The Walking Dead: Saints & Sinners ‘Meatgrinder’ Update Adds Brutal Horde Mode Arenas

Today at the UploadVR Showcase: Summer Edition we revealed the announcement trailer for the Meatgrinder update in The Walking Dead: Saints & Sinners. This big new update will introduce brutal new horde mode-style battle arenas for a quicker and more replayable way of killing zombies.

Watch the first-ever footage of the new update right here:

This is a big feature that a lot of people were clamoring for even back when the game first came out. As great as Saints & Sinners is with its meaty campaign, massive maps, and reactive sandbox-style gameplay that adapts to your actions, it’s hard to replay a game like that. It just isn’t the same.

But people still wanted more of the experience, so Skydance Interactive are releasing the Meatgrinder update! This new update delivers a handful of maps, one of which is brand new, to let you fight through waves of zombies that get progressively harder as you craft weapons and fend them off for your own survival. There’s even a brand new katana added into the game for this too.

The Oculus Quest version of The Walking Dead: Saints & Sinners is still due out later this year, in Q4, but we don’t know anything else about that yet. For now, the Meatgrinder update is coming to both PC VR and PSVR along with all of its bloody, gory action, in July 2020.

For more on The Walking Dead: Saints & Sinners, make sure and read / watch our full review here.


Check out every trailer, article, announcement, interview, and more from the UploadVR Showcase right here.

The post The Walking Dead: Saints & Sinners ‘Meatgrinder’ Update Adds Brutal Horde Mode Arenas appeared first on UploadVR.

The Best VR Games Of 2020 (So Far)

Looking for the best VR games in 2020? Look no further!

Well, 2020 might not be going the way anyone exactly planned, but one thing’s for sure; there’s already been a lot of great VR games. As we approach the halfway point, it’s time to reflect on some of the best experiences released for headsets so far.

This list includes releases across Steam, the PlayStation Store and the Oculus Stores.

To recognize as many games as possible we’re splitting our current list of best VR games in 2020 into two parts. First is the all-new releases, but we’re also recognizing ports of older games that made successful transitions to other headsets. Also check out our lists for the best 25 games on PSVR, Oculus Quest, Oculus Rift and SteamVR!

Best VR Games 2020: All-New Releases

Half-Life: Alyx

What Is It?: Do we really need to remind you? Valve’s legendary series finally returned in fine form as a prequel to Half-Life 2 in which we play as Alyx Vance.

Our Score: 5/5

What We Said: “But, for the already-initiated and those susceptible to it, Alyx is a triumphant return; a stunningly produced, meticulously refined capping off of the past four years of VR learnings. Its 10+ hours of best-in-class combat, evolving level design and, every so often, moments of truly inventive ideas swiftly establishes it as a new benchmark for the platform.”

OhShape (Quest, PC VR, PSVR coming soon)

What Is It?: Beat Saber meets human Tetris; you have to fit shapes in a wall, avoid obstacles and grab coins to the beat. A nice change of pace from other VR rhythm games.

Our Score: 4/5

What We Said: ” It’s a smart, straight, no-nonsense rhythm game with an energetic core mechanic and plenty of options to tailor the experience to your liking. There’s a few presentation hiccups and the initial track list could be more inspiring, but these are minor and very fixable issues. If you’re growing tired of slashing or shooting beats in VR, then you should definitely try throwing some shapes here instead.”

The Walking Dead: Saints & Sinners (PC VR, PSVR, Quest coming soon)

What Is It?: Based on the enduring comic book series, Saints & Sinners takes players to zombie-infested New Orleans, where they shoot and stab their way to survival.

Our Score: 4/5

What We Said: “Despite its minor issues like relatively boring environments, repetitive mission structure, and human AI that leaves a bit to be desired, The Walking Dead: Saints & Sinners is easily the best zombie game in VR to date. The shooting mechanics feel heavy and impactful and melee is extremely violent in just the right ways. There’s plenty of depth between the survival systems and crafting mechanics and it packs a large and dense adventure unlike anything else out there.”

