‘Evasion’ Review – Strafe, Shoot, Heal, Rinse & Repeat

Evasion is a first-person sci-fi shooter from indie AR/VR studio Archiact. With its co-op campaign missions, the game is decidedly aiming to capture a Halo-esque shooting experience along with massive numbers of enemies, something the studio has been couching as a bullet-hell genre shooter. While it’s a technically competent game that looks and feels well polished, some lackluster enemy types and repetitive gameplay left me feeling pretty ambivalent about moving forward through the off-world colony.

Evasion Review Details:

Official Site

Developer: Archiact
Available On: Steam (Vive, Rift), PlayStation Store (PSVR)
Reviewed On: Oculus Rift, HTC Vive
Release Date: October 9th, 2018

Gameplay

As a sci-fi super soldier, you’ve been dispatched to a mining colony that’s been overrun by a race of robots called the Optera who’ve broken an armistice in search of a super rare substance, a metal that’s used in powerful illegal weaponry. We’re not really here for the story though, because as it goes, it’s a pretty cookie cutter pretense for exercising your trigger fingers—one dedicated to firing, and the other dedicated to secondary attacks, healing, and interacting with key items in the game.

With four classes to choose from, Striker, Surgeon, Warden and Engineer, you’re offered up a few fixed variables such as max health, shield size, gun strength and ultimate ‘Surge’ attack. There’s no in-game currency or weapon upgrades to look forward to, making it essentially the same shooting experience throughout the entire game.

Image courtesy Archiact

Your singular primary weapon has three fundamental firing modes: semi-auto standard shot, charge shot, and an ultimate, all of which requires collecting yellow power canisters dropped by enemies upon death. You can speed the collection process by using your secondary heal/tractor beam weapon on critically damaged enemies, and getting a guaranteed power or health pickup. While healing are predictably doled out randomly, if you play in co-op mode you can infinitely heal your buddy at no material cost to you, something I felt detracted from the overall co-op experience. With two players, I never had the sense that I would run out of anything at any time, and a life-saving heal was always just a simple ask away.

While the emphasis here is on cooperative play to make for a balanced assault, you can play the entire game in singe-player mode if you want; difficulty appears to scale depending on the number of players in your party.

Visually, the game has very few flaws, delivering masses of articulated enemies and lasers at a buttery smooth frame rate even on top settings using my testing rig (GTX 1080 and Core i7 – 6700K), a testament to Archiact’s ability to create a truly cohesive VR environment. Specific destructible points in the game, while entirely inconsequential to gameplay, make for an interesting sideshow to the sprawling industrial facility.

Image courtesy Archiact

The studio has however labeled the game as “the next generation of VR combat,” and a bullet-hell shooter. Here’s a few reasons though why those monikers don’t really fit.

The bullet-hell shooter genre is pretty well-defined. At its essence, it’s a test of a player’s skill to be able to recognize patterns in the stream of enemy bullets and successfully navigate your way through, all the while accruing minimal damage. Throughout most bullet-hell shooters, you’re also given increasingly cool weapons that you have to tactically use for fear of running dry at critical moments. There’s always an even cooler weapon around the corner that’s risky to get, which not only provides a sense of urgency, but also fear of failing the mission after taking too much damage in the process. Simply put, there’s a carrot and a stick. You desperately hate the stick, and you’ll almost die to get that carrot, making Evasion more of a ‘bullet-heck’ flavored substitute.

 

In single player mode, what actually follows is an exercise in blandly strafing back and forth as you deflect oncoming barrages (with varying amount of success) and sponge-up whatever stray lasers are fired from randomly spawning baddies. Bad guys always shoot where you are, and never where you’re going to be, so it’s a simple task in making sure you have enough lateral room to escape the lasers as they land at your flank, and simultaneously prioritizing targets.

This changes in co-op mode as baddies have multiple targets to consider, namely you and your friends, but then it erupts into something of a blind chaos. Without a good idea of when I was deflecting shots or absorbing them—both audio cues are deceptively similar in sound—you’re left with the job of sallying forth, taking the inevitable damage, and maximizing your health pickups along the way which you can tractor-beam to your position without any added fear of losing out. However you slice it though, it’s a bog standard arcade shooter with lots of the same enemy types in quantity, and no new weapons to look forward to.

