Hands-on: IBM Watson Brings Voice Commands to ‘Star Trek: Bridge Crew’

IBM Watson, the artificial intelligence platform designed to understand natural language, today launched support for Star Trek: Bridge Crew (2017) across PSVR, Oculus Rift and HTC Vive.

Before the service launched today, lone players could control the ship’s other posts—Engineering, Tactical, Helm—by clicking a few boxes to issue orders. Now a sole captain (also with a mixed crew of humans and non-humans) can complete whole missions by issuing commands directly to the non-human-controller characters using natural language.

image courtesy IBM

Voice commands are enabled by IBM’s VR Speech Sandbox program, which is available on GitHub for developers to integrate speech controls into their own VR applications. The Sandbox, released in May, combines IBM’s Watson Unity SDK with two services, Watson Speech to Text and Watson Conversation.

at the Captain’s chair, image captured by Road to VR

We had a chance to go hands-on at E3 2017 with Star Trek: Bridge Crew embedded with the Watson-powered voice recognition, a feature that’s initiated during gameplay with a single button press. While talking directly to your digital crew does provide some of those iconic moments (“Engage!” and “Fire phasers!), and most orders went through without a hitch, Watson still has trouble parsing some pretty basic things. For example, Watson doesn’t understand when you use the name of ships, so “scan the Polaris” just doesn’t register. Watson also didn’t pick up on a few things that would seem pretty easy at face value. Commands like “fire on the target”, “fire on the enemy,” and “come on, let’s warp already!” fell on deaf digital ears.

IBM says their VR speech controls aren’t “keyword driven exchanges,” but are built around recognition of natural language and the intent behind what’s being said. Watson also has the capacity to improve its understanding over time, so those “Lets get the hell out of here, you stupid robots!” may actually register one day.

This however doesn’t stop a pretty weird logical disconnect that occurs when talking to a bot-controlled NPC, and it stems from the fact that I was at first imbuing the NPCs with actual intelligence. When talking directly to them, I was instinctively relying on them naturally to help me do my job, to have eyes and ears and not only understand the intent of my speech, but also the intent of the mission. A human tactical officer would have seen that we were getting fired on, and I wouldn’t have had to issue the order to keep the Bird of Prey within phaser range. I wouldn’t have to even select the target because Tactical would do it for me. IBM isn’t claiming to be able to do any of that with its cognitive computing platform, but the frustration of figuring out what Watson can and can’t do is a stark reality, especially when getting your tail-end blasted out of the final frontier.

In the end, Watson-supported voice commands may not be perfect—because when the Red Shirts are dropping like flies and consoles are exploding all over the place, the last thing you want to do is take the time to repeat an important order—but the fact that you can talk to an NPC in VR and get a pretty reliable response is amazing to say the least.

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‘Star Trek: Bridge Crew’ Review

Ubisoft’s long-awaited Star Trek: Bridge Crew, the co-op space sim that puts you at the bridge of your very own Federation vessel, is nearly here (coming out May 30th), but we’ve had our mitts all over a pre-release copy for a few days now. Wherever you may fall on the spectrum of Trek fandom, Bridge Crew promises more than just a genuine Trek experience with its exciting gameplay and a social component that is sure to immerse.


Star Trek: Bridge Crew Details:

Official Site

Developer: Red Storm Entertainment
Publisher: Ubisoft
Available On: Home (Oculus Touch), Steam (HTC Vive, Oculus Touch), PlayStation VR 
Reviewed On: Oculus Touch, HTC Vive
Release Date: May 30, 2017


Gameplay

Stepping back a bit from my affection of the many iterations of Star Trek universes—explored in the recent re-boot films and older TV series spanning back to Star Trek (1966), aka “The Original Series” (ToS)what I experienced in the last few days with Bridge Crew was a profound realization that I am not a Federation captain, not yet anyway.