Paper Beast (PSVR)

What Is It?: Another World creator Eric Chahi makes his VR debut with this sensational VR animal kingdom.

Our Score: 4/5

What We Said: “It is a game not content with just one miracle, be it the authentic, almost documentarian approach to a virtual ecosystem, nor the technical milestones such a feat requires. Even its set of puzzles somehow emerge as a remarkably natural extension of its core themes and systems, creating a cohesive and curiously precious VR game to be preserved and savoured. Though it usually comes with unintended pitfalls, Paper Beast proves playing god can be great from time to time.”

Down The Rabbit Hole (Quest, PC VR, PSVR)

What Is It?: An all-new adventure set in Wonderland that takes you on a whirlwind tour of strange places and crazy characters.

Our Score: 4/5

What We Said: “Even Down The Rabbit Hole’s sheer existence seems like lunacy. It’s as strange a VR game you’ll find, one that refuses to be pegged down to any one demographic or tick any certain box. There might be a touch of tameness to some of its puzzles and the adventure is over a little too soon, but when the game tips its box of ideas upside down, magic usually falls out. Down The Rabbit Hole is as Mad as a Hatter, and that’s exactly what you’d want it to be.”

The Room VR: A Dark Matter (Quest, PC VR, PSVR)

What Is It?: Fireproof Games’ award-winning series delivers a compelling VR-native series of intriguing puzzles.

Our Score: 4/5

What We Said: “The Room VR: A Dark Matter is an exemplary puzzle game that not only serves as a prime example of what makes puzzle games so compelling in the first place, but elevates the genre via VR with supreme interactivity, excellent visuals, and a palpably mysterious atmosphere.”

Lies Beneath (Quest, Rift)

What Is It?: Drifter does Silent Hill in this story-driven first-person shooter that pits you against horrific monsters.

Our Score: 4/5

What We Said: “While Lies Beneath doesn’t pack enough true terror to be considered a new peak for VR horror, it does manage to craft an intriguing story in a stylishly formed world with mostly satisfying combat and palpable tension. It’s exciting to see a developer that was so previously rooted in the fast-paced action shooter category branching out to something more slow-paced, narratively-driven, and visually unique.”

Pixel Ripped 1996 (Quest, PC VR, PSVR)

What Is It?: The next in ARVORE’s series of love letters to retro gaming, Pixel Ripped 1995 has players enjoying tributes to classic consoles inside VR.

Our Score: 4/5

What We Said: Pixel Ripped 1995 is a bigger, bolder, and even more nostalgic walk down memory lane that shifts the focus from the late 80s to the early 90s — perhaps the most iconic and formative decade of the video game industry to date.

Spaceteam VR (Quest, PC VR, PSVR coming soon)

What Is It?: A successful conversion of a frantic mobile party game, Spaceteam has up to six players working together to keep their vessel going.

Our Score: 4/5

What We Said: “Inevitably, some of the same-room companionship is lost in the transition from physical to virtual, but not nearly as much as you might think, and thoughtful additions made possible by headsets go a good way to making up for it. Spaceteam VR will break friendships, ruin your vocal cords and raise your blood pressure. That is to say, it’s quite a delight.”

Best VR Games 2020: Ports

Ghost Giant On Quest

What Is It?: A touching story-driven adventure in a gorgeous papercraft world, with fun puzzles and a mature take on a troubling subject.

Our Score: 5/5

What We Said: “Ghost Giant remains a delicate balance of charm and poignancy; an important story told with the right amount of sensitivity, steeped in the power of VR connection and companionship. Solving its puzzles might present the occasional road bump, but you’ll otherwise be swept up by its marvellous world of miracles and the characters that live in it. And, thanks to Quest, that’s easier to do than ever.”

Final Assault On PSVR

What Is It?: VR does the WW2 RTS with fantastic results.