And by ‘bog standard’, I mean it comes replete with some decidedly tired VR shooter tropes: floating gun reticles for easy aiming, repetitive enemy types, the “helpful” AI voice who tells you exactly where to go and what to do, and waypoints as breadcrumbs to your next objective. Walk here. Scan this. Shoot these guys until they’re gone for whatever reason. It’s the same story throughout the entire game. I was also always waiting for those big boss reveals that bullet-hells are notorious for, but I was led through the game with continuously repeating B-class baddies until the very end.

That said, I made full use of my three available lives in the later levels where difficulty ramps up significantly—so personal gripes notwithstanding, it’s does present a challenge that a group of proficient marksmen will find difficult. My personal playthrough took just under five hours to complete on campaign mode, which consisted of nine missions. A co-op survival mode is available as well, which should keep your party entertained for a while longer once you’re done with the game’s story.

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Immersion

Full-bodied avatars, created with IKINEMA’s inverse kinematics, are fairly well done, although they’re scaled strangely to fit a range of heights—from four feet to seven feet tall. At the bottom end of the range, you’re treated to a child-sized avatar holding giant guns, which while hilarious, is somewhat immersion breaking in co-op. More on that in the ‘Comfort‘ section.

Speaking of guns, they have a typical ‘VR weightlessness’ which is really hard to avoid without a dedicated peripheral like PS AIM (supported in the PSVR version). By not providing any recoil though, it makes them feel more like magic wands than massive weaponry fit for a space marine super soldier. No reloading or ability to drop your gun (they’re glued to your hands) puts any hand presence out of the question for Evasion.

Image courtesy Archiact

Enemy animations are competent, although all but a single rolling exploding robot type ever offered any up-close and personal encounters, as I was hoping for some melee from the hulking nine foot-tall walking bots that never materialized.

Vive controls are less capable overall, as I found it difficult to do tighter strafing maneuvers than on Oculus Touch’s analog sticks. Interactions in the game are however very simple (point and shoot), and while Vive movement is fairly sludgy, you can get used to them.

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Comfort

Because of the range of heights made available, you can easily play sitting down by putting your avatar’s height in the upper range.

Evasion also offers a number of locomotion modes that makes it a very comfortable game. You’ll be able to choose from a free locomotion mode with both variable snap-turn and smooth-turning, a ‘dash’ mode that turns your movements into a sort of instant teleportation slide show, and a jogging mode that allows you to jog in place to move in the desired directions. Of course, if you have a 360 tracking setup, you’ll be mostly relying on the head-relative forward movement.

Comfort vignettes can be toggled on to provide a temporary limiter to your field of view when you turn, which has been shown to help with motion-related nausea.

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‘Borderlands 2’ Coming to PSVR in December, Pre-orders Now Available

2K and Gearbox Software, the studios behind the Borderlands franchise, are bringing the critically acclaimed Borderlands 2 to PSVR this December.

Announced today on the PlayStation blog, PSVR users are getting a special treat before Christmas that will let you play the full game in VR. The game is slated to launch December 14th.

The VR implementation was developed in-house by Gearbox Software, the developers behind the franchise.

According to series publisher 2K, Borderlands 2 VR “brings the iconic shooting-looting world of Pandora to life like never before, as you virtually become a treasure-seeking Vault Hunter facing off against the galaxy’s most charming psychopathic dictator – Handsome Jack – with nothing but your arsenal of 87 bazillion guns.”

The developers have promised an all new ‘Slow-Mo’ ability, and a teleportation-based movement scheme. The information surrounding the VR implementation is still thin on the ground, so it seems there’s still plenty to learn in the months to come.

Pre-order are now available at PlayStation Store, priced at $50.

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No Plans for ‘Astro Bot’ Co-op Multiplayer, Sony Confirms

With the overwhelmingly positive reception to the release of ASTRO BOT Rescue Mission on PSVR this week, fans were excited to discover that the back of the game box suggested a multiplayer feature would eventually come to the game via a post-launch update. Alas, Sony confirmed this was a mistake.

Astro Bot Rescue Mission has been receiving high marks from reviewers and customers alike, with many heralding it as one of the headset’s best games to date.

When physical copies of the game started arriving, players spotted a ‘1-4 Players’ feature indicator on the back of the box, along with fine print reading, “Robust internet connection required to download software patch to enable local co-op functionality.”