Piloting the fictional vessel, dubbed the U.S.S. Aegis, on an exploratory mission to the uncharted sector ‘The Trench’ in efforts to find a new planet for the Vulcan race after the Romulans destroyed their home-world, I quickly found out that when the Klingon Empire is breathing down your neck and real people are counting on you to make the right decision, that I still need a lot more time with Bridge Crew before I can put on the well-deserved swagger of a Kirk, Piccard, or Janeway. That’s not to say you can’t have your ‘captain-y moments’ in the beginning campaign with your friends though, but when the goings get tough, role-playing that Starfleet swagger quickly deflates in front of the very real barrier of 2 Klingon warships and 4 scouts coming in for the kill.

And even though the game promises only 5 ‘episodes’ that range from 20-30 minutes of gameplay a piece, the difficulty level spikes significantly around the last two missions, so be prepared for the likelihood of an entire play session getting scrapped because you didn’t get a critical instrument back on-line while taking heavy fire. Despite some hypothetically quick mission times, you can easily invest several hours alone trying to beat the last two campaign missions.

flying high at Helm, image captured by Road to VR

I found the campaign mode, which can be completed with or without a fully-manned, live crew (AI can fill in the gaps), to be much more difficult as a lone player. Because AI can’t really take on detailed orders like, “avoid that gravitic mine while running away from that anomaly while shooting at the upcoming Bird-of-Prey,” you sometimes have to jump into the AI’s position to get what you want out it. You can also issue crew-wide orders to the AI from your captain’s chair that make some things a bit quicker, like aligning warp vectors and repairing critical ship functions, but that’s not really what Star Trek: Bridge Crew is all about.

When playing alone, I found that micromanaging a ship’s AI effectively photon-torpedoes the fun right out of the sky. Instead, the soul of the game is more about becoming an effective communicator with like-minded players and having those deeply surreal moments when your ego jumps into the shoes of a bridge officer commanding, responding, and caring about the world around you. Those are the deeply satisfying moments of the game, when you can cheer for victory and bond—even with perfect strangers.

at the Captain’s chair, image captured by Road to VR

Without going too deep into each station’s duties (you can a video of the full explanation here), the intensity of the enemy and the various objectives flying your way can quickly overwhelm any station. Besides requiring effective communication between players, the game hinges on your ability to keep systems repaired, and correctly balanced for the task at hand. At engineering, you can overcharge engines, phasers, shields at the expense of all other systems, or lower your output entirely to maintain a low profile radar signature for moments of stealth, a requirement for some missions. Engineers can repair everything except your hull, meaning once your shields go down, you’ll be accruing permanent damage.

As a captain in the co-op mode, you keep an eye on mission objectives, and also the game’s three maps; a local map, an impulse map for farther objects of interest, and a warp map displaying far-flung locations. Only mission-relevant locations can be accessed during the campaign mode, so exploring is a bit ‘on rails’ as it were. Here it’s your job to efficiently order the crew according to their roles and keep an eye on everyone as they go about their individual jobs.

Tactical can fire torpedoes in limited supply, phasers that need charging, and subsystem intrusions that let you knock out the enemy’s engines, phasers, etc.

Helm’s job is to maneuver the ship from point A-B, keep targets in sight, and be on point when it comes to aligning impulse and warp vectors for quick getaways.

Outside of campaign mode, Bridge Crew also offers ‘ongoing missions’, which serves up a selection of procedurally generated challenges available in both solo and co-op mode. These entail rescue, defend, attack, and exploratory missions. To add another level of difficulty, you can also fly the original Enterprise (NCC 1701) during ‘ongoing missions’, which is more powerful but less stealthy. To my surprise, the old Enterprise is fairly dead-on with screen accuracy, replete with a charming array of unlabeled flashing lights and buttons (you can toggle labels on if you need help).

Aboard the Enterprise, NCC-1701, image captured by Road to VR

In the end, Bridge Crew is more about ‘pew pew pew’ and less about peaceful exploration than I personally care for, but that’s probably better for everyone’s enjoyment in the long run.

Cross-play between Vive, Rift and PSVR was switched off in the pre-release version, but Ubisoft says it will be ready at launch.