Our Score: 4/5

What We Said: “There’s a fun focus on planning and improvising in Final Assault, making it an engaging, albeit somewhat less involved, entry for the genre even if it wasn’t on a headset, but in virtual reality, the RTS shines as an imaginative chest of colorful toys. Just make sure when you’re planning your attack to call in a supply drop of dramamine.”

Form On PSVR

What Is It?: A sublime piece of VR puzzling with first-class interactions and amazing visuals.

Our Score: 4/5

What We Said: “FORM is a little too short and lacking in challenge for it to be considered a true classic, but it stands tall as a VR puzzler unlike any other. There’s an understanding of this new medium here that few developers have been able to demonstrate. Its atmosphere is dense and engaging and its puzzles capture a strong sense of discovery, resulting in a brilliant blend of gameplay and experience. The flood of VR puzzle games could learn a lot from the foundations that Charm Games has laid here.”

Tetris Effect On Quest

What Is It?: Tetris… in VR. Yes, really.

What We Said: ” Playing Tetris Effect that way is a real prospect with an Oculus Quest — and an utter joy — that would be very hard to achieve with a console or PC tethering you to the house.”

Gorn On PSVR

What Is It?: Free Lives’ gloriously silly battle sim that rips up the rules on VR violence.

What We Said: “All that said, if you’re able to optimize your setup and come in with the right expectations, I’d still say Gorn is an easy recommendation for PSVR fans. No, you’re not getting an epic adventure comparable to the bar-raising The Walking Dead: Saints & Sinners, but there’s still some of VR’s most entertaining combat on offer here.”


Do you agree these are the best VR games of 2020 so far? Let us know in the comments below!

The post The Best VR Games Of 2020 (So Far) appeared first on UploadVR.

‘In Death’ Review: Angelic Beauty, But Devilishly Difficult Roguelike Bow-shooter

I find roguelikes to be somewhat masochistic. You play as far as you can even when you know death will put an end to every ounce of hard work you put in—all of it with the knowledge that when you hit the restart button, that everything has changed and all of the challenges are rearranged; a true Sisyphean task that bears out just enough accomplishment to keep you going. This is In Death in a nutshell, a truly challenging VR bow-shooter set in a world where you’re given nearly zero respite, as you’re attacked by some of the most gruesome (and well-realized) goblins to creep out of the Necronomicon.

In Death Review Details:

Official Site

Developer: Sólfar Studios
Available On: Steam (Vive, Rift, Windows VR), Oculus Store (Rift)
Reviewed On: Oculus Rift, HTC Vive
Release Date: October 2nd, 2018

Gameplay

In Death is a bow-shooter in its purest sense. You’ll have to get the feel for the bow’s mechanics to understand where your arrows will eventually fly; you don’t have a handy reticle, and enemy hitboxes are unforgiving, as you’ll regularly see your arrows flying between the gaps in crusaders’ legs, or millimeters above the head of a possessed demon-monk. The shooting mechanic is however rock solid, so the learning curve isn’t nearly as steep as you might think, letting even the newest player get fairly far in their run by keeping a little bit of cautious optimism and tactical room-clearing in mind as they move forward through the nightmarish world.

With a shield in hand, you can protect yourself from most arrow and melee attacks, although you can be quickly overwhelmed if you’re not careful.

Image captured by Road to VR

There’s also a crossbow that you can select at the beginning of your run, but the lack of two-handed stability makes it difficult to use for long shots. I tended to stick to the bow, although the crossbow is useful for quickly knocking arrows for a rapid fire rampage against a room full of ghoulies or sticking as many explosive arrows into a boss as humanly possible. Then again, I’ve gotten pretty quick and accurate with the bow too.

 

With only six bars of health, and only a few opportunities to heal, you’re most assuredly going to die a miserable death whatever way you slice it. You aren’t going straight to Hell empty-handed though, because upon death you’ll be awarded a number of achievements that change the gameplay somewhat, be it for the better or worse (eg: far-away headshots do more damage, but you unlock harder class of baddie). This is, along with the ability to asynchronously challenge other online players to beat your single-player run through Purgatory, the main attractions to come back to the game after you’ve put it down.