It seemed plausible that Astro Bot would see co-op multiplayer, particularly because the game was a spin-off of a mini-game called ‘Robots Rescue’ (part of The Playroom VR) which prominently featured local co-op play between the player wearing the headset and a player playing on the regular screen.

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We reached out to Sony about the information on the Astro Bot box, who unfortunately confirmed it was a mistake.

“We apologize for the misprint on our packaging which indicates that ASTRO BOT Rescue Mission is a multiplayer game. There are currently no plans to add multiplayer features to the game,” a spokesperson for Sony told Road to VR.

And that’s that, it seems, at least for some sort of Astro Bot multiplayer. Whether or not Sony has plans to expand the game in other ways with future DLC remains unclear at this stage, but we’re sure many players will have their fingers crossed.

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PSVR’s Weirdest Game ‘Accounting+’ Now Available on Vive & Rift with New Levels

Squanch Games, the studio founded by Rick and Morty creator Justin Roiland, and Crows Crows Crows today released Accounting+ (2017) on HTC Vive and Oculus Rift. Launched first on PSVR back in late 2017, the game also got a big content update that brings new levels to all supported platforms.

Update (October 18th, 2018): Accounting+ is now live on Steam (Vive, Rift). Fair warning from the creators: “Accounting+ includes: Sexual Themes, Violence, Crude Humor, Strong Language, Blood, and Drug References!!”

The studios also put out a five-minute ‘Director’s Cut’ launch day announcement which lets you see the gritty aftermath of the death of Harold Jenkins, the wacky little guy who made an appearance in the pre-order announcement – linked above and in the article below.

Original Article (September 21st, 2018): In short, Accounting+ is madness incarnate, featuring the sort of offbeat characters you’d expect to leak out of the Justin Roiland’s addled brain. You’re coerced into joining a gang, stabbing and killing “The King of VR”, and many other wacky experiences that make you question what you’re doing with your life.

First released as a free game on HTC Vive and Oculus Rift, dubbed simply Accounting (2016), the deliciously bizarre fever dream of a game expanded with a few news levels, launching as Accounting+ exclusively on PSVR.

Accounting+ includes a host of crazy characters voiced by Justin Roiland, Reggie Watts, Rich Fulcher (The Mighty Boosh), Cassie Steele (Degrassi: The Next Generation), and Arin Hanson (Game Grumps) to name a few.

After a recent content update, which included a new water park level, the developers said Accounting+ has grown to double the size of the original Accounting. The next update is said to triple the size of the game, with at least a space level coming in tow.

The studios haven’t released word on exactly when Accounting+ will launch, although they say “very soon” (see update). In the meantime, you can follow along by adding it your Steam wishlist.

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Reality-bending VR Puzzle ‘Transpose’ Coming to Vive, Rift & PSVR Next Month

Secret Location, the studio behind Blasters of the Universe (2016) and Sleepy Hollow: VR Experience (2015), announced last month that they’re heading back into VR territory with a new first-person, time-bending puzzle game. Dubbed Transpose, the game is said to take place in a dreamlike universe where players record multiple overlapping versions of themselves that need to cooperate to solve increasingly intricate puzzles.

Update (October 23rd, 2018): Secret Location today announced that ‘Transpose’ is headed to PSVR, HTC Vive, and Oculus Rift on November 6th. Transpose will be available on Steam (Vive, Rift) and the Oculus Store  (Rift). The original article announcing the game follows below:

Original Article (September 4th, 2018): The studio says in a press statement that Transpose will feature three unique worlds containing over 30 levels, which is said to take nearly eight hours to complete. Using multiple recordings, players must collect and sacrifice energy to power up a mysterious ancient machine.

While not much else is known about Transpose at the moment, it’s said to feature:

  • “Echo” Time Loops: Players must solve puzzles by recording their own actions to create multiple instances of themselves, called echoes, and coordinate their echoes from various time loops to sync up and solve puzzles together;
  • Real-time Motion Capture: Transpose records players’ every action, allowing them to see copies of their characters mimic their actual movements almost immediately after being enacted;
  • Perspective Shifts: Set in a mesmerizingly surreal world, Transpose allows players to rotate the environment around them to walk on walls and ceilings, experiencing perspective shifts and multifaceted puzzles in ways only possible in VR.

Transpose is slated to arrive on PSVR, HTC Vive, and Oculus Rift this Fall (see update) with a $20 price tag. Secret Location says the game will be localized in English, Spanish, German, French, Italian, Japanese, Simplified Chinese and Korean.

