoke and throw it, it will not deploy until it hits the ground.

Medkits (syringe)

Similarly to grenades in order to grab a medkit/syringe off your chest click the trigger (not the grip button).  To administer a medkit pull the trigger and push down on the trackpad.

Medkits can heal you if you have been hit but not downed, and used to resurrect people that have been downed but not killed. We will talk more about resurrecting and game mechanics in the next section.

Radio/Mic

Your mic is always open in this game.  The mic that is selected is determined by the mic you have set in the SteamVR settings.  An open mic means that while you’re in a lobby everybody can hear you. Once the game starts your voice chat becomes proximity chat. This means that if people are near you and you talk they can hear you, the closer they get to you the better you can be heard. Enemies and teammates can hear you and you cannot turn this off unless you mute your Vive mic all together.

To communicate while far away from your team, use a free hand and reach to your non dominant hand shoulder and hold the trigger (if you’re right handed reach for your left shoulder for example). If done correctly, you will hear a click and this means everybody can hear you on your team but with a little static to mimic the sound of a radio.

Knife

To grab the knife use your dominant hand and click the grip button over your non dominant shoulder.  This equips the knife, but for it to stab somebody you still must pull the trigger while stabbing.

Tablet

The tablet lets you locate the objective as well as your teammates. To grab your tablet, reach over your shoulder and using your dominant hand click the menu button (“b” button for touch).  For those salty vets out there who remember, you can still pull the pad out of your tailbone if you reach deep enough.

The white dot is the objective and the green dots are your teammates.  A yellow dot means a teammate is injured, and a red dot means a teammate is down.  No dot means the teammate is killed. If you are near a teammate it will show their location on the map, but if you are at a distance it will show their direction until you’re close enough for them to show up on the mini map.

Game Mechanics

The goal in Onward is to defeat the other team in a best of 7 series.  This means one series can consist of up to 7 rounds.  1 Round lasts a maximum of 6 minutes.  The goal of each round is for the Marsoc faction to capture the objective, while the Volk defend the objective. A round can also end if one team has all its members killed. Marsoc knows where the Volk objective is, but Volk do not know where Marsoc troops spawn on the map.

Capturing and defending the objective is more important than killing the enemy team. The reason for this is because capturing an objective gives you two points towards the series, while eliminating the enemy team only counts as one point.  The only way to score two points is if you’re on Marsoc and capture the objective. Successfully defending the objective as Volk only awards you one point.

This means a few things:

  • Volk = Black Uniforms / Marsoc = Desert Camo,
  • Once you’re dead, you’re out for that round (Think Search and Destroy game mode in other shooters),
  • The game intends for Volk to camp and Marsoc to attack,
  • This is balanced out by the fact that Volk do not know where Marsoc spawns,
  • This also means that if you’re on Marsoc, don’t shoot at the start of a round. If you have that itchy trigger finger and are wondering if your gun works or is loaded the answer is yes unless it’s an LMG so don’t pull the trigger. If you shoot while on Marsoc you give away your advantage of surprise.

Capturing an Objective

“Oh wow there’s an objective in this game?” is something I hear pretty commonly from new players.  To find the objective check your Tablet.  To attack the objective you must do a few things:

  • Take out the tablet and click on code. This displays the code you need to enter into the tablet once you’re near the objective,
  • Once you have the code memorized, click back and click enter. Now you must enter the code from memory or with a teammate reading it to you. The tablet can be finicky so if you’re having issues punching in numbers try to change the angle and height of the tablet,
  • As long as you’re close enough to the objective, you can enter a code even if the objectives on the other side of a wall,
  • Smoking the objective for cover before you capture it is highly recommended if you intend to capture the objective.

Down but Not Out

As mentioned earlier you can resurrect people in this game.  A teammate can be resurrected only if they are downed and not killed. Being downed means that your screen goes grey, and your character looks like they are dead at your feet.  You can talk to people within a certain proximity to you, and if you reach down to your radio, you can use it by clicking the trigger on your dominant hand. This downed state will last for about 2 minutes before you are killed and returned to the lobby.

This means if you have managed to hit an enemy, and he falls to the ground, the downed enemy may be able to be resurrected and he may be communicating to his team while he is down. It’s a common practice with Onward veterans to “secure” a kill by putting a few more rounds into a downed body in order to send that person to the lobby and out of the round. Headshots are instant kills and always send the player to the lobby.

Downing and killing a person also affects your stats. If you down somebody in a round and they do not either bleed out, or die from “securing” the kill you will not be credited with a kill. Additionally, if you down somebody and a teammate “secures” the kill then your teammate is awarded with a kill, not you.

Similarly resurrecting somebody gives you 1 point under H on the scoreboard (for healing).

Loadouts

Your Loadouts are essentially your saved profiles. When you select a class (Rifleman, Specialist, Automatic Rifleman, Designated Marksman) you are given the option to choose between two profiles.  These two profiles are unique to each class. This is so that you can have two different weapon loadouts per class saved.  Loadouts do not change between rounds or series.