Immersion

The look and feel of the game is nothing short of amazing, and fans are sure to appreciate the attention to detail. The ship’s interior, although taking after the J.J. Abrams re-boot films (love it or hate it), it thankfully lacks the director’s penchant for lens flares and dramatic camera angles, instead putting you in a very real, very well-crafted ship’s bridge.

Space exteriors are graphically less involved however, and seem too cartoonish to be believed. Science enthusiasts will undoubtedly shake their heads in anguish when they see the game’s lumpy-looking stars with equally lumpy-looking planets far too close to each other. That’s not a big concern, but it does detract a bit from the game’s wow-factor.

image courtesy Ubisoft

As for the interior, controls are logically represented and well-labeled for each station. Some buttons become unresponsive during and a bit after impulse and warp travel is concluded though, which isn’t exactly helpful when you’re trying to get a jump on your respective duty. This leaves you effectively tapping a button until the game decides you’re allowed to use it; annoying, but you get used to it.

image captured by Road to VR

Avatar creation falls slightly flat because its done via a collection of very rough presets, letting you choose between man or woman, Human or Vulcan, and a number of ethnicities via a slider so you try to create something unique. You can also make them stockier, older, and cycle through a few hairstyles and colors. I never really found an avatar that fit me though.

Thankfully the game lets you play either with gamepad or hand controllers, which means anyone with a high-quality VR headset can join in. Players with hand controllers will notice that console screens stop your virtual hands, which is helpful when it comes to accurately hitting a button. While this technically screws with your body’s proprioception, or the ability to innately understand where your body parts are without looking, it didn’t really bother me after hours of play time.

Comfort

As a seated game, Star Trek: Bridge Crew is an exceedingly comfortable experience. With the bridge and consoles acting as physical anchors, and the ship’s slower turning radius and speed, you likely to have minimal problems if you’re usually averse to artificial locomotion-induced nausea.

sitting never felt so exciting, image captured by Road to VR

The developers at Red Storm Entertainment are well-studied when it comes to VR game design, and offer plenty of near-field space debris and particles to give you the sense that you’re moving in space without the discomfort of artificial locomotion.

Conclusion

The big question remains whether Star Trek: Bridge Crew will be a flash in the pan with an initial period of hype, or a long-lived success with a steady player-base. I can see myself logging on and playing through the campaign with buddies and maybe even making the procedural missions a weekly addition to my routine amongst friends (as long as everyone is having fun). Even playing with random people was a blast, but the fact remains that fresh content like new campaign missions, ship types, and greater multiplayer-driven game modes, are all needed to keep users interested and coming back to have what I would consider one of the funnest social gaming experiences I’ve had to date.


A special thanks goes out to social VR industry pro Shawn WhitingRoad to VR exec. editor Ben Lang, and a random English guy by the moniker ‘the_weird’ for helping with the review of this game.

The post ‘Star Trek: Bridge Crew’ Review appeared first on Road to VR.

Star Trek – Bridge Crew VR: Ubisoft veröffentlicht neuen Trailer zur U.S.S Enterprise

Wer seinen Kaffee auf der U.S.S Enterprise in Zukunft schön schwarz, heiß und lecker genießen will, kann sich ab dem 30. Mai auf der Brücke der legendären Raumstation austoben – und das sogar in der virtuellen Realität. Das zuständige Studio hat unter der Schirmherrschaft von Ubisoft nun einen ersten Teaser-Trailer für das Weltraum-Abenteuer veröffentlicht, in dem vor allem die zahlreichen quietschbunten Anzeigen ins Auge stechen. Der Nerd in uns kann es kaum erwarten, eine der Rollen auf der Enterprise zu übernehmen. Anspielen durften wir den tollen Titel bereits. Zum Hands-On, bitte hier lang.

Wer bemannt die virtuelle Brücke der Enterprise?

Die Entwicklung von Star Trek: Bridge Crew verlief in den letzten Monaten nicht immer problemlos ab, was die Macher von Red Storm Entertainment dazu veranlasste, den Release des Multiplayer-Titels immer wieder zu verschieben. Das Tochterstudio von Ubisoft rechnete eigentlich bereits mit einer Veröffentlichung im November 2016, sah sich jedoch gezwungen, den Termin deutlich weiter nach hinten zu verlegen, auf den 14. März. Nachdem das Spiel auch Mitte März nicht den letzten Feinschliff erhalten hatte, steht nun mit dem 30. Mai der dritte Releasetermin an – hoffentlich der finale.