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‘Megaton Rainfall’ Delayed Until mid-October on PSVR and PS4

Described as the ‘ultimate superhero experience’, Megaton Rainfall tasks the player with preventing a global alien invasion, with a full-scale Earth as the destructible backdrop. The game, which was supposed to launch today, is unfortunately delayed for 3 more weeks for PSVR and PS4, now slated to launch October 17th.

Update (09/26/17): Megaton Rainfall was supposed to launch today, but according to the developers, it’s now delayed until October 17 for PS4 and PSVR. As for the PC version, the build on Steam is still set to launch October 26th, but doesn’t advertise either HTC Vive or Oculus Rift support. There’s no telling at this point if the game will remain a PSVR exclusive or if it will eventually head to other headsets.

Original Article (08/23/17): In an unfortunate turn of events, it appears the Earth is scheduled for demolition. In Megaton Rainfall’s action-packed gameplay trailer, scenes reminiscent of various The War of the Worlds-inspired works show environmental destruction on an enormous scale, as the player flies around at supersonic speeds, battling a global attack using superpowers apparently as dangerous to humanity as the alien presence itself.

Del Cerro describes the main character as “an indestructible superbeing” in a recent entry on the PlayStation Blog, who gains abilities as the game progresses. The player can only roam the entire Earth at the beginning of the game, but your powers will increase, letting you “fly to the Moon or walk across the surface of the Sun.” As a result, you can cause just as much accidental damage as the aliens.

“Your basic shot destroys entire buildings every time you miss your target,” writes Del Cerro. “Your telekinesis can prevent enemy grenades from damaging the humans, but it can also send vehicles careening down the street. The gigaton blast can destroy an enemy mothership… or the entire city.”

This remarkable planet scale and destructibility is achieved with a custom engine designed to handle ‘seamless rendering’, with ‘semi-procedurally generated’ cities. While the game claims to feature a ‘real-scale Earth’, Del Carro has explained that players shouldn’t expect accurate landmarks. “Keep in mind it’s not like Google Earth,” he answers in the PlayStation Blog comments. “You won’t find your home or lots of recognizable places.”

Megaton Rainfall has been in development since 2012, taking a huge jump in presentation quality since its early footage. As noted on the game’s own blog, considerable effort has gone into optimising the game for VR, both in terms of holding a solid 60fps on PS4, and the development of six different control interfaces. Flying around at supersonic speeds in first person without a cockpit to ‘ground’ the player in VR—not to mention all the ‘strafing’ seen in the trailer—sounds like a strong recipe for nausea, but the variety of control options hopefully means that players will be able to find one that’s comfortable. According to another of Del Carro’s answers on the PlayStation Blog, the default controls will be “right stick to do quick turns”, which should be comfortable for those most prone to VR sickness.

While the non-VR PC version of the game is listed with an October 26th release date on Steam, support for VR on PC is not currently confirmed, but with all of the optimisations it received for Sony’s headset, it’s probably safe to assume Del Cerro is keen to bring the VR experience to PC in the future.

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EVE: Valkyrie ‘Warzone’ Update Adds Non-VR Mode and PS4, PC Cross Platform Play

One of the earliest big exclusive releases for VR, EVE: Valkyrie from CCP Games, continues to evolve and with the latest free expansion dubbed ‘Warzone’ the developers have opened its particular brand of slick online space shooter to players without a VR headset whilst also allowing anyone across both PC and PS4 platforms, with or without a headset to play together.

I first encountered EVE: Valkyrie (up to then known as EVE-VR) back at Gamescom in 2013 and at the time, still years from the release of a commercial VR headset, it represented one of the first glimpse at what a triple-A made-for-VR title could offer. The game was to be a spin off of sorts from CCP Games’ extremely successful MMO EVE Online.

Fast forward to 2017, we have multiple VR headsets on the market and a version of Valkyrie now graces all of them in one form or another. EVE: Valkyrie however has remained a VR exclusive title throughout, at least until now.

CCP Games have today announced that with their latest free expansion pack, dubbed ‘Warzone’, the company are opening up the game’s satisfying space combat to those without VR headsets with the game now playable on vanilla PC and PS4 setups. What’s more, those players can choose to play with one another across platforms and choose (or not) to play in VR if they wish too. It’s an impressive show of continuing commitment to the company’s banner VR title but perhaps also a sign that the VR gaming market has not grown quite as fast as the company might have liked.

