Preview: Wanted Killer VR

There’s a lot of discussion in virtual reality (VR) fan circles about movement and locomotion. Some users outright avoid teleport movement mechanics altogether, while others say they are necessary to include to reach a wide audience. Developer Playsnac have created a title that might make even die-hard teleport avoiders give the mechanic a try.

Wanted Killer VR is a tactical first-person shooter that mostly revolves around a ‘tactical teleportation’ mechanic. This mean that you can set up where you are going to teleport to, and then a pink line will appear and you will drop into slow motion, allowing you to take out enemy troops as you travel towards your destination point, where time will automatically resume its usual pace.

Wanted Killer VR screenshot

Normal instant teleport is also available, and there is an option for smooth locomotion as well, but using these does feel like you are effectively avoiding the main unique selling point of Wanted Killer VR. Smooth locomotion in particular almost feels like cheating with how much easier it becomes when using it.

You are automatically equipped with a pair of pistols, which can be replaced or upgraded as you progress. In practice, however, guns which you pinch from enemy troops tend to be more effective, especially when you can grab an assault rifle, use it until it runs out of ammo, then steal another one.

The graphics are good, the environments are nicely detailed for the most part and the assets fit well together. There are only about five maps in the current Early Access version, so expect to see the same locations fairly regularly. The enemies are apparently supposed to rag-doll on death, but the animation is very stiff and often makes them look like shop manikins. So that could probably use some tweaking.

The overall aesthetic feels quite 1980s, with pink neon all over the place and a graphical style reminiscent of Borderlands or an 80s anime. It works quite well for the most part and gives it a fairly unique feel.

Wanted Killer VR screenshot

The sound is fine, if not particularly standout. It works as background, and the sound effects and sounds balance work quite well for the most part. The spatial audio could use some tweaks, since at times the audio effects came from the wrong direction, which was a little off-putting.

The enemy AI could likewise use improvement, as they are not particularly clever and mostly seem to be cannon fodder. Some more challenging opponents might be interesting.

Though the 80s stylings and Steam store page suggest some sort of storyline, there is little actual story currently available in the Early Access version, and this is the sort of title that could only benefit from a suitably over-the-top action-adventure story to match its cartoon style.

There is clearly still plenty of work that needs to go into Wanted Killer VR, with the promise of more maps, characters and missions, though there is a definite solid basis for a brilliant VR videogame in here.

The development team need to play to the strengths of what they have in Wanted Killer VR and add the kind of content and polish that will raise Wanted Killer VR into something that could be exceptional.

Wanted Killer VR Shoots On To Steam Early Access

Playsnak has launched its second virtual reality (VR) title on Steam, coming back with a vengeance. Wanted Killer VR, announced last month, is now available as an Early Access title, compatible with the Oculus Rift, HTC Vive and Windows Mixed Reality head-mounted displays (HMDs).

Wanted Killer VR screenshot

From Berlin-based developer Playsnak, Wanted Killer VR throws the player into a chaotic world full of blazing-guns as they attempt to take down the evil GENETIC MINDS Corp. The Steam Early Access version of Wanted Killer VR casts the player as Ricky; one of four playable characters currently being developed for the final release edition of the videogame.

As you blast through 15 missions, you’ll have an arsenal of upgradeable weapons at your disposal, as well as the time-based skills such as teleportation. However, the abilities aren’t provided in place of smooth locomotion as with many VR titles; Wanted Killer VR is a full 360-degree experience with manual movement controls in addition to optional teleportation.

“Our goal is put players right at the heart of white-knuckle action sequences. You really are free to find your own flow and get creative in how you put the game’s innovative weapons to work,” stated Game Director P.J. Esteves.

Wanted Killer VR screenshot

Further setting Wanted Killer VR apart from the crowd, the videogame has a unique visual style that seems to imitate the cel shading technique that was popular at the turn of the century, featuring bright colours and a cartoonish aesthetic.

Founder and CEO of Playsnak, Paha Schulz, said: “We couldn’t be happier with how Wanted Killer VR is shaping up, and we’re really excited to continue development with input from Early Access players. The team has done an amazing job of creating a world where frenetic gameplay and individual tactical choice go hand-in-hand, and we can’t wait to hear what people think.”

Wanted Killer VR is available to download now via Steam Early Access for $9.99 USD, compatible with the Oculus Rift, HTC Vive and Windows Mixed Reality HMDs, and is also coming soon to the Oculus Store. VRFocus will keep you updated with all the latest details on Wanted Killer VR and other VR titles from Playsnak.

Developer Playsnak Announces New Shooter Wanted Killer VR

Berlin-based developer Playsnak have announced that it will be releasing a new fast-paced virtual reality (VR) shooter called Wanted Killer VR on to Steam in May 2018.

Wanted Killer VR puts the player in the role of a secret group who are opposing the evil corporate empire of Genetic Minds Corp and its maniacal private army.

The title is set to hit Steam Early Access in May 2018, where players will be able to test out different game modes, such as the single player campaign, wave-based survival mode or skill challenges. Combat uses a flow-based combo system along with time-bending ‘bullet time’ mechanics to create a fast but strategic gameplay style.

Wanted Killer VR is loosely based on a mobile title called Killer, produced by Korean developer nChant Interactive, but while some assets have been borrowed from the mobile version, the VR version features a completely new story, gameplay and progression.

Game Director on Wanted Killer VR, Patrick Esteves, said: “We set out to create a game that blends over-the-top B-movie type characters and storyline with innovative VR gunplay. Our goal at Playsnak is first and foremost about how the gameplay feels and how it can push VR forward. For Wanted Killer VR we found that by combining a variety of interesting weapon types, unique gun steal mechanics, and an innovative approach to teleport, we have made something that we think VR gamers will appreciate. The cherry on top was adding stylized graphics to the mix that really highlight the game’s ‘arcadey’ feel. We’re bringing Wanted Killer VR to Early Access very soon which gives us the amazing opportunity to share our progress with the community and use our players’ suggestions to tweak our dev roadmap and ultimately increase the quality of the game.”

The title is designed for HTC Vive, with a full 1.0 version planned to be made available by Q4 of 2018. Further information can be found on the Steam store page. Further news will be here on VRFocus.

Preview: Neon Seoul: Outrun – All you Need is a Need for Speed

When you hear about a new studio helmed by veteran videogame developers there’s always that anticipation that something good is coming. In the case of Playsnak – which includes former Crytek veterans who played a part in creating The Climb and Robinson: The Journey – that anticipation is duly justified and the studio hasn’t disappointed with intriguing looking magical adventure Shaman: Spirithunter. While that videogame isn’t due to arrive until next year, Playsnak has instead released an early access experience that’s set to form part of a larger universe, an endless runner called Neon Seoul: Outrun.

Neon seoul 2

It may seem like a simple genre to start off with for a team so well versed in virtual reality (VR) development but Neon Seoul: Outrun shows all the hallmarks of a polished experience, even at this early stage.

Instantly noticeable before you’ve even started playing is the bold, neon rich design aesthetic that looks like it’s been inspired by 80’s videogames and films like Tron, much like Blasters of the Universe or Battlezone. Not that you’ll be paying too much attention to the environment once you get going, Neon Seoul: Outrun is fast, very fast, putting you on a futuristic high-speed bike with one job, make it as far as possible to achieve a massive highscore.

The current early access version features eight track variations yet they don’t seem to be that different. They each have a random selection of cars, trucks and massive buses that span multiple lanes which you can ride under. There’s only one bike which doesn’t feature any customisation options, so you can’t pimp it with any flashy decals.

Neon Seoul: Outrun

That’s not the point of Neon Seoul: Outrun in any case, the experience is all about getting your head down, hitting max speed and not trying to crash in a ball of flames. Neon Seoul: Outrun is a seated experience that requires no additional controls whatsoever. All the menu options are controlled through gaze, while the actual bike movement by leaning in various directions with the headset. Leaning forwards increases your speed while leaning backwards slows you down.

While this type of system may conjure up thoughts of VR nausea, Playsnak have managed to make it very smooth and comfortable ensuring most players will enjoy the experience without any adverse effects. Which is good, as Neon Seoul: Outrun is addictive in both its design and gameplay. With a thumping soundtrack by synthwave artists such as Isidor, Raphael Gesqua, and Noise Symphony, speeding down these futuristic highways becomes a psychedelic barrage of colour and sound that’ll keep you on your toes until a car changes lane end you smash right into it.

In its current form Neon Seoul: Outrun doesn’t offer much in the way of replay value, with global leaderboards to see how well (or bad) you’ve done. Yet that’s essentially all that most endless runners offer, so in that respect Neon Seoul: Outrun hits the mark. With the full rollout due in Q2 2018, VRFocus will be keenly keeping its eye on Playsnak’s videogame to see how the studio expands the experience.

Cyberpunk Racer Neon Seoul: Outrun Heading to Early Access

Playsnak are bringing the cyberpunk aesthetic to virtual reality (VR) with the release of high-speed hoverbike racing title Neon Seoul: Outrun into Steam Early Access for HTC Vive and Oculus Rift.

Players take the role of an Outrunner, a rebel racer defying the restrictions placed on the population by the artificial intelligence systems that control the world. Players climb into the seat of a powerful hoverbike capable of hitting incredible speeds of over 1,000km/h in a bid to capture the thrills and excitement usually denied to the population of this future world.

The developers have created a control system designed specifically for VR that allows players to utilise an intuitive control system that lets users steer the VR bike with simply body movements. In addition, tracks have been created to be dynamic, where no two races will be the same, giving users a larger variety of challenges to face. Players will race to a synthwave soundtrack designed to represent the cyberpunk atmosphere of the videogame world, featuring artists such as Isidor, Raphael Gesqua and Noise Symphony.

Neon Seoul: Outrun forms part of a larger cyberpunk universe created by Playsnak, which is planned to grow to include other types of VR experiences and stories all set in the same dystopian future world.

Game Director on Neon Seoul: Outrun, Patrick Esteves, said: “The game really harnesses the power of VR to give an authentic sense of speed and control in a racing game, and players will enter a universe where the sights, sounds, and stories all combine to fuel the adrenalin rush of fighting for first place. We’re bringing Neon Seoul: Outrun to Early Access today so our community can make its voice heard right from the start and help us to shape not only the gameplay, but also the immersive cyberpunk world we’re building.”

Neon Seoul: Outrun will be released on Steam Early Access for Oculus Rift and HTC Vive on 10th December, 2017. Further information can be found on the Steam store page. A trailer is available to view below.

VRFocus will bring you further news on Neon Seoul: Outrun as it becomes available.

Become a Shapeshifting Warrior in Shaman: Spirithunter, Coming to Oculus Rift 2018

Earlier this year virtual reality (VR) startup Playsnak announced that it had received a total of $2.5 million USD of investment from South Korea’s K Cube Ventures. Today, the studio has revealed its first VR title in the form of magical adventure Shaman: Spirithunter.

The videogame puts players in the role of a fledgling shaman who must free his land from a deadly winter that never abates, wiping out his people. Featuring both third-person and first-person gameplay, players hunt enemies using the first camera view and then when thy’re ready to strike with their bow and arrow move into the latter view. Playsnak has also added a third camera view in Shaman: Spirithunter, with a high-angled locomotion view to explore aspects of the environment.

Playsnak Shaman Screenshot Spirits

In this winter landscape players will need to solve challenging environmental puzzles and hunt depraved spirits using a combination of stealth and skill. As they do so, they’ll be able to upgrade their abilities to become the ultimate hunter. Being a shaman players also have another trick up their sleeves, shapeshifting. Taking the form of wild animals, each one will offer new ways to overcome this hostile world. And the more their shaman powers grow the more creatures they’ll be able to transform into, unlocking all their strength, agility and instincts.

Shaman: Spirithunter’s Game Director, Martin L’Heureux, said in a statement: “We set out to create a game that blends immersive storytelling with innovative ideas. VR gives us the ability to explore largely uncharted territory, and Shaman: Spirithunter shows not only the team’s development know-how, but also—we hope—our desire to take players somewhere they’ve never been before. We look forward to bringing Shaman: Spirithunter to Oculus Rift first, and to exploring the potential of other VR platforms in the future.”

The studio formed back in 2015, featuring a team that includes former Crytek veterans who played a part in creating The Climb and Robinson: The Journey.

Playsnak has confirmed that Shaman: Spirithunter will be coming to Oculus Rift in 2018. As further details are released, VRFocus will keep you updated.

VR Startup Playsnak Gets $2.5million in Seed Funding

Virtual reality (VR) videogaming company Playsnak has announced that it has received an additional $1.2 million (USD) seed investment from developer and publisher gumi inc. This is added to the funding already received from South Korea’s K Cube Ventures for a total of $2.5 million.

Playsnak CEO, Paha Schulz, said: “Investment from a well-established partner like gumi offers further affirmation that our vision for innovative VR content is on the right track. This funding will bolster our position and expand our capabilities as we build towards the announcement of our first VR game IP in the next weeks. We’re grateful to all our investors for their faith in us, and we look forward to giving players a first look at what we’ve been working on very soon.”

Playsnak were founded in 2015 and currently have offices in Berlin and Los Angeles. The company is currently working on it’s debut VR title, which is due to be released soon. Gumi inc have expressed that the investment reflected the company’s global ambitions and the quality of product that Playsnak are developing.

CEO of gumi Inc., Hironao Kunimitsu, said: “We’ve been extremely impressed by what Playsnak has been able to achieve in the short period of time the company has been up and running. Its focus on creating first-class VR experiences fits perfectly with our own portfolio of products and ambitions to break new ground for gamers, and we believe this strategic partnership opens the door to exciting opportunities for both parties.”

Further information on the upcoming Playsnak title can be found at the official website.

VRFocus will continue to report on developments within the VR industry.

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Paha Schulz, the founder of Playsnak, has a wealth of industry experience spanning from Crytek to Electronic Arts. Taking that and the talents of well-seasoned industry vets, Schulz created a new venture with Playsnak, a company focused on mobile and VR game development and publishing. Playsnak announced via press release they’ve received a $1.3 million seed investment from K Cube Venturesl,  a firm that has allocated $100 million in assets from 2012 until now.

“We expect that Playsnak will lead the game market with their in-house competency to develop innovative VR content and diverse global business competency in the evolving next-generation game market, said Andy Shin, Partner at K Cube Ventures who led this deal, in a prepared statement.

K Cube invests anywhere from $100,000 to $2 million per start-up, depending on the partnership. With the $1.3 million investment, it’s clear they believe in Playsnak’s mission and potential to produce and/or publish quality mobile and VR experiences. Playsnak hopes to extend into augmented reality down the line and K Cube’s experience with business development, team building, networking, investing, and other crucial business elements might pay dividends for the young startup. In the press release, Schulz was candid about where the allocated funds would go and the company’s far-reaching goal.

“Through this funding Playsnak will focus on developing and finding innovative VR & mobile games, as well as focusing on bringing the Asian and Western game market closer together and becoming a true global player in the game industry.”

Playsnak Raises $1.3million to Continue VR & Mobile Development

Developer Playsnak, which has locations in Berlin, Germany and Los Angeles, California, has announced today that its secured $1.3 million USD in seed investment from South Korean Venture Capital investment firm K Cube Ventures. This investment will help the studio to continue development in both mobile and virtual reality (VR) fields.

Playsnak was formed in 2015, co-founded by industry veteran Paha Schulz along with other industry professionals from Crytek, NCsoft, Electronic Arts and Nintendo.

Visualise - Gear VR

“Through this funding Playsnak will focus on developing and finding innovative VR & mobile games, as well as focusing on bringing the Asian and Western game market closer together and becoming a true global player in the game industry,” said Paha Schulz, Founder & CEO of Playsnak.
While Playsnak develops first party videogames, it does publish second and third party titles from mobile game developers around the world, mainly from Asia in the western market. In terms of VR Playsnak hasn’t yet announced the title it’s currently developing.

K Cube Ventures is a Seoul, South Korea based venture capital firm focusing on early investments mainly in mobile, tech and game related startups.

“Playnak is an internationally diverse and highly experienced team with extensive cutting-edge experiences in VR content development and global game business” said Andy Shin, Partner at Kcube Ventures who led this deal. “We expect that Playsnak will lead the game market with their in-house competency to develop innovative VR content and diverse global business competency in the evolving next-generation game market.”

As Playsnak unveils details on its VR project, VRFocus will let you know.