Beat Saber Studio Beat Games Acquired By Facebook

A bombshell announcement from Facebook today reveals the company is acquiring Prague-based Beat Games, the studio behind popular VR rhythm slasher Beat Saber.

Terms of the acquisition “will not” be disclosed, according to Facebook, though it is possible details might leak. A blog post by Mike Verdu, Director of AR/VR Content at Facebook, says Beat Games is joining Oculus as “an independently operated studio in Prague” with the promise that “what the community has come to love about Beat Saber will remain intact.”

“Beat Games will continue to ship content and updates for Beat Saber across all currently supported platforms, now with even more support from Facebook,” the post reads.

Beat Saber OC6 Facebook

Over the years Facebook acquired a number of VR and AR-focused technologies and the teams that built them, first with Oculus VR in 2014 for roughly $3 billion and most recently with the acquisition of CTRL Labs. Buying a game studio like Beat Games, though, may mark a new phase in the company’s efforts to realize a consumer-oriented hardware platfrom that doesn’t rely on others like Apple or Google.

Experienced VR Developers Getting Acquired

Sony recently acquired Insomniac — the maker of several quality Oculus Rift exclusives including the impressive shooter Stormland  — while in 2018 Microsoft acquired VR-experienced studios like inXile and Ninja Theory. The acquisitions come in the build up toward the next generation of game consoles, with Sony’s PS5 slated for release in late 2020, and as Facebook’s Oculus Quest cements its place as the only (relatively) affordable VR headset in 2019 we can recommend to many first-time VR buyers.

For those just joining the VR journey with this news, Facebook’s Oculus Quest is an all-in-one VR headset that started shipping in May this year with a console-like curation strategy that limited apps available through the Oculus store to only the most polished products, including Beat Saber, Superhot, Red Matter and many more. Everything needed to have a compelling experience with intuitive hand controls is included in the box with Quest for $400, and it features cameras, processors and battery built into the headset itself — so there are no cords or external hardware needed to visit virtual worlds. That said, Facebook just launched the Oculus Link Beta for Quest that essentially adds a second mode to the device over a USB 3 wired connection to a compatible PC. The Oculus Link mode essentially turns Quest into an Oculus Rift capable of playing high-end PC-powered games like No Man’s Sky VR, Skyrim VR, Asgard’s Wrath, and Stormland.

Changes To Beat Saber?

Beat Saber first released in 2018 and since launched on practically all VR headsets with 6DoF hand controllers — most recently this year on Oculus Quest — with a string of updates adding new features and artists, like Imagine Dragons. Last we heard, Beat Games planned to release some 360-degree levels for Beat Saber in December this year — an update which might be best suited only for the Quest wireless system — and they are separately working on multiplayer support as well. Verdu’s post says “Beat Games will continue to ship content and updates for Beat Saber at the same time across all currently supported platforms.”

Early next year Facebook is planning to unleash hand tracking for Oculus Quest so the headset’s menus and playback functions on traditional media content like movies can be operated in mid-air without the controllers. They are also launching a unified social networking effort for VR called Facebook Horizon that allows headset owners to quickly visit multiple simulated spaces and even build them while wearing a headset. I asked Facebook specifically the following questions: Is there a timeline for multiplayer Beat Saber from Beat Games and will it be tied to Facebook Horizon? While Facebook confirmed multiplayer is still in the works, a representative did not provide any other details.

A Q&A section of Facebook’s announcement post (you can read the full post here) also addresses modding Beat Saber. For those unfamiliar, Beat Saber gained early recognition from a mode of play in which players modified the game to add levels and songs that aren’t officially licensed:

“We understand and appreciate the value that modding brings to Beat Saber when done so legally and within our policies,” the post from Verdu reads. “We’re going to do our best to preserve the value that mods bring to the Beat Saber player base. As a reminder, our most recent policy updates give more clarity to how developer mode is intended to be used, such as helping developers build their apps or for enthusiasts to explore new concepts. It is not intended for engaging in piracy or illicit modding, including mods that infringe on third-party IP rights or contain malicious code.”