Once you select a loadout you can then customize it. The middle menu is attachments for your weapons while the right menu is attachments for your character. When adding attachments to your character you have a few options. The top selection is grenades, and is the only place you can select frag grenade.  The bottom option is your secondary attachment which can be night vision goggles, body armor, or a smoke/flashbang grenade.

For night maps it is highly recommended you equip night vision as an attachment — for obvious reasons.

Shooting/Damage

There is bullet drop in this game. Go into the shooting range and test it out. All weapons in a class do the same damage and have the same range.  So for example if you select Rifleman, all the rifleman weapons have the same damage and weapon range.

AP rounds penetrate body armor, FMJ rounds do not.  This means if you are using FMJ rounds and your enemy has body armor equipped you will do zero damage to them if you hit their chest. For this reason it’s highly recommended you use AP rounds or aim for limbs/head.  There is some interesting conversations around re-balancing this since in its current iteration AP rounds seem to be the dominant choice in competitive rounds with little reason to select FMJ.

If you are shot and do not heal yourself, you can bleed out and die. You can be shot twice before dying.  Being shot in the head instantly kills you and sends you to the lobby. When reloading I turn the gun sideways so it makes it easier to cock the chamber.  Some people have issues with controllers clanking and this may help.

Settings

Audio

There are two options realistic and normal.  Realistic is very loud, normal is normal.

Grip

There are two grip options. Proximity and clicking. Proximity means that if your hand is close to the weapon, it snaps to it. Clicking means you have to click the grip button for the hands to grab hold. From my experience I prefer click to grip functionality because it allows you to move the weapon around more with 2 hands clicked onto the gun.

Height

The game wants to know your height so it can determine if you’re crouching standing or prone in real life.  Set it to your current height.  There is a height restriction to the game so if you are under 5’4 you will have difficulty moving at full speed.  The game will register you as 5’4 but if you’re actually 3’4 it will look like you’re crouching in game all the time.

Technical Assistance

First and foremost, Oculus users must disable ASW to ensure a smooth experience in the game.

Also, you can hold ALT while opening Onward. This opens the Unity window. You can turn the resolution down here and it will not affect the resolution of the game in the headset, however, turning down the graphics quality will affect what you see in the headset. Turning down just the resolution will turn down the resolution of the 2D display on your monitor.  This is a huge FPS saver and is highly recommended if you’re seeing any hiccups in performance.

For additional performance increases, download this and turn on asynchronous reprojection, then turn off interleaved. This really helps smooth the game out. Also, super sampling makes it way easier to see things in windows / around corners but stresses your PC

Onward displays the left eye perspective on your 2D monitor.  This means if you want to make a video or stream Onward you have to do some extra work to capture the right eye perspective.  If you have questions about that ask away in the Onward discord.

Additional Information

That’s about it for the basics. Detailed strategies and meta game elements are always evolving and changing as the game updates — it is still in Early Access after all. Here is a short list of resources to keep an eye on if you’re into the game:

Content Creators:

Maps:

Sub-Reddit

Discord


Are you playing Onward? If so and you’d like to share some tips for new players, let us know in the comments below!

 

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Onward Field Guide: Tips and Strategies for New Players

Onward Field Guide: Tips and Strategies for New Players

Editor’s Note: This guide is an edited version of a guide contributed by a dedicated member of the Onward community named Alex Tukey; he goes by the online name Nightfiree. The original, living version of this guide can be found in this Google Doc and may receive more consistent updates than this version. This version has been adapted and reprinted with Tukey’s permission. Follow Alex on Twitter here.


This written guide is to serve as a generally informative starting point for playing the VR-only tactical team-based first-person shooter, Onward.  You can download the game on Steam Early Access right now. I notice a lot of threads about questions ranging from how to improve at the game to technical issues like improving framerate. I want to cover them all to the best of my abilities. The ultimate idea is that this becomes a manual for any and all Onward players.

My top recommendation before I get started to get better at this game, regardless of existing skill level, is to join the Onward Discord. Doing this will open up a forum to ask any and all questions you have about the game.  Additionally if you want to look for a team to play with, or are interested in playing in the community’s Bi-Weekly Onward Tournaments, that is where you will want to be.

Navigation

The Guide is broken down into the following topics in order and each of the headings are clickable links to jump straight to the corresponding section:

Control Basics: Discusses basic interaction of the controllers and items.

Game Mechanics: Discusses game objectives / important info to know during rounds.

Settings: Discusses basic settings such as audio and grip functionality.

Technical Assistance: How to increase framerate and other plugins you should have.

Additional Information: This is where I’ve compiled a list of links and other resources to help you after reading this guide.

Control Basics

(For touch users, if I say click down, this means move the thumbstick down and then click in. The majority of this guide will be written with the Vive controller in mind, but it’s 100% playable on Rift with Touch.)

Movement

Movement in Onward is unique in that it is based off of your trackpad/stick and the angle of the controller. To sprint double click up on the trackpad/stick. The faster you move the louder your footsteps will be. Crouching makes your footsteps almost completely silent.

