F1 22 Developers: ‘No Plans’ For PSVR Support

In an interview with TechRadar, the developers of F1 22 stated they have “no plans at this time” to bring PSVR support to the game on PS5.

Back in April, developer Codemasters announced that F1 22, the upcoming title in the annual F1 game franchise, would release with full optional VR support on PC. The game is also set to release on other platforms, including PS5, so we remained hopeful that we might see PSVR 2 support down the line.

However, with PSVR 2 now unlikely to launch this year, we might have to wait for the next annual installment for that to eventuate. In an interview with TechRadar, F1 22’s Senior Creative Director Lee Mather stated there was “no plans at this time” for PSVR support, with the VR mode staying exclusive to the PC release for now.

“We’ve been investigating VR for some time and we want to bring it to our F1 game without compromise,” Mather told TechRadar. “We have partnered with a team who has worked on other Codemasters’ titles and it has taken several years to get us to this point where we know we can deliver a premium experience for our players.”

We got our first look at PC VR gameplay of F1 22, and it’s a shame that it won’t be coming to PSVR 2 in any capacity just yet. That being said, even if the developers intended to add PSVR 2 support for F1 22, by the time the headset actually releases, we’ll likely be closer to the release of F1 23. Here’s hoping that something is being planned for that release, at the very least.

If nothing else, we’re still  holding out for eventual PSVR 2 support for Gran Turismo 7 later down the line.

You can read more about PC VR support for F1 22 here and check out some gameplay here.

Green Hell VR Will Support PlayStation VR in 2023

Incuvo launched the highly recommended Green Hell VR for Meta Quest 2 in April, with the PC edition expected to arrive during May. What wasn’t expected this week was confirmation that a PlayStation VR version is coming but players will have to wait until 2023 to survive the hellish Amazonian jungle.

Green Hell VR

PlayStation VR support was initially teased almost a year ago but details dried up as Incuvo focused on the Quest 2 and PCVR editions, both being pushed back from their original 2021 launch dates. The news sees Incuvo sign an appendix to its partnership agreement with Creepy Jar – the developer behind Green Hell – for the “porting, publishing, and distributing Green Hell VR on PSVR.”

“We are very pleased that Creepy Jar has decided to entrust us with bringing their brand to another platform important to the VR market,” said Andrzej Wychowaniec, CEO of Incuvo in a statement. “Our attention is focused on the upcoming release of the PCVR edition of Green Hell VR on Steam, but we are looking forward to the opportunity to leverage our experience, and proceed with the adaptation of Green Hell to the specifics of Sony’s platform.”

Green Hell VR has been completely reworked and rebuilt from its flatscreen cousin, specifically tailoring it to virtual reality (VR) gameplay. So while the narrative about trying to survive the harsh realities of the rainforest and finding your partner remains the same, you’re far more involved in the specifics this time around. There are over 60 VR gameplay mechanics employed in the videogame, from making a spark to light a fire, to wrapping leaves around injured limbs.

Green Hell VR
Green Hell VR – PC version

Giving Green Hell VR: Quest Edition a four-star review, gmw3 said: “Incuvo has become a pro at porting flatscreen titles like Blair Witch and now Green Hell into VR because the team know the level of interaction players expect…As long as you don’t judge it by Green Hell and take Green Hell VR: Quest Edition on its own VR merits then you’ll find a rewarding survival experience.”

The PlayStation VR version of Green Hell VR is slated to arrive by end of 2023. That could well put its launch under the PlayStation VR2 banner but the studio has yet to confirm this. The new VR headset is expected to arrive next year, with rumours suggesting Q1, although Sony Interactive Entertainment (SIE) hasn’t mentioned anything currently.

For continued updates on Green Hell VR, keep reading gmw3.

Star Wars Day Returns, Here’s How to Celebrate in VR

It seems to come around faster and faster each year, and so once again it’s May 4th, which of course means Star Wars day. Fans love it and everyone else may loath it but the day is now part of geek culture whatever your stance. And when it comes to immersive Star Wars content there’s plenty to choose from, with deals going on as well as special one-day-only content.

Star Wars: Tales from the Galaxy's Edge

So let’s start with the brand new stuff that’s arrived, and that’s getting fit in Supernatural on Meta Quest. The fitness app is hosting a special promotion with an exclusive Star Wars Day workout. Supernatural’s  Coach Doc will take players on a heart-pumping workout featuring some of the franchise’s most famous tracks. These are; Main Title, Imperial Attack; Cantina Band, The Imperial March and The Throne Room & End Title.