We are reprinting the rest of the Q&A section of their post below:

What about 360° Levels mode? And more music? And all the other stuff you’ve talked about doing?

Beat Games is still shipping 360° Levels mode in December, and more music is coming this year, too!

 Do you plan to acquire other studios? What else are you doing to accelerate VR?

We’re exploring many ways to accelerate VR, and we think next year is going to be an incredible one of VR game launches and announcements. We are thrilled to have Beat Games join our team. This is just the beginning.

 Why Beat Games? 

Beat Games is a strong team with proven potential across VR, games, and music. With the resources and know-how that we can offer, Beat Games will be able to accelerate, adding more music and more exciting features to Beat Saber as well as bringing the game to more people.

 There’s a long history of indie studios joining larger companies and being ruined. How are you going to avoid that?

I’ve been in the industry for a while and have seen that firsthand. However, I’ve also seen and been a part of some incredible success stories. The story we aim to prove over time is this: An indie studio joins forces with some like-minded allies, and together they find a way to push VR to new heights.

 Are you going to be slowing down updates for non-Oculus platforms and prioritizing development for Oculus? 

No, Beat Games will continue to ship content and updates for Beat Saber at the same time across all currently supported platforms.

Does this mean Beat Games will no longer be independent? 

The Beat Games team will operate the same way they have to date as an independent studio, and they’ll continue to work on Beat Saber across all currently supported platforms.

The post Beat Saber Studio Beat Games Acquired By Facebook appeared first on UploadVR.

From Giant Spiders to Ancient Legends, DIVR’s Arcade Offers Polar Opposite Experiences

The virtual reality (VR) industry is still very much a community which wants to see everyone succeed, whether that’s an indie developer or hardware manufacturer. It’s why if you go to a dedicated VR or augmented reality (AR) event everyone is always so friendly and helpful. Earlier in October VRFocus took a trip over to Prague in the Czech Republic to see VRgineers and its XTAL headset. While in the city VRgineers suggested a trip to Hamleys to see DIVR, a location-based entertainment (LBE) startup located in the store’s basement which VRgineers had help setup. Currently DIVR’s only location this was ideal to test its two custom VR videogames, Golem VR and Arachnoid. As it would turn out two very different experiences.

DIVR Labs

Being located in Hamleys (a famous toy store if you weren’t aware) gives you some impression of DIVR’s scale and ambition – it is located in the lower levels next to all the Lego. The setup is very similar to The VOID where the gameplay flows through several rooms, allowing players to touch walls and other solid surfaces whilst feeling wind on their face or a blast of heat.

Using modified Oculus Rift’s and backpack PC’s, DIVR’s system is very much on par with others VRFocus has tested. It doesn’t feel too cumbersome or heavy and the Ultraleap hand tracking is instantly familiar for those who have previously used it and easy to grasp for those that haven’t.

Like any LBE experience, it tends to be the content which sets each apart. Unlike a VR arcade which may use a distribution platform like Synthesis VR or SpringboardVR, DIVR makes its content in-house. Having originally created Blue Effect VR for home headsets, the two on offer in Prague are most definitely designed for LBE gaming.

Golem VR

Golem VR is the best starting point – not to be confused with Highwire Games’ Golem coming to PlayStation VR – offering a gentle puzzle adventure whilst embracing some of the city’s history. Stepping into a time machine, you’re transported back several hundred years to the Renaissance, tasked with finding Rabbi Low and his new creation, the Golem.

Family-friendly, Golem VR provides a pleasant story-driven experience where challenges range from chasing chickens to finding glyphs which unlock secret doors. Nothing too difficult which means most players should happily plod through, nicely keeping the story flow going. An important factor is that because you have nothing in your hands like you would on a home VR headset, there’s a much greater connection to this virtual world, providing an ideal hook and sense of presence new players should find delightful.