The angle of your weapon can determine your speed. The reasoning for this is that if you’re holding a rifle with both hands, you need to have the rifle down to sprint, and when you draw the gun up to your eyes you slow down. This has some side effects, in that sometimes it seems you’re not running at max speed because your controller is not angled properly. People also can find ways to aim down sights while keeping full movement speed, but that’s cheesing the system a bit. Additionally if you’re experiencing performance issues you’re run speed can be effected.

Weapon

To grab a weapon off your chest hit the grip button. You should always hold weapons with both hands. You lose massive accuracy one handing any weapon, including pistols. If you want to increase accuracy I recommend crafting yourself a PVC mount.  This stabilizes your aiming significantly since both your front and back hand dictate accuracy.  Stabilizing both hands helps a lot. Attach a strap to the mount so you can have both hands free for grenades and medkits.

There is a litany of mounts on the Onward discord and a thread meant just for discussing different mount types.  My mount is not the only one and I recommend you check that out since there are a few solid pre-made options for sale as well.

Reloading

How you reload a gun varies from gun to gun.  LMGS (Automatic Rifleman Class) are reloaded differently than every other gun. Some weapons will have the magazine drop out from it when clicking down on the dominant hands trackpad/thumbstick. The other guns require you to use your free hand and, while clicking down on the dominant hands trackpad/thumbstick, grab the clip out of the gun by pulling the trigger.

If you have an LMG you MUST load it at the start of a round.  It does not come pre-loaded unless it’s a G3.  Additionally for MOST LMGs you have to lift the top open, grab the ammo out of the ammo drum, place it into the gun, and then close the top and cock the chamber.

Additionally you can drop clips on the ground and as long as they are not empty you can pick them up again.  You cannot share clips between teammates.

Grenades

To throw a grenade grab it off your chest using a free hand and the trigger (not the grip button). Pull the pin out of the grenade. To do this use your other free hand and reach for the pin and pull the trigger.

Pulling the pin does not start the cooking process but assures that once you release the trigger the grenade will be let go from your hand. To start cooking the grenade click down on the trackpad/stick. To release the grenade either release the trigger or click and release it, (this is determined depending on if you had the trigger depressed when you started cooking the grenade or not). You have 5 seconds before it explodes.

You can cook any grenade, but cooking a smoke grenade will cause the smoke to start billowing in your hand and then create a trail when thrown. This makes for faster deployed smokes and opens up possibilities for proper smoke grenade rolling. If you only prime the smoke and throw it, it will not deploy until it hits the ground.

Medkits (syringe)

Similarly to grenades in order to grab a medkit/syringe off your chest click the trigger (not the grip button).  To administer a medkit pull the trigger and push down on the trackpad.

Medkits can heal you if you have been hit but not downed, and used to resurrect people that have been downed but not killed. We will talk more about resurrecting and game mechanics in the next section.

Radio/Mic

Your mic is always open in this game.  The mic that is selected is determined by the mic you have set in the SteamVR settings.  An open mic means that while you’re in a lobby everybody can hear you. Once the game starts your voice chat becomes proximity chat. This means that if people are near you and you talk they can hear you, the closer they get to you the better you can be heard. Enemies and teammates can hear you and you cannot turn this off unless you mute your Vive mic all together.

To communicate while far away from your team, use a free hand and reach to your non dominant hand shoulder and hold the trigger (if you’re right handed reach for your left shoulder for example). If done correctly, you will hear a click and this means everybody can hear you on your team but with a little static to mimic the sound of a radio.

Knife

To grab the knife use your dominant hand and click the grip button over your non dominant shoulder.  This equips the knife, but for it to stab somebody you still must pull the trigger while stabbing.

Tablet

The tablet lets you locate the objective as well as your teammates. To grab your tablet, reach over your shoulder and using your dominant hand click the menu button (“b” button for touch).  For those salty vets out there who remember, you can still pull the pad out of your tailbone if you reach deep enough.

The white dot is the objective and the green dots are your teammates.  A yellow dot means a teammate is injured, and a red dot means a teammate is down.  No dot means the teammate is killed. If you are near a teammate it will show their location on the map, but if you are at a distance it will show their direction until you’re close enough for them to show up on the mini map.

Game Mechanics

The goal in Onward is to defeat the other team in a best of 7 series.  This means one series can consist of up to 7 rounds.  1 Round lasts a maximum of 6 minutes.  The goal of each round is for the Marsoc faction to capture the objective, while the Volk defend the objective. A round can also end if one team has all its members killed. Marsoc knows where the Volk objective is, but Volk do not know where Marsoc troops spawn on the map.

Capturing and defending the objective is more important than killing the enemy team. The reason for this is because capturing an objective gives you two points towards the series, while eliminating the enemy team only counts as one point.  The only way to score two points is if you’re on Marsoc and capture the objective. Successfully defending the objective as Volk only awards you one point.