Do be aware, however, that Supernatural is not only a subscription-based app ($19/month or $179/annually) but its also region locked to North America. So not all Star Wars fans worldwide can access the content.

If you do own a Meta Quest 1 or 2 then not to worry, there are still plenty of other ways to enjoy Star Wars Day. Until 11:59 pm PT on 5th May (7:59 am BST 6th May) there are a bunch of deals available via the Oculus Store, reducing prices by up to 50%.

Star Wars Pinball VR

Meta Quest will also be at Walt Disney World Resort until 21sy July where guests can preview ILMxLAB’s Star Wars: Tales from the Galaxy’s Edge and get free stuff!

As for the rest, here’s all the home Star Wars VR content gmw3 could find:

Should any more Star Wars games come to VR then gmw3 will let you know.

Review: VR Ears

Audio is super important when it comes to virtual reality (VR), coming only second to the visuals themselves. Excellent spatial audio allows a player to hear where a bullet came from or really enjoy the latest music pack on their favourite rhythm action videogame. Yet the sounds produced by VR headsets can really be a mixed bag, from the excellent Valve Index speakers to the adequate, yet not exactly thrilling, Meta Quest 2 setup. While headphones are one option – especially if you’re a bit of an audiophile – Rebuff Realities’ new VR Ears make for a viable alternative option.

VR Ears - PSVR

The VR Ears have been a while in the making. Crowdfunded back in May 2020 the product was originally due out the same year before delays pushed the launch back into late 2021. They’re not headphones but rather off-ear speakers – much like the Valve Index – which have their own benefits as well as limitations.  

Setting up your VR Ears

Right out the box, the VR Ears look like a well-built accessory, with an all-plastic design that doesn’t feel too cheap. Rebuff Reality has ensured maximum compatibility for almost any VR headset, with supplied connections supporting Meta Quest 1 & 2, Oculus Rift S, Valve Index, HTC Vive Pro and PlayStation VR. For the purposes of this review, gmw3 tried the VR Ears on two of the most popular, Quest 2 and PlayStation VR.

The VR Ears work by clamping onto the headband frame of the headset, with four rubber widgets (two on each side, one upper and one lower) tailored to comfortably grip each arm. Because of their excellent versatility, the VR Ears can adapt to not only the headset but also the location of a person’s ear, thus making the initial setup very finicky and once completed I had no desire to go through the process again. Setting it up for other players becomes a faff I definitely wanted to avoid.

It’s because of the small hex key bolt holding the speakers onto the bracket, which is hidden behind the clamps frame. Meaning, that to make even the slightest rotational adjustment up or down requires taking the whole thing apart. Like I said, finicky. It is worth it though, especially if nobody else is using the headset as there’s no need to alter anything once finished. Getting each speaker directly over each ear is critically important, greatly affecting sound quality and loudness.

And so as I found, the VR Ears weren’t exactly designed for swapping between Quest 2 and PlayStation VR. If you’re fortunate to own a couple of VR headsets definitely stick with one and from this experience it would be PlayStation VR.

VR Ears Meta Quest 2

Almost snug as a bug

Why PlayStation VR? Well, it comes down to comfort mainly. Like any VR accessory weight is always an important factor and coming in at just over 200g, that’s certainly hefty addition to the Meta Quest 2’s 503g. Using the standard Quest 2 strap with the VR Ears wasn’t too bad, to begin with, but that extra weight soon became more and more noticeable and uncomfortable, especially in more active games like Beat Saber. Pairing the VR Ears with the Elite Battery pack faired far better thanks to the improved weight distribution but again – even when moving the clamps further back on the arms for a more central weight – that front pressure began to return.

Unlike the PlayStation VR with its Halo strap. This was wonderfully comfortable for longer VR sessions and I almost forgot the VR Ears were attached. The issue for PlayStation VR was the distance the speakers were from my ears, affecting both audio quality and sound leakage.

Having used normal headphones, in-ear headphones and off-ear speakers found on Quest 2 and Valve Index, I’m all for the latter. And that’s where the VR Ears really do benefit, as my ears don’t get hot and sweaty playing one of the many active titles available for VR nowadays. Having that air gap is cooling and comfortable in a way normal headphones can never be.