Having gone through Golem VR with one of VRgineers’ team it was then time to step into Arachnoid. This was a different beast entirely and certainly not for the faint of heart – even for those not too bothered by spiders. Alas, Arachnoid was where the chaperone drew the line, so VRFocus had to experience the eight-legged horrors alone.

Arachnoid VR screenshot1

As you might expect Arachnoid is rather intense. Not straight away mind, there is a nice little build-up before the fanged beasties suddenly come a crawling. For this experience DIVR gives players an actual flashlight to hold, lighting up the dark corners. As the experience is set in an underground facility which can only be accessed through a mine, a bit of extra light is certainly appreciated. But there was the occasional tracking issue which did ruin the immersive qualities at points.

Again this was a puzzle adventure, so there were no guns to speak of. This probably helps to increase the jump factor for a lot of players as they can’t protect themselves – there was plenty of temptation to throw/smash the torch when a spider popped up. And pop up they did, in their droves.

Ever watch the film Arachnophobia (1990)? Remember those latter stages of the film when all the spiders infested the house? Well combine that with a mommy arachnid the size of an SUV and you can imagine the joys that await. Oh and let’s not forget the spitting, suddenly getting a faceful of green vomit. Once up close the spiders weren’t that terrifying, having an animatronic look about them. Far scarier was the spatial sound which was excellent. Hearing something scurry around just out of view made those lonely moments much more intense. However, the spiders tended to distract from the rather mundane puzzles, collect weird goo and transport it to said location or find a set number of keys. The last one was a little more elaborate yet puzzle fans will be underwhelmed.

Arachnoid VR

It was also clear that DIVR controls the experience enabling multiple groups to run through at the same time. Completely understandable from a business perspective to maximise space and time, especially if a group gets stuck. Yet there was a feeling of being rushed even when the challenge was almost complete. Doors suddenly opened just before finding the last piece of the puzzle for example. This may have been due to playing alone rather than in a team.

Arachnoid did have one final ace up its sleeve right at the end, a score. You’re given a completion percentage as there are tapes to find uncovering the story of what happened in the lab alongside how long the experience took to complete. Plus, there are multiple endings depending on how attentive you are to the environment.

Because of this replay factor, VRFocus really does want to give Arachnoid another try, with more people next time. If trying to decide between the both, remember Golem VR is a one play through deal while Arachnoid does offer a little more value for money. Neither quite offer the same excitement as The VOID’s Star Wars: Secrets of the Empire or Zero Latency’s warehouse-scale Sol Raiders but you can’t have everything. If you’re in Prague and fancy some VR, DIVR has created an LBE location that’s worth taking a look at.

Beat Saber’s Jaroslav Beck Looks To Invest In Other VR Developers

Jaroslav Beck recently stepped down from his role as CEO of the company behind Beat Saber to “fully focus on our music roadmap and future opportunities.”

Now he’s looking to invest in “supporting new developers.”

Beck is the mind behind the incredibly catchy music of Beat Saber which helped cement its status as worldwide hit by giving players satisfying songs to dance-slice their way to the top of the scoreboard. Beat Games is the Prague-based company behind Beat Saber and it is currently led by Vladimir Hrincar, who co-created the game with Jan Ilavsky.

Beck, meanwhile, is apparently working to chart the company’s course through the entrenched players of the music industry. At Gamescom this year he said he saw a number of new VR games and decided “it would be great to put a bunch money together and start supporting new developers who are creating games or applications for VR and who are thinking a little bit more out of the box, because I believe that VR desperately needs new directions in game mechanics and overall approach.”

Beck says it is a personal project. I reached out to him after he posted the above video to see what kind of a response he’s getting. He said he’s a bit overwhelmed by that response, but still interested in seeing more VR projects and providing advice or financial investment. Beck’s direct messages on Twitter are open.

The post Beat Saber’s Jaroslav Beck Looks To Invest In Other VR Developers appeared first on UploadVR.