The new expansion will be available from September 26th and, as stated, is free of charge for owners of the game on either PS4 or PC.

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VR Puzzler ‘Light Tracer’ Coming to PSVR Next Month

Oasis Games have announced a September release for whimsical VR puzzle-platformer Light Tracer, in a recent post on the PlayStation Blog. The game involves guiding the Princess up a giant tower from the perspective of a ‘godlike entity’, solving puzzles and defeating bosses using an interesting motion control system.

As shown in the game’s first trailer for PSVR (below), players will hold two PS Move controllers, directing the Princess with a ‘magical Light Staff’ in one hand, while rotating the world and interacting with platforms and switches with the other. Martho Ghariani, head of PlayStation Business Development at Oasis Games, highlights the importance of adjusting the point of view.

“Sometimes solving a puzzle is a matter of seeing things from the right perspective, so you’ll find yourself constantly grabbing and spinning the game tower with the controller in one hand to figure things out.”

Light Tracer features eight chapters, each with a different environment, adding various gameplay mechanics like ice, or inverted gravity, and every chapter ends with a unique boss fight.

“As you help the Princess get higher and higher up the tower, you’ll gradually learn about your relationship (as the entity) with the Princess,” writes Ghariani. “And you’ll have lots of fun puzzles along the way!”

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The game was originally revealed in May at BitSummit in Japan, an annual indie showcase event, announced for both PSVR and SteamVR. Since then, there has been little mention of the PC version, with Oasis Games appearing to promote the game solely as a PSVR title. While the publisher has a presence on PC, most notably with their popular browser game Naruto Online, as well as action strategy PvP game Tiger Knight on Steam, their VR efforts have so far centred around Sony’s hardware, having released Ace Banana, Pixel Gear and Weeping Doll within the PSVR launch window last year, and more recently DYING: Reborn.

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The 5 Best Cross-Play Multiplayer Games for PC VR & PlayStation VR

Single-player games can immersive and rewarding, but when the campaign is done and all the AI foes have been slain, you need to know when you finally hit that ‘multiplayer’ button that can play with actual human beings. Here we take a look at multiplayers games that will let you play together—be it on PC VR headsets through Steam or Oculus, or on PlayStation VR.

VR’s overall playerbase—even across the major headsets—is still a pretty small community in contrast to console/PC gaming. So while the multiplayer lobbies won’t be busting at the seams like you’re used to in flatscreen games, you’re still bound to find a group of casuals, die-hards, and try-hards populating the servers.

Here’s what we think are the best cross-compatible games for Rift, Vive, Index, or Windows MR players on PC, and for console players on PSVR. You’ll find a longer explanation below our top 5 list detailing more about PSVR cross-play (spoiler: there’s only a few).

5 – Sparc

CCP’s 1v1 sports game Sparc was their last virtual reality title before shuttering their VR studios late last year. While CCP has basically called it quits on VR for now, there’s still plenty of reasons to pick up Sparc if you’re looking to connect up with a buddy.

Sparc is by all measures a great game, but it’s even greater that you can play mano-a-mano against any one of your VR headset owning goons you call friends. Sparc suffers from the same issue as many cross-platform VR games though, i.e. no support for friends lists outside of the platform you’re on, but you can always host a game and hope for matchmaking serendipity—the silver lining to a smaller user base means you’ll probably be able to match up with your friend easily.

Oculus Store – Steam – PlayStation Store 

4 – Catan VR

Catan VR (2018) brings the best-selling board game Settlers of Catan to pretty much every VR headset out there, with dedicated community of players on PC VR headsets, PSVR, Oculus Go and Gear VR. You’re certain to meet Catan-lovers from all over the world, so who knows how your game will improve or what friends you’ll make along the way.

Although online play is the main focus of Catan VR, there’s also a single-player mode with ‘Catan AI Personalities’, which were designed with guidance from Catan creator Klaus Teuber.

Oculus Store – Steam – PlayStation Store

3 – Space Junkies

Space Junkies (2019) is a team shooter from Ubisoft’s Montpellier studio that puts you into zero-g for some pretty familiar Unreal Tournament-style action. Although Ubisoft pulled the plug on development only a few months after the sci-fi arcade-style shooter was released, there’s still a sizable chunk of meat on the bones here, making it one of VR’s most finely-polished and fun team shooters out there.

Full cross-play adds some disparity in input; PSVR players could technically have a leg up on the competition due to DualShock 4 allowing for quicker target acquisition, although you may just find dual-wielding with motion controllers way easier and ultimately more satisfying.

Oculus Store – Steam – PlayStation Store

2 – Star Trek: Bridge Crew

You don’t have to be a Trekkie (or Trekker) to see why sitting at the bridge of a star ship, cooperatively taking down hostile aliens is a really engrossing way to lose an entire afternoon/evening. With its 4-player multiplayer, you can go through the game’s half-dozen campaign missions, or alternatively experience an infinite number of procedurally-generated missions in the company of other PC VR and PSVR-owners.

Created by Ubisoft’s Red Storm Entertainment, Star Trek: Bridge Crew is worth it if only to say you’ve been where no man’s gone before.

Oculus Store – Steam – PlayStation Store 

1 – Rec Room

Social apps are a fun way to talk and interact with people in VR, but if you don’t have something fun to do while you’re actually there, the novelty ultimately wears off. Anti Gravity’s Rec Room is a great way to experience fun activities like paintball or dodge ball, but the real meat of the game likes in their co-op ‘Quests’ and PvP battle royale game Rec Royale. Of course all of this is served up in a lovable cartoony environment while you have a chat with people from all over the world, or just your best buddies if you so choose. Did we mention it was free. Yeah, we can’t believe it either.

Rec Room isn’t only a great game, but it allows all players regardless of platforms to meet up, create friends and sally forth to take on all activities without the issues we mentioned above.

Oculus Store – Steam – PlayStation Store

Healthy Playerbases, Cross-compatibility Issues

Let’s face it: there aren’t many other cross-play multiplayer titles that currently work on all three major headsets. It’s a fact we’ve been living with since the headsets launched in 2016, and it doesn’t seem to be getting any better due to two very real roadblocks outside of the friends list issue a large portion of cross-platform games suffer from. While platform exclusives wall out a large percentage of would-be users, the ugly truth is studios simply aren’t going head-first into VR multiplayer games like they once were. Time after time, VR games that primarily feature multiplayer support have fallen to the wayside because of low hourly active user numbers, and perfectly fun games like Werewolves Within and Eagle Flight stand as testament to this.

If you buy a game and the servers aren’t populated with players, you probably won’t wait around too long for a match; it creates a vicious cycle that tends to spell the death of a game if a hardcore playerbase isn’t built-in due to things like active Discord servers or subreddits to keep people engaged outside of the matchmaking screen.

Thankfully for SteamVR headsets owners, Steam is a great resource for guaranteed cross-play on multiplayer titles; many games available through Steam offer VR support for Rift, Vive, Valve Index, and Windows VR pretty much on a de facto basis. Conversely, with a SteamVR headset and ReVive at your disposal, many Oculus Rift multiplayer titles are technically cross-play capable if you’re looking to hack your way in. It’s a pretty strange way of vaulting over the friends list roadblock, but entirely feasible if you’re motivated.

Update (January, 20th 2020): We’ve done a long-due overhaul of the list reflecting the latest developments in the games, and their cross-play abilities. We’ll be periodically updating this list as new games come out.

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Watch: Forestry’s Procedural Mesh System Offers Unique VR Crafting & Destruction

Procedural mesh destruction and construction underpins Decoder VR’s first title, Forestry, which just launched on Steam. Built for Vive, Rift and PSVR, the game’s fully destructible world presents a vast forest for the player to cut to pieces, which can then be used to create new objects.

As shown in this whimsical trailer, the game doesn’t take itself too seriously, embracing the inevitable madness that results from letting players loose in a destructible world with a bunch of axes. Behind the simple geometry of the environment is a procedural mesh system that allows for very fine cuts, opening up endless possibilities for new object construction; it is possible to create a self portrait entirely from wood shavings, for example.

“We built the game from the ground up for virtual reality in an attempt to create an experience that utilizes the unique gameplay, visual and audio functions of room-scale VR systems,” says Mike Ferchek, lead developer at Decoder VR.

In addition to this novel crafting system, the game has different chopping tools, hidden items and special powers to discover. As every object in the environment can be destroyed, there is also an adventure element to the game, with “strange obelisks” and “mysterious areas” to find and explore.

If you’re interested, head over to Steam where Forestry‘s available now.

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