Now listen here!

But what do the VR Ears sound like you ask? To put it bluntly, good but not wow. Compare them to Quest 2 or PlayStation VR’s own audio solutions and you’re instantly getting an improvement. However, Valve Index owners aren’t going to want to swap over, the VR Ears just aren’t as good.

After testing across numerous games like the subtle noises from Quill in Moss: Book II, thumping Skrillex tunes in Beat Saber or the audio chatter in VRChat, the VR Ears produce rich mids and highs yet fail where the bass is concerned. The VR Ears need a good 20-30 hours of use (bedding in as some like to call it) before they really start to show their true colours, with a mid-range that’s full-bodied and mellow whilst the top end has detail and clarity the Quest 2’s audio could never match.

But for those that love rhythm-action games or just the low-end rumble of some meaty bass, the VR Ears provide a flat, uninspiring delivery. Playing a Skrillex song in Beat Saber should be epic, with some huge bass drops yet there were none, sadly, even when played loudly. That led to another issue which I’ll get to.

Even so, for a PlayStation VR owner who is still using the supplied in-ears, the VR Ears are a much better solution. I found that they were a bit too far away from my ears – which would’ve affected the bass – and they come with spacers which certainly weren’t needed. On Quest 2 the gap was reduced yet the audio quality between both remained almost identical.

VR Ears Meta Quest 2

Turn it off and on again

These might be quirks more than issues but in any case, they were annoying, hampering the user experience because it meant having to find the VR Ears’ perfect setting.

The VR Ears need a good two-hour charge via a USB-C cable – no cable or wall charger is provided I may add – to get what is claimed to be a 6 hour run time. I’d say around 5 hours is being more generous, good for most VR sessions.

However, that was never in one stint as the VR Ears would, like clockwork, turn off after 20 minutes of use. No rhyme or reason, they’d simply switch themselves off. I could instantly turn them back on again – I did that 3 times during a single hour on Moss – but that’s not the point. And it seems to boil down to volume. The VR Ears don’t like being near the upper limit of the volume range which is hampered by the headset’s own volume setting. On the Quest 2, for example, its volume needs to be at max so the VR Ears have ample range, otherwise, they’ll be off before you know it. And they always switched off during a narrated section so I’d miss story details.  

A Sound Verdict

The VR Ears really were a mixed experience that it is hard to definitively give a solid recommendation to. I did like them as an audio upgrade to what the VR headsets tested currently offer although their bar is already quite low. It really comes down to whether you want an off-ear speaker rather than a normal pair of headphones.

I currently switch between my Bowers & Wilkins PX and some older Yamaha Pro 400’s and the difference is night and day with the VR Ears. The lack of any robust bass hampers some VR titles whilst the far more balanced top end saves the day, perfect for social multiplayer experiences where voice clarity is key.

First Contact Entertainment Working On Unannounced PSVR 2 Title

A LinkedIn page of a First Contact Entertainment employee confirms that the studio is currently working on an unannounced PSVR 2 title.

The confirmation, first spotted by @FaizShaikh7681 on Twitter, comes from Damoun Shabestari’s LinkedIn profile. Shabestari is a Game Director at First Contact, having previously worked on Firewall Zero Hour and Solaris: Offworld Combat.

On his LinkedIn page under experience, Shabestari lists the aforementioned games and then also lists an ‘Unannounced Title (PSVR 2)’.

Firewall: Zero Hour launched in 2018, exclusive to PSVR, and was one of the most successful and popular multiplayer titles on the platform. After Firewall, the studio released Solaris: Offworld Combat in 2021 for Quest, PSVR and PC VR titles.

It’s now been over a year since the release of Solaris. The wording on the LinkedIn page implies that the next unannounced title could be exclusive (either fully or at least at launch) to PSVR 2. Given this, could the studio be working on a sequel to Firewall as an exclusive for PSVR 2? Or if not a Firewall sequel, perhaps the title is simply a new IP for the headset, available at launch or soon after?

With this news, First Contact joins a growing list of developers confirmed to be working on titles for PSVR 2, such as nDreams, Coatsink and Cyan. Plus, we also know that there are PSVR 2 projects in development using Unreal Engine 5.

To catch up on everything else we know about PSVR 2, check out this article. There’s no confirmed release date just yet, but recent reports indicate delays from 2022 to 2023 for both Sony and Apple.

Oculus Rift Classic Lucky’s Tale now Available for PlayStation VR

Playful Corp’s plucky little fox Lucky was virtual reality’s (VR) original mascot when Lucky’s Tale launched alongside the Oculus Rift in 2016, proving that third-person videogames do have a place in VR. Today, six years after the initial release Lucky’s Tale is now available for PlayStation VR.

Lucky's Tale

This isn’t quite the same version from 2016 though, with the 2022 PlayStation VR edition getting some modern enhancements. Featuring the new Lucky character model from New Super Lucky’s Tale, the PSVR version has been ported from Playful Corp’s remaster that arrived for Meta Quest 2 and SteamVR a few months back.

So what else does the remaster include? Well, the team has Lucky’s Tale a fresh coat of paint, focusing on updating the visuals and audio. PlayStation VR players will still be able to run, jump, climb, and spin their way through this colourful landscape as they fight to save Lucky’s friend Piggy from the monstrously tentacled Glorp.

Players will encounter Glorp’s minions along the way, utilising that tale for maximum damage. Lucky’s Tale isn’t just about fighting bad guys, players will also have to keep an eye out for all the hidden secrets littered throughout the game, tucked away in every corner.

Lucky's Tale

In our 2016 review of Lucky’s Tale gmw3 said: “The titular fox’s moveset and control system is clearly borrowed from Super Mario 64, while the coloured coin hunt is reminiscent of Super Mario World‘s red coins…Is this an issue? Well, no. If you’re going to create a videogame that adheres strictly to established genre formulae, why not follow the example of the most celebrated examples? It’s familiar and comfortable.”

Lucky’s Tale is available now for PlayStation VR retailing for $19.99 USD. For further updates on the latest PSVR titles, keep reading gmw3.

Review: Moss: Book II

When you think about it some of the biggest videogame franchises have been built around a singular character, Mario, Sonic, Master Chief. Say these names and most players will instantly know them and reminisce about spending far too much time in these digital worlds. Yet virtual reality (VR) doesn’t have quite the same heritage when it comes to standout characters, mainly because you are the character. There is a small selection that bucks this trend, top of the list being Quill from Polyarc’s Moss series. And now the second instalment has arrived, Moss: Book II, taking the tiny mouse on another adventure that retains all the charm of the original.

Moss Book II

Moss was an instant hit back in 2018 so the sequel doesn’t play with that formula too much, rather doing what all good sequels should; refine and expand. You still play as The Reader, a looming ghostly figure in the Moss universe who becomes a pivotal part of the story, controlling not only the heroine Quill but also far more than ever before. It’s this connection with the world of Moss that Polyarc has truly grown, because as the interactivity in VR games has increased Moss: Book II has followed suit.

But how do you increase interactivity in a videogame-like Moss: Book II when your only input method is a DualShock 4 controller? By bringing the environment to life, taking those gorgeous environments the series is known for and adding an even greater selection of elements to touch. Most of which are important to the gameplay and figuring out the vast variety of puzzles Moss: Book II has throughout the campaign.

Controlling that blue orb just like the first instalment, the new interactions range from growing vines walls for Quill to climb to pulling out vines to create new walkways. The method is simple yet it encourages you to begin leaning into the environments which need to be closely inspected for secrets. Moss: Book II has even more up its sleeve where new mechanics are concerned, as Quill now has a trio of weaponry to unlock. Beginning with the original green blade, Chakrams help you deal ranged damage whilst the previously revealed hammer is slow, heavy but sure does pack a punch.

Moss Book II

With these selectable via a new inventory system on the touchpad, Moss: Book II’s combat is as playful and enjoyable as ever. Quill can unleash a wave of combo attacks with a few quick button presses whilst being light on her feet for evasive manoeuvres. Even when surrounded by several enemies Quill has plenty of skills up her sleeve, she is a very dextrous mouse after all. Each of the weapons has a unique charge ability, that can be used in battle or for those environmental puzzles. The blade activates a blue dash to cross chasms or hit a row of opponents whilst the Chakrams can be charged into one giant weapon, great for smashing distant objects. The hammer has the most useful ability, creating a giant ghostly version that you can bring crashing down on switches and groups of enemies.

The only real downside to the new weapon selection is being able to switch between them quickly. This is most notable mid-battle, as it becomes quite finicky hitting the touchpad and then selecting whichever weapon you want whilst ensuring Quill doesn’t get hurt. Being able to stick each weapon on the D-pad would’ve been so much simpler – albeit less involved.

Moss: Book II is equal parts action and puzzle-solving, every new area is one giant conundrum to explore and navigate with Polyarc squeezing a generous amount of variety into them. Much like the original, puzzles are environmental, generally tasking you with finding the right path without falling off the ledge and into a seemingly bottomless pit. Yet none of them is too taxing that you’d need a great deal of help as they rarely extend beyond the viewable landscape in front of you. This does aid the flow of Moss: Book II’s narrative yet lacks the satisfaction of completing a brain teaser.

Moss Book II

Moss: Book II’s real hook is in its ability to create an emotional bond with Quill, this little plucky mouse. The overall animation is excellent with Quill’s being exceptional. From the way she dodges an attack to the scuttling of her hind legs when she’s trying to climb a high ledge, Quill is alive more than any other VR character. She’ll also put a hand up for a random high-five or you can scratch her head – which she loves – providing delightful little moments in between all the action.

In addition to the animation, all the levels are magnificent to look at, from huge sprawling vistas teasing castles in the background to tightly cramped underground environments, Moss: Book II is a visual feast. These are mainly 180-degree dioramas that encourage you to lean in and inspect them. You have to, in fact. There are scrolls to find and Relic Dust to collect, which you won’t spot by sitting back on the sofa all the time. Plus, it makes playing the game super comfortable as the camera remains static the entire time.

Alas, this does mean PlayStation VR tracking issues can come into play. Getting a closer inspection can make the environment a bit jittery and there were times when Quill was quite far away to comfortably lean in and activate an ability. Then there was always having to remember to keep the controller’s front light facing towards the camera. If not the blue orb that you control can drift and there was the odd occasion where Quill would miss her landing mark because of this.

Moss: Book II builds upon its forebear in so many ways making a hugely worthwhile sequel. Taking around 5-6 hours to complete without collecting everything Moss: Book II isn’t a huge VR game yet it’s a satisfying experience. Whilst not particularly difficult, stepping into Moss and teaming up with Quill is a delight once again, with polished gameplay, more interactivity and visuals you can’t help but soak in. The main problem really is that Moss: Book II ends a bit too soon, as you won’t want it to be over.

Job Listings Confirm Supernatural Is Coming To PSVR

A new job listing for VR workout app Supernatural confirms that the team is looking to bring the fitness title across to PSVR on both PS4 and PS5.

Spotted on Twitter by @Zuby_Tech, job listings on Supernatural’s LinkedIn page are advertising for a number of positions, including a Senior Software Engingeer for VR on PlayStation platforms.

The part of the description that specifically mentions PlayStation platforms reads as follows:

Supernatural is seeking a Senior Software Engineer with expertise working on Playstation consoles (Playstation 4™, Playstation 5™) to lead development and support as we seek to expand the ecosystem footprint of Supernatural onto PSVR. You will be a force-multiplier working across a wide spectrum of VR client-side concerns helping to refine our architecture and best practices to ensure a correct level of platform abstraction where appropriate, and Playstation-specific approaches where required.

Given the mention of both PS4 and PS5, it’s possible the team is planning to bring the title to both the original PSVR headset and the upcoming PSVR 2. You can see the full listing description here on LinkedIn.

What’s most intriguing about this news is that last October, Supernatural developers Within were acquired by Meta. This suggested that the app might stay exclusive to Meta-owned platforms, but that doesn’t appear to be the case. The acquisition is also reportedly under investigation by the Federal Trade Commission (FTC) as part of an anti-trust probe, as of last December.

Before this, there was no inkling that Supernatural would move to any other platform besides Quest, let alone PSVR. The app isn’t even available on Meta’s PC VR platform for Rift.

It’s unknown whether the reported anti-trust probe may have influenced Meta’s plans for Supernatural, or whether the app was always set to make its way to PSVR regardless.

Either way, it’s an interesting precedent that suggests not all of Meta’s acquisitions will result in platform exclusivity for associated apps. Beat Saber, Popluation: One and other Meta-owned games are available on other platforms, but those versions already existed before their respective acquisitions.

Stay tuned for more info on Supernatural on PSVR in the future. In the meantime, check out other fitness and exercise apps available on the Quest platform and our verdict on the best PSVR apps available right now.