In Bridge Crew könnt ihr euch mit bis zu drei Mitspielern zusammentun, um die U.S.S Enterprise auf Kurs zu halten. Jedes der Crewmitglieder nimmt eine von vier Rollen ein. Als Captain fällt euch natürlich die Aufgabe zu, das Raumschiff zu steuern. Gleichzeitig müsst ihr allerdings auch dem Rest der Brückenbesatzung Kommandos geben, damit die Missionen, die euch das Spiel immer wieder stellt, zu eurer Zufriedenheit erledigt werden. Wer nicht davor scheut, sich die Hände schmutzig zu machen, sollte unbedingt in die Rolle des Ingenieurs reinschnuppern, denn Reparaturaufgaben und abgedrehte Sci-Fi-Konstruktionen sind auf einem Space Shuttle unumgänglich. Darüber hinaus habt ihr die Möglichkeit, euch als Tactical oder Helm Officer zu verdingen.

Wenn auch etwas verspätet – Star Trek: Bridge Crew kommt gerade noch rechtzeitig für die Feierlichkeiten zum 50. Jubiläum von Star Trek und beinhaltet deshalb natürlich auch das für die Reihe prototypische Raumschiff mit der immer wieder in der Popkultur aufgegriffenen Bezeichnung NCC – 1701. Wir freuen uns tierisch darauf, Ende Mai ins virtuelle Multiplayer-Chaos zu starten. Bridge Crew erscheint für die PlayStation VR, Oculus Rift und die HTC Vive.

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PSVR: Statik kommt im April für Playstation VR

Alles neu macht der Mai – und der könnte sogar ein Feier-Monat für Playstation-VR-Fans werden. Star Trek: Bridge Crew, The Persistence, Farpoint und der PlayStation VR Aim Controller sind bereits bestätigt. Jetzt kommt auch noch das lange erwartete Statik mit einem Release-Termin dazu. Und das PSVR-Puzzlespiel kommt sogar schon am 24. April.

Rabatt für europäische PS Plus Mitglieder

Dabei ist der neue Playstation-VR-Titel schon seit einiger Zeit in der Mache. Statik wurde bereits auf der E3 im Juni 2016 angekündigt, aber jetzt überrascht uns das schwedische Entwicklungsstudio Tarsier Studios mit einem doch relativ zügigen Veröffentlichungsdatum. Und wer im EU Playstation Store kauft, kann sich sogar noch über einen Pre-Order-Bonus freuen: Es gibt 20 % Rabatt für PS Plus Mitglieder. Statik selbst wird mit einem Verkaufspreis von 15.99 £ angegeben (ca. 18,31 Euro).

Statik: First-Person-Puzzle

Statik ist ein First-Person Spiel und erinnert auf den ersten Blick an Portal von Valve. Ihr steht in einem Labor, es läuft Musik, die in jedem guten Fahrstuhl klimpern könnte und ein sarkastisch klingender Helfer redet auf euch ein. Das Spiel wird mit dem DualShock 4 Controller gesteuert und verwendet einen netten Twist, der ein immersives Gefühl vermitteln soll. Ihr sitzt nämlich auf einem Stuhl und müsst Aufgaben lösen, die euch Dr. Ingen jeden Tag gibt. Dabei sind eure Hände in einer Box gefangen – somit könnt ihr diese nicht sehen. Warum der Doktor euch testen will, ist (noch) nicht klar.

(Quelle: uploadvr.com)

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Star Trek Bridge Crew: Ubisoft verspricht über 40 Stunden Spielzeit

Die Game Developers Conference (GDC) findet alljährlich in San Francisco statt. Entwickler von Computerspielen und Branchenvertreter kommen dort zusammen, um neue Hard- und Software oder die Entwicklungen am Spielemarkt vorzustellen. Während einer Pressekonferenz von Ubisoft verkündete Vice President Chris Early, dass das mit Spannung erwartete Virtual Reality Spiel, Star Trek: Bridge Crew mehr als 40 Stunden Spielspaß garantieren werde.

Verschiedene Modi sollen für Abwechslung sorgen

Diese zahlreichen Stunden werden sich über verschiedene Spielmodi verteilen. Auf der einen Seite können sogenannte Scripted Missions verfolgt werden. Diese besitzen einen linearen Storyverlauf und bieten eine zusammenhängende Folge von Ereignissen. Auf der anderen Seite wird der Ongoing Voyages-Modus Missionen kreieren, in denen die Spieler alleine oder mit Freunden antreten können. Laut Early werden diese Missionen zufällig generiert und folgen dem klassischen Star Trek-Konzept.

Dank Virtual Reality kommen Star Trek Fans auf ihre Kosten

Virtual Reality Star Trek Spiel von Ubisoft

Im Spiel werden mit der Bord-Besatzung werden zunächst diverse Plätze erforscht. Währenddessen stellen sich unerwartete Herausforderungen in den Weg, die am Ende zu einer regelrechten Krise führen könnten. Diese muss wiederum eventuell in letzter Minute gelöst werden. Early geht davon aus, dass Fans von den Missionen und dem klassischen Look der Bridge Crew begeistert sein werden:

Es ist wirklich Star Trek in seiner reinsten Form. Wir wollten diese typische Reihe an Ereignissen aus der Serie aufgreifen und sie in ein wirklich lustiges und unterhaltsames VR-Spiel übertragen.

In Bridge Crew sitzt ihr auf der Kommandobrücke eines Raumschiffs der Föderation. Ihr werdet für einen bestimmten Teil des Schiffes verantwortlich sein, wie beispielsweise für die Waffen, die Transporter oder die Motoren. Es muss zur richtigen Zeit das Richtige getan werden, um die Missionen abzuschließen und das Schiff davor zu bewahren, zerstört zu werden.

Star Trek: Bridge Crew wird speziell für VR-Systeme entwickelt. Ein wenig müssen wir uns allerdings noch gedulden. Nach einer erneuten Verzögerung wird das Spiel erst am 30. Mai 2017 erscheinen.

(Quelle: Upload VR)

Der Beitrag Star Trek Bridge Crew: Ubisoft verspricht über 40 Stunden Spielzeit zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

GDC 2017: Star Trek Bridge Crew Will Have ’40 Plus Hours’ of Gameplay

GDC 2017: Star Trek Bridge Crew Will Have ’40 Plus Hours’ of Gameplay

During a press briefing at GDC 2017, Ubisoft’s VP of Digital Publishing, Chris Early revealed that the highly anticipated VR game, Star Trek: Bridge Crew is going to be a “40 plus hour experience.”

According to Early, these hours will be distributed over the course of several different game modes. There will be “scripted missions” that follow a more linear story path and give you the chance to follow a cohesive chain of events. And there will also be the non-linear “Ongoing Voyages” mode that provides randomized missions to dive into solo or with friends

These ongoing missions will be procedurally generated, according to Early and will follow the “classic” Star Trek recipe. Start with one bold space exploring crew, add one unexpected challenge, add in a dash of last minute crisis and solve for X. Early expects that fans of the source material will be thrilled by the types of missions and various aesthetic touches in Bridge Crew.

“It’s really just pure Star Trek. We really wanted to take that typical chain of events and translate it into a really fun and satisfying VR game,” Early said.

Bridge Crew puts you in a seat on the bridge of a Federation starship. You will be put in charge of one specific portion of the ship: weapons, transporters, engines etc. Your job is to execute your role at the right time and in the right way in order to complete the mission and keep your ship from being blown out of the cosmos.

Here’s the official synopsis for Bridge Crew:

Developed specifically for VR, Star Trek: Bridge Crew will immerse you in the Star Trek universe. Explore a largely uncharted sector of space known as The Trench with your friends on board of the USS Aegis. In co-op, form a crew of four players to serve in the roles of Captain, Helm, Tactical or Engineer.

Now there’s even more to get excited about for our Most Anticipated Game of 2016, but we’re going to have to anticipate it for a while now. Bridge Crew was recently delayed again to a May 30, 2017 release date. We’ll give Ubisoft all the Federation Credits we have if they don’t delay it again.

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Hands-On: From Other Suns is a Procedurally Generated Multiplayer Starship Simulator

Hands-On: From Other Suns is a Procedurally Generated Multiplayer Starship Simulator

From Other Suns, a brand new VR title by Gunfire Games, draws heavy inspiration from several existing concepts and combines them all together, effortlessly, into a fresh and shiny package. It’s got the ship and crew management of games like Star Trek: Bridge Crew and FTL, it’s got the cooperative first-person shooter elements of games like Onward and Borderlands, with tons of loot to gather and gear to acquire, and it’s got the crazy ragtag crew antics of something like Guardians of the Galaxy — you can watch the trailer below to catch all of the vibes.

Even though it’s designed primarily as a three-player cooperative multiplayer game, the first time I played From Other Suns at GDC 2017 this week I was on my own. The other two demo stations were occupied by players also playing alone so I’d be rolling solo for my first mission. It was like my own private trial by galactic fire, as it were.

Everything began aboard my starship as the onsite Gunfire Games developer walked me through the controls and movement systems. On my wrists are a couple of buttons I can press with my opposite hand to pull up things like the options window or a map screen. The Oculus Touch controller face buttons toggle an inventory and an equipment display.

The default, more comfortable, movement system was a bit unique. You start by pressing forward on the left analog stick and then as you move around you watch your avatar from a third-person perspective.

Once you let go of the analog stick, you immediately teleport back into your body as you’re standing still. It feels almost like an out of body experience, but is a good option for those sensitive to motion sickness. It seemed to be a decent stop-gap solution, but I can’t imagine someone playing the entire game this way. It’s just wonky and feels like an inferior way of experiencing it.

For me, I preferred the full locomotion movement. It worked very similarly to Onward, allowing me to freely move around the world with few issues.

Once I got that down, it was time for my mission briefing. I headed to the bridge and looked down at my star map. After I selected a space station that was in trouble, my commander informed me that robots had overtaken the vessel and killed everyone on board. Because of course they did.

I made my way back to the chamber with the teleportation pad and inspected the guns on the wall. My starting pistol was good, but not great. Each of the guns had different fire rates, magazine sizes, and damage output. One functioned like an energy rifle, another shot lighting bolts, and then another was sort of like a short range shotgun. Plenty of diversity with options for every situation.

Once my loadout was set I stepped onto the pad and beamed down onto the ship. The developers told me that in the real game, maps like this would be procedurally generated from tilesets. This means that no two mission will ever be the same due to randomization, but it won’t be as lifeless as a truly randomized area.

Knowing that killer robots were on the loose, I was much more cautious than when freely roaming my own starship. I slowly edged around corners, poked my head out from cover to sneak a look, and made sure to stay mobile.

Eventually I encountered my first enemy, a robotic adversary that resembled the droids from the Star Wars prequels a bit. He was flanked by two similar robots, so I started by poking out from around the corner, gunning for headshots with my pistol. Soon, I swapped to the automatic rifle and peppered the chest of the closest one until it dropped. Once they got too close I switched to the shotgun and blasted their heads off. It felt extremely satisfying, especially with full locomotion.

Upon death, the robots dropped a few glowing items. One was a shield, which I could hold in one hand and squeeze the trigger to activate — if it got hit too many times it’d break and need to recharge. The second glowing item was green and I found out it was a syringe, which I could stab myself with to heal. Stocking up on those saved me a few times later in the mission.

When I came came back to the booth at a later time I was able to hop into a multiplayer session with UploadVR’s own Senior Editor, Ian Hamilton. While exploring the starship I quickly realized that I could hear him just fine over voice chat, but he couldn’t hear me. It was just a minor hardware issue. I decided to use this to my advantage.

While this was technically a cooperative multiplayer game, the folks at Gunfire didn’t want to cut any corners. This is a hardcore game about manning a starship and trying to survive. Friendly fire happens. I learned this by opening fire on Ian as he was still trying to find his way around the ship; I could even hear the booth attendees talking to him over the microphone.

One thing led to another and I killed him in cold blood before the mission even started. I didn’t need him slowing me down, but he just respawned and joined me anyway.

While we were down there, team dynamics started to emerge. Whoever had the shield could walk in front, drawing fire and keeping enemies busy, while someone else headed up the rear taking aim with more powerful and precise weapons.

The inclusion of thrown weapons like EMP blasts to stun robots or grenades to blow apart large groups would be a welcomed addition if the developers decided to add them. Later on, large robots with rocket launcher weapons could demolish a fully charged shield in a single blow, making it clear this wouldn’t be an easy game when it finally releases.

During our time with the game, Gunfire also mentioned a suite of features that weren’t available in the demo we tried. For starters, while aboard your ship, you can actually engage other ships in combat. Gameplay during these moments would consist of sending crew members to repair parts of the ship and actively rerouting power to shields or guns during a fight.

Ultimately, even though I was more successful and actually beat the mission on my own before joining forces with Ian, playing as a team was rewarding and exciting. Perhaps with a more competent partner things wouldn’t have broken down so quickly.

I ended up killing him again out of pure spite before the demo was over. It didn’t make me feel any better.

From Other Suns is in development by Gunfire Games as an Oculus Rift with Touch exclusive, currently slated for Fall 2017. Even though it’s being built with three player co-op in mind, it’s still playable in single player as well.

[Editor’s Note] – This article was originally published in February during GDC 2017 and has been republished to coincide with the free Open Beta weekend happening at the time of publication.

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Star Trek: Bridge Crew Delayed Again, Adds Original U.S.S. Enterprise

Star Trek: Bridge Crew Delayed Again, Adds Original U.S.S. Enterprise

Legendary Nintendo game developer Shigeru Miyamoto (Mario, Zelda, Donkey Kong) once said, “A delayed game is eventually good, a bad game is bad forever.” Ubisoft is taking that sentiment to heart as they have delayed Star Trek: Bridge Crew a second time, this time to May 30th, 2017. This delay isn’t specific to Star Trek either, as the upcoming non-VR South Park RPG is temporarily moved back as well. As far as we know, this should theoretically coincide with the release of the forthcoming new television series, Star Trek: Discovery.

Additionally, Ubisoft outlined plans to include the original U.S.S. Enterprise in the game when it releases this May. According to the statement, the classic bridge will only be usable in the Ongoing Voyages game mode, which provides randomized missions to tackle either solo or in co-op for added replayability.

“We felt it was important to include a part of classic Star Trek with this game, especially during Star Trek’s 50th anniversary,” said David Votypka, Sr. Creative Director at Red Storm Entertainment, in a prepared statement. “The original U.S.S. Enterprise is such an iconic part of the franchise – it’s the ship that started it all.  The adventures and relationships that took place on the ship are a special part of Star Trek history, so we were determined to give players the opportunity to create their own adventures and stories on this classic ship.  We’re very excited to see player reactions when they step onto the U.S.S. Enterprise original bridge for the first time, and experience Star Trek: Bridge Crew in a whole new way. We’re also appreciative of players’ patience as we finalize work on the game to bring the Star Trek experience we envisioned to life.”

The extra wait is going to be tough, as Star Trek: Bridge Crew took home the honors of being named our most-anticipated VR game of 2017 during our 2016 end of the year awards. We’ve loved everything about it when we’ve gotten our hands on the experience and can’t wait to sink our teeth into it more to really see how well it performs and whether there is enough content to keep people coming back for extended periods of time.

Star Trek: Bridge Crew, when it releases on May 30th, will be available for Oculus Rift, PlayStation VR (PSVR), and HTC Vive. It will also fully support cross-platform multiplayer, just like Werewolves Within and Eagle Flight.

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