This means a few things:

  • Volk = Black Uniforms / Marsoc = Desert Camo,
  • Once you’re dead, you’re out for that round (Think Search and Destroy game mode in other shooters),
  • The game intends for Volk to camp and Marsoc to attack,
  • This is balanced out by the fact that Volk do not know where Marsoc spawns,
  • This also means that if you’re on Marsoc, don’t shoot at the start of a round. If you have that itchy trigger finger and are wondering if your gun works or is loaded the answer is yes unless it’s an LMG so don’t pull the trigger. If you shoot while on Marsoc you give away your advantage of surprise.

Capturing an Objective

“Oh wow there’s an objective in this game?” is something I hear pretty commonly from new players.  To find the objective check your Tablet.  To attack the objective you must do a few things:

  • Take out the tablet and click on code. This displays the code you need to enter into the tablet once you’re near the objective,
  • Once you have the code memorized, click back and click enter. Now you must enter the code from memory or with a teammate reading it to you. The tablet can be finicky so if you’re having issues punching in numbers try to change the angle and height of the tablet,
  • As long as you’re close enough to the objective, you can enter a code even if the objectives on the other side of a wall,
  • Smoking the objective for cover before you capture it is highly recommended if you intend to capture the objective.

Down but Not Out

As mentioned earlier you can resurrect people in this game.  A teammate can be resurrected only if they are downed and not killed. Being downed means that your screen goes grey, and your character looks like they are dead at your feet.  You can talk to people within a certain proximity to you, and if you reach down to your radio, you can use it by clicking the trigger on your dominant hand. This downed state will last for about 2 minutes before you are killed and returned to the lobby.

This means if you have managed to hit an enemy, and he falls to the ground, the downed enemy may be able to be resurrected and he may be communicating to his team while he is down. It’s a common practice with Onward veterans to “secure” a kill by putting a few more rounds into a downed body in order to send that person to the lobby and out of the round. Headshots are instant kills and always send the player to the lobby.

Downing and killing a person also affects your stats. If you down somebody in a round and they do not either bleed out, or die from “securing” the kill you will not be credited with a kill. Additionally, if you down somebody and a teammate “secures” the kill then your teammate is awarded with a kill, not you.

Similarly resurrecting somebody gives you 1 point under H on the scoreboard (for healing).

Loadouts

Your Loadouts are essentially your saved profiles. When you select a class (Rifleman, Specialist, Automatic Rifleman, Designated Marksman) you are given the option to choose between two profiles.  These two profiles are unique to each class. This is so that you can have two different weapon loadouts per class saved.  Loadouts do not change between rounds or series.

Once you select a loadout you can then customize it. The middle menu is attachments for your weapons while the right menu is attachments for your character. When adding attachments to your character you have a few options. The top selection is grenades, and is the only place you can select frag grenade.  The bottom option is your secondary attachment which can be night vision goggles, body armor, or a smoke/flashbang grenade.

For night maps it is highly recommended you equip night vision as an attachment — for obvious reasons.

Shooting/Damage

There is bullet drop in this game. Go into the shooting range and test it out. All weapons in a class do the same damage and have the same range.  So for example if you select Rifleman, all the rifleman weapons have the same damage and weapon range.

AP rounds penetrate body armor, FMJ rounds do not.  This means if you are using FMJ rounds and your enemy has body armor equipped you will do zero damage to them if you hit their chest. For this reason it’s highly recommended you use AP rounds or aim for limbs/head.  There is some interesting conversations around re-balancing this since in its current iteration AP rounds seem to be the dominant choice in competitive rounds with little reason to select FMJ.

If you are shot and do not heal yourself, you can bleed out and die. You can be shot twice before dying.  Being shot in the head instantly kills you and sends you to the lobby. When reloading I turn the gun sideways so it makes it easier to cock the chamber.  Some people have issues with controllers clanking and this may help.

Settings

Audio

There are two options realistic and normal.  Realistic is very loud, normal is normal.

Grip

There are two grip options. Proximity and clicking. Proximity means that if your hand is close to the weapon, it snaps to it. Clicking means you have to click the grip button for the hands to grab hold. From my experience I prefer click to grip functionality because it allows you to move the weapon around more with 2 hands clicked onto the gun.

Height

The game wants to know your height so it can determine if you’re crouching standing or prone in real life.  Set it to your current height.  There is a height restriction to the game so if you are under 5’4 you will have difficulty moving at full speed.  The game will register you as 5’4 but if you’re actually 3’4 it will look like you’re crouching in game all the time.

Technical Assistance

First and foremost, Oculus users must disable ASW to ensure a smooth experience in the game.

Also, you can hold ALT while opening Onward. This opens the Unity window. You can turn the resolution down here and it will not affect the resolution of the game in the headset, however, turning down the graphics quality will affect what you see in the headset. Turning down just the resolution will turn down the resolution of the 2D display on your monitor.  This is a huge FPS saver and is highly recommended if you’re seeing any hiccups in performance.

For additional performance increases, download this and turn on asynchronous reprojection, then turn off interleaved. This really helps smooth the game out. Also, super sampling makes it way easier to see things in windows / around corners but stresses your PC

Onward displays the left eye perspective on your 2D monitor.  This means if you want to make a video or stream Onward you have to do some extra work to capture the right eye perspective.  If you have questions about that ask away in the Onward discord.

Additional Information

That’s about it for the basics. Detailed strategies and meta game elements are always evolving and changing as the game updates — it is still in Early Access after all. Here is a short list of resources to keep an eye on if you’re into the game:

Content Creators:

Maps:

Sub-Reddit

Discord


Are you playing Onward? If so and you’d like to share some tips for new players, let us know in the comments below!

Note: This article was originally published on February 16, 2017 but has been republished due to the game’s free weekend happening right now.

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UploadVR’s 2016 Game of the Year Winners

UploadVR’s 2016 Game of the Year Winners

Last week we announced a comprehensive list of nominees for our 2016 Game of the Year Awards. There were over 20 categories selected with approximately 4-8 different games and experiences nominated for each category. That all adds up to a ton of amazing content we saw in VR’s first full year of consumer adoption.

We teamed up with the prolific Christopher Sabat (the voice of Piccolo, Yamcha, and of course Vegeta in Dragon Ball Z as well as Roronoa Zoro in One Piece) to record a video announcing each winner in every category. In my opinion, getting a glimpse of gameplay combined with that epic voice is absolutely the best way to experience our award selections. Check it out:

Since there were so many categories to decide and so many voices to hear, we actually had a true deliberation process in real-time using AltspaceVR. That means for three hours I, the Games Editor at UploadVR, Staff Writer Joe Durbin, Staff Writer Jamie Feltham, and Senior Editor Ian Hamilton, all discussed the nominees and who we thought deserved to win each and every category. That entire process was recorded, so get your popcorn ready.

We know it is three hours long, at the very least the first 25 or so minutes are pretty funny. The whole thing is embedded below.

We also have the third, and quickest, way to digest our selections and that’s in plain old text format.

Check them out below!

Best Music/Sound Design Winner: Thumper

Bound

EVE: Valkyrie

The Gallery: Episode 1 – Call of the Starseed

Thumper

Until Dawn: Rush of Blood

Best Art Direction Winner: Bound

ADR1FT

Bound

The Climb

Obduction

Robinson: The Journey

SUPERHOT VR

Thumper

Best Online Game Winner: Werewolves Within

Arizona Sunshine

Battlezone

Dead and Buried

EVE: Valkyrie

Onward

RIGS

The Unspoken

Werewolves Within

Best Narrative Winner: The Gallery: Episode 1 – Call of the Starseed

The Assembly

Edge of Nowhere

The Gallery: Episode 1 – Call of the Starseed

Obduction

Robinson: The Journey

Best Immersive Film Winner: KÀ The Battle Within

Ctrl

Gnomes and Goblins

Henry

KÀ The Battle Within

Best Productivity App Winner: Bigscreen

Bigscreen

Envelop

LightVR

Virtual Desktop

Best Creativity App Winner: Tilt Brush

Gravity Sketch

Medium

Quill

Tilt Brush

Best Racing Game Winner: DiRT Rally

Blaze Rush

DiRT Rally

Driveclub VR

Project CARS

Redout

Best Horror Game Winner – A Chair in a Room: Greenwater

A Chair in a Room: Greenwater

The Brookhaven Experiment

Dark Days

Sisters

Until Dawn: Rush of Blood

Best Action/Adventure Game Winner: Vanishing Realms

Chronos

Edge of Nowhere

SUPERHOT VR

Vanishing Realms

Windlands

Best Puzzle Game Winner: SUPERHOT VR

Fly to KUMA

Hitman GO: VR Edition

Neverout

Please, Don’t Touch Anything

SUPERHOT VR

Water Bears VR

Best Shooter Winner: Onward

Arizona Sunshine

Damaged Core

Onward

Raw Data

RIGS

Space Pirate Trainer

Most Surprising New Game Winner: Onward

The Brookhaven Experiment

Eagle Flight

Onward

Space Pirate Trainer

Thumper

The Unspoken

Vanishing Realms

Best Mobile VR Game Winner: Minecraft

Dark Days

End Space

Minecraft

Neverout

Sisters

Tactera

Wands

Best Rift Game Winner: The Unspoken

Arizona Sunshine

Chronos

The Climb

Damaged Core

Edge of Nowhere

Lucky’s Tale

SUPERHOT VR

The Unspoken

Best Vive Game Winner: Arizona Sunshine

Arizona Sunshine

The Brookhaven Experiment

The Gallery: Call of the Starseed

Job Simulator

The Lab

Onward

Raw Data

Vanishing Realms

Best PS VR Game Winner: RIGS

Battlezone

Bound

How We Soar

Job Simulator

Rez Infinite

RIGS

Thumper

Until Dawn: Rush of Blood

Best Social Variety Experience Winner: AltspaceVR

AltspaceVR

Bigscreen

Destinations

High Fidelity

Rec Room

Toybox

Most Innovative VR Game Winner: Fantastic Contraption

Accounting

Damaged Core

Eagle Flight

Fantastic Contraption

The Gallery: Episode 1 – Call of the Starseed

Job Simulator

The Lab

SUPERHOT VR

Breakout VR Game Studio Winner: Owlchemy Labs

CCP Games (EVE: Valkyrie, Gunjack, Project Arena)

Cloudhead Games (The Gallery)

High Voltage (Damaged Core, Dragon Front)

Insomniac (Edge of Nowhere, The Unspoken)

Owlchemy Labs (Job Simulator, Rick and Morty)

Playful Corp (Lucky’s Tale, Wonderland)

Squanchtendo (Accounting)

Survios (Raw Data)

Best VR Game of the Year Winner: Arizona Sunshine

Arizona Sunshine

Damaged Core

The Gallery: Episode 1 – Call of the Starseed

Job Simulator

Onward

Rez Infinite

SUPERHOT VR

The Unspoken

Most Anticipated Upcoming VR Game of 2017 Winner: Star Trek – Bridge Crew

Arktika.1

Fallout 4 VR

Farpoint

Lone Echo

Resident Evil 7: Biohazard

Rock Band VR

Star Trek: Bridge Crew

Wilson’s Heart


What are your picks for some of the best games and experiences this year? Did your favorite not win what you thought it would? Let us know in the comments below!

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Valve Invites ‘Onward’ Dev Dante Buckley To Work In Its Offices In January

Valve Invites ‘Onward’ Dev Dante Buckley To Work In Its Offices In January

Dante Buckley has had a whirlwind of a year. In August, the 20 year old released one of the Vive’s most beloved shooters, Onward. Next month, he’ll move into the offices of Valve itself.

Buckley isn’t straight up joining the SteamVR maker, but instead moving into its offices in Bellevue, Washington to continue work on his game during January. Writing in an update on Onward‘s Steam page, the developer revealed that Valve had invited him to come work in the offices for the month as he continued to improve the game looking ahead to 2017.

Buckley said that “this means that many more awesome developments are coming in Onward‘s future,” though he didn’t get into specifics today. He did, however, say that a new update for the game will be out soon, which should introduce some bug fixes.

It’s a massive announcement for Buckley, who has been a one-man development team behind Onward. The developer dropped out of college when he was just 18 to work on the game, which became a surprise hit. Onward is a multiplayer first-person shooter that’s more ARMA than Counter-Strike, with realistic gameplay. The game is currently in Early Access, though Buckley aims to release the full version at some point in 2017.

We spoke to Buckley earlier this year about his experience making Onward.

He isn’t the first developer to spend time working internally at Valve; Budget Cuts developer Neat Corporation also spent a month working there this year. These short stays will no doubt be of huge benefit to indie studios, giving them experience and resources from the company not only behind the HTC Vive but also legendary games like Half-Life and Portal too.

If you want to send some congratulations Buckley’s way then Onward is currently discounted in Steam’s Winter Sale as it nears its end. If you’ve already got it, then why not recommend it to a friend? We certainly would.

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Does Virtual Reality Gaming Have a Multiplayer Problem?

Does Virtual Reality Gaming Have a Multiplayer Problem?

The other day I wanted to play a round of Eagle Flight online. This isn’t an impulse that I’ve felt a great many times but it was Friday night and I was alone just getting back from a really cool party and so I thought “why not.”

I strapped on my Oculus Rift, tapped my way into the experience, cursed Ubisoft as I began the mandatory Uplay login, tried to remember my Uplay password, failed to remember my Uplay password, cursed Ubisoft again, reset my Uplay password and finally made it into the game.

As I launched my search for an opponent, I took on my Eagle form and waited on my perch for competitors to join the match. Then I waited, and waited and waited a bit more. At around five minutes I was just about to give up and go lose a few rounds of Overwatch (no I will NOT switch off Hanzo even though my aim sucks. He shoots dragons) when another player finally materialized. That’s it. Just one.

Eagle Flight multiplayer is a capture the flag style dogfight that’s supposed to include three eagles on each side. This particular match however would just be me and “AWSM-DUD69.”

We did our best to keep things entertaining and played out the entire round. In the end the balancing of the game just didn’t work in a 1v1 setting and so we ended up with a very exciting tie. Surely this cannot be the best online VR gaming can be, can it? Certainly we’re a long way away from Sword art Online or Ready Player One but are we really starting this far off of the mark?

Does VR have a multiplayer problem?

Anyone? Anyone?

The number one problem plaguing the population rates of multiplayer VR games at this stage in the industry is its user base. We do not officially know how many VR headsets have been sold, but informed estimates put the numbers for the Oculus Rift and HTC Vive below 500,000 in 2016.

This means that for Rift and Vive — the two most active, high-end platforms for Online VR multiplayer — there are less than a million total users. Now, divide that by the fact that Oculus and Vive typically don’t share cross-platform support for their games (Oculus is powered by Oculus Home and Vive gets its content through Steam) and you’ve got a fractioned population. Now take that group and give it dozens of different games to choose from on any given night, spread it over several different time zones and see how many players each title is able to attract.

On a pure numbers basis it certainly seems like VR does have a multiplayer problem.

Fun Factor

Onward is a military simulation VR game in which I’ve never had to worry about finding a match. Each and every time I’ve loaded into it I’ve been met with at least enough people to play a meaningful 3v3 or even 5v5 contest.

Onward is only available on the Vive and Eagle Flight is available on Rift and PSVR, with a Vive version on the way. Eagle Flight is not a bad game by any means but its mechanics, replayability and overall appeal pale in comparison to Onward. It seems people are much more interested in living out their military combat fantasies than they are in flying around Paris and hunting squirrels.

All things being equal VR would simply not have enough players to flesh out all of its various multiplayer experiences. However, fun itself is creating a hierarchy of sorts. The most enjoyable games will be able to draw in enough players to keep their servers plenty busy.

Games like Onward should be an encouragement to the VR community. If you see an upcoming multiplayer game and think “dang that looks so fun,” chances are you are won’t be alone in that thought or in the online lobby when you finally boot it up.

Featured Image: Factor Tech

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‘Onward’ and Upward: How A College Dropout Built One Of The Best VR Shooters

‘Onward’ and Upward: How A College Dropout Built One Of The Best VR Shooters

On the night of August 29th, 2016, Dante Buckley started crying.

It wasn’t because he was heartbroken from a devastating breakup, or because he was sad and distraught from horrible events in his life. No, this night, Dante Buckley was crying tears of joy, relief, and excitement. After dropping out of college and focusing on teaching himself how to create a video game from scratch almost entirely by himself, his game, Onward, was finally released on Steam Early Access. The weight had been lifted and he could finally breathe again. A long, arduous road he started down over a year ago had finally reached its first milestone.

But this wasn’t the end of the road — he was just getting started.

The Anatomy of a Surprise Hit

“This is my first-ever interview,” Buckley confessed nervously during a Skype call. “I honestly did not know how big the game would be. I dropped out of college and focused for a full year on game development. I had some funds left that didn’t go towards tuition and I just went heads down and focused. I had a bit of programming background, but not in gaming. I watched YouTube, used resources online, and just built Onward. That’s where the name for the game came from. I wanted to keep moving forward and this was the perfect name for that point in my life.”

Now, two short months later, Onward has over 700 reviews on Steam with a ‘Very Positive’ designation and it’s widely regarded as one of the best VR shooters available on any headset. It’s easily one of the most popular games among Vive gamers on Steam.

Which, in some ways, defies logic. Conventional wisdom says create a fun, accessible game that can be enjoyed by gamers of all types and VR-comfort levels. Make it sickness free. Provide a multitude of movement options. Hold hands and simplify controls. That’s what common knowledge says for a brand new medium, but Onward isn’t like that. It’s a hardcore, simulation-style, multiplayer military shooter that requires motion controls and a roomscale environment.

According to the game analysis website Steam Charts, Onward had over 270 concurrent players at its all-time peak and maintained over 50 players on average throughout the past month — which means you should never have issue finding a game. That may not sound like much, but compare those numbers to other multiplayer VR shooters you may be more familiar with, such as Battle Dome (87 all-time peak,) Hover Junkers (107 all-time peak,) or even the 100% free Rec Room (112 all-time peak) and the popularity is clear.

“It’s my first game and nobody knows who I am and I just really didn’t expect it to be this big,” Buckley admitted. “I started working on the game when I was 18 and I’m 20 now. It’s just so much bigger than I could have expected.”

Much to his surprise, the game was a hit in the budding market of VR gaming. The surprise success adds up to approximately 18,000 sales so far to date. The game costs $25, and with a little quick math, that means the game has made ~$400,000 from Onward, not counting any limited sale periods and not factoring in the revenue split from Steam. For a small game made by a single college dropout, that’s tremendous.

“I definitely grew up playing a lot of first-person shooter games,” Buckley said. “The biggest one for me was probably Halo, back when I was around six on the first Xbox. I used to play the old Call of Duty games on PC too, my dad let me try those. Medal of Honor, Battlefield, Ghost Recon, and Rainbow Six too.”

A Hardcore Shooter Without Compromises

The VR landscape is constantly in flux in its early  stages and there is an apparent mad dash to be one of the first in various different genre categories. Buckley knew that people would release shooters, but they weren’t the shooters he wanted. A focus on arcadey, simple experiences was a far cry from he tactical realism the desired.

“I knew there would be a market for it, ” Buckley said. “So I just made this game for myself. I want Onward to be my dream game. This is based on what I want to play and what I’ve played in the past. ”

The game’s entire development was also chronicled in a series of dev blogs on YouTube, the first of which was posted almost a full year ago. That was a crucial part in building the game’s fan base. But he wasn’t just creating Onward, he was creating an entire game development studio. By hiring some freelance commissions and contractors to help with art work and other assets, he took on the job of programming and launching the game, and thus Downpour Interactive was born.

When someone loads into the game for the first time, it can be overwhelming. There is a brief series of tutorial-esque moments and a shooting range to practice on, but it definitely isn’t a game for the feint of heart. He encourages everyone to watch the tutorial video (embedded above) before actually playing the game. It feels like one of those safety training videos they make you watch before going on certain rides at Disneyland.

Due to the type of game that Onward is, you’ll be using the full compliment of both Vive controllers. You can move yourself freely around the environment using the left touchpad, or physically walk, duck, and maneuver in your actual physical room. Reach down and grab your gun, put a magazine in, load the chamber, and configure settings all using actual switches and slots on the physical gun’s model.

You can reach up to your shoulder and talk to teammates on your radio, or grab the grenade at your belt, pull the pin, and toss it at your enemies. You’ve even got a knife at the ready for use in close-quarters combat. All of these things I’ve described are in most other modern military shooters — but they’re not in VR. Using your hands and physically doing all of these things — like ducking behind a wall as an enemy fires at you from 100 yards away — is a visceral feeling unlike anything else I’ve tried inside a headset.

Since the game uses a mixture of roomscale movement and artificial trackpad locomotion, you’d initially assume people would get sick, as that’s the common understanding. But according to Buckley, that’s almost never the case.

“I got lucky with how people don’t really get sick. People that get sick in other games don’t seem to get sick in Onward,” Buckley laughed. “I can make some guesses, but I don’t really know what I did to avoid sickness.”

Essentially, there are three main contributing factors, he surmises. Firstly, there is no yaw rotation, meaning you can’t artificially move your head’s view from side-to-side using the trackpad. That’s often a big contributing factor, so he makes you physically turn your head. Secondly, the touchpad movement actually help as well, as you can adjust your speed and acceleration based on where you place your thumb — or lack of acceleration, as it were — however you want. Finally, by focusing your vision downfield at enemies and points of interest, it creates a subconscious tunnel vision that emulates the narrowing field of view seen in other games, like Eagle Flight.

I’ve never been susceptible to motion sickness either inside or outside of VR, but I can verify that I also don’t experience it in Onward either. Granted, it could also be the hardcore-leaning nature of the experience as well. I assume it’s tough to focus on whether or not you’re nauseous when you’re splayed out, prone on the ground, trying to line up a shot a few hundred yards away.

In fact, I’ll never forget the first time someone opened fire on me — it had that sudden, adrenaline-infused impact of an event that was actually happening. It didn’t feel like a video game as I ducked for cover.

Building VR For The Future

As much as Buckley loves making Onward, he doesn’t want to stop with where he’s at right now. Ultimately, he’s a creator at heart. He has ideas for adding cooperative missions and expanding the competitive modes, as well as other game ideas for the future.

“I don’t think multiplayer is going anywhere for me, but I want to go into singleplayer storytelling soon,” Buckley explained. “I don’t see myself leaving the shooter genre much, but there are other genres I enjoy. I am really interested in telling stories in VR and I just knew that multiplayer was a great place to start and learn. That’s really what the studio name, Downpour Interactive, is all about. I want to make people feel a downpour of emotions when they play my games.”

There is already such a wide variety of content available for VR devices, it’s easy to see the allure of other genres at some point in the future. He’s working on building a team for Onward right now, since it’s still mostly just him by himself pushing out patches and updates.

“It’s been super stressful with lots of Red Bull,” Buckley told me. “Continuous 14+ hour work days. It’s been worth it though — it’s lots of fun and I love it. After Onward, I’ve got at least 5-10 other game ideas I want to work on in the future. It’s been really scary though, putting myself out there so much as the face of this game and the company. Gamers can get a little extreme with their opinions. For the most part though, it’s been super positive and I wouldn’t be where I am without the fans. Their support means everything to me.”

Onward and upward, indeed.


Onward is now available on Steam for $24.99 with official support for the HTC Vive with motion controllers.

Tactical Military Shooter Onward Arrives For HTC Vive As Early Access Title

There are plenty of shooters available for the HTC Vive, but very few put players in a realistic military setting with a serious atmosphere – that is exactly what Downpour Interactive’s Onward does.

Onward is very much a military simulation, with players requiring coordination, communications and object completing skills in online infantry combat, all on the HTC Vive. In this Early Access version, the title has functioning online multiplayer, two maps with day and night modes, and equipment such as grenades, flash bangs, and night vision. There are also 28 faction speccific weapons, and a shooting range to become as skilled as you can.

onward

If you think that this build isn’t up to scratch, then the developers have reassured us that there is so much more to come of the title: “Onward is still in its early stages, so there will be bugs and issues found in this current build. However, this is only the beginning. Onward will continually improve over time with weekly updates, bug fixes and new content!”

The full version is expected to have six to eight maps, custom built weapons, a character assets. The developer went on to explain: “Once the community has grown and I have stress tested servers, I hope to push the player count up to 12v12. I also want to add a coop “enemy elimination” mode in the future so players can team up together against AI on multiplayer maps, to practice before going to PVP. And lastly I also plan to have deeper steam integration in terms of ranks and achievements.”

The price for Onward is currently £18.99 (GBP), and it is expected to increase as it becomes a full title. The full title is expected to come out after 10 to 12 months in Early Access.

For more on the latest HTC Vive releases, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.