Image captured by Road to VR

Well knowing that it’s a typical roguelike, I still wish In Death had the substance of a single-player game with a campaign and a real story. Alas, this is the genre, and In Death exemplifies it to awesome effect. The level of detail put into In Death is astounding, and can really leave you feeling creeped out at all of the cool and interesting side paths you can take. There’s always a terminus though with a level boss, but there’s also the promise of a demonic, giant version of the Archangel Gabriel should you get far enough (I didn’t. It’s too damn hard).

Image courtesy Solfar Studios

As for controls, you can teleport via either a hand-thrown teleportation ‘shard’ or a teleportation arrow that you load into your weapon. There is however also smooth forward locomotion which can be both head and hand relative. Rift users will also appreciate the variable snap-turn setting should you have the stock 180-degree sensor setup. And yes, there is both a righty and lefty option for weapons and shield.

I’ve played around seven hours of In Death over the course of several sessions, and I’ve yet to reach farther than an hour into the game because of its overall difficulty level. There is no difficulty slider, so you definitely need to temper your expectations when heading in as you make your way through the successively numbered Purgatories. At times, I found In Death too unforgiving. Getting to the level boss can take at very least 30 minutes of clearing out baddies leading up to the dungeon, where you then have to not only kill the boss, but a room of randomly spawning monks and ghoulies too, which is crazy hard without special arrows like poison or explosives, which you pick up eventually after a few deaths. Because there are no saves, you’re doomed to repeat yourself until you finally develop a strategy and get those pickups.

That said, I’m not a giant fan of the genre, although it’s clear In Death has nailed it pretty dead on, and there’s no faulting it for that.

Immersion

For much of the game you’re treated to a world of a perpetually shining sun that illuminates the fractured, but beautiful Gothic architecture—a tainted Escher-style mishmash of church steeples, monastic courtyards and long bridges that are suspended above the clouds. If it weren’t for all of the possessed monks, zombies, and crusaders trying to kill me, it would seem like a heavenly realm, and less like Purgatory – the Roman Catholic church’s theological supposition that a soul must first enter a hellish state of suffering before going to heaven.

Image courtesy Solfar Studios

The dramatic transitions from dark to light typically signal your impending doom, as you enter close-quarters combat and multiple baddies in a single area. The antithesis of this are the game’s ‘Pits’, which are dedicated dungeons featuring their own bosses.

The game’s positional audio is exceptionally good. While it doesn’t appear to have any type of ambient audio occlusion, each baddie has their own growl, and each thrown weapon that could so damage has a distinct noise, so even if you’re not faced directly towards the oncoming blow, you’ll hear it well in advance. This keeps you not only aware of the baddies in front of you, but gives you enough information to know when a monk has teleported behind you (nothing personal, kid).

Haptics are quite good too, as you draw your bow and feel a sort of progressive rumbling that feels like the growing tension of the bow-string.

Comfort

Teleportation is one of the most comfortable locomotion options outside of natural, room-scale locomotion. But even if you decide to use smooth forward, which simulates continuous walking, you’ll still be fairly comfortable.

While I prefer to play standing, In Death also includes a seated mode which will put your in-game height to a standing level, making it ideal for anyone with even an arm’s length of space in their play area.

The post ‘In Death’ Review: Angelic Beauty, But Devilishly Difficult Roguelike Bow-shooter appeared first on Road to VR.

‘Twilight Path’ Review – Puzzles Missing Purpose

From the makers of FORM (2017), a well regarded indie VR puzzle game, comes Twilight Path. With an entirely new setting, Twilight Path attempts something more ambitious than its predecessor, but winds up feeling like a rushed followup.

Twilight Path Review Details:

Official Site

Developer: Charm Games
Available On: SteamVR (Vive, Rift), Oculus Store (Rift)
Reviewed On: SteamVR (Vive Pro)
Release Date: October 2nd, 2018

Gameplay

Opening with a short prologue about a spirit world that’s recently come under siege by a cursed dragon demon, Twilight Path begins ever so briefly in the human world before transporting you to the spirit world with little explanation, beginning a linear string of puzzles which can be fun but often feel arbitrary as you teleport from one puzzle node to the next.

Whereas Charm Games’ previous title, FORM, had a more abstract presentation which relied and usually succeeded with dazzling visuals, Twilight Path sets up a more structured world and introduces the player to a few characters in an effort to infuse the game’s puzzle gameplay with interesting context.

Screenshot by Road to VR

Unfortunately it fails on that front as the characters are ill developed and almost entirely without player interaction, serving more as a convenient in-game location for some voice acting work to emanate. By the end, the game tries to bring a little action into the mix and suss some emotion out of the player after a climactic scene, but fails to achieve a sense of danger or urgency, while lacking the requisite character development to make the player care about the outcome.

Failing in its overambitious attempt at world building, Twilight Path is left then with just its puzzles. While you’ll find a few new ideas, there’s plenty borrowed from FORM. While that’s not necessarily a bad thing, Twilight Path didn’t feel like it brought many innovative or memorable puzzle ideas to the table, and rarely offered me any “eureka” moments that are often accompany puzzle games that make you think outside the box.

Despite being usually fun to interact with thanks to (usually) good affordance design, FX, and SFX, puzzles largely felt like one-off contraptions. Twilight Path doesn’t really teach the player underlying concepts to later be tested in a challenging setting—the essence of most any game.

Screenshot by Road to VR

Even priced at a low $15, with a little over an hour of play time Twilight Path feels like it tries to do too much with its world in the time allotted, while not focusing enough on the player’s gameplay journey.

Charm Games says that Twilight Path serves as an introduction to its world and they plan to add more chapters to this tale in the future.

Immersion

Screenshot by Road to VR

In Twilight Path you’re described as a human who has come to the spirit realm, apparently a fairly uncommon happenstance. You’ve acquired several magical abilities (for some reason), allowing you to interact with objects at a distance, transform broken things into not broken things, and teleport from one predefined location to the next.

The purely linear nature of the game, coupled with node-based teleportation—which sometimes moves you hundreds of feet or more from where you just were in a matter of seconds—makes it hard to stay grounded in the game world as you’re often left wondering exactly where you are in relation to the rest of the environment.

While the game gives you abilities which on paper should feel empowering, they often feel more like a means of activating scripted sequences. For instance, early in the game there’s some giant boulders blocking a pathway. While you might want to use your force power to pick them up and move them off of the track, instead you can only use your force power to just click and hold on certain action nodes on the boulders which causes them to blow up after a few seconds (for some reason).

Other ‘puzzle’ elements involve using your force power to click and hold on an obvious node for a few seconds as a large broken object reforms into its unbroken shape. Again, it would have been more empowering if I got to physically manipulate the large pieces to put the object back together myself, instead of simple activating a scripted animation with a trigger hold.

Twilight Path is a decent looking game, but lacks some consistency in its environmental design. The first half of the game takes place in the large outdoor spirit realm setting which is mostly passable, but lacks character. In the latter half of the game you’ll find an immense spirit creature that’s surprisingly detailed and quite well animated for its size. From then on out you enter interior spaces which are significantly more detailed and occasionally awe inducing. Sadly, you’ll only spend a few minutes in some of the game’s most richly detailed areas.

Comfort

As the game is purely teleportation based, and doesn’t require you to move more than a step from your central position, it’s perfectly comfortable, save for a few moments where you’re riding on a slowly moving vehicle.

To use your force power at a distance, the game relies on cursors which are projected out into the world. Played with the Vive, the cursors moved with my hands in a somewhat unintuitive manner, making control a little less precise than it seems it should be. I think this may have been an effort to avoid simple laser pointing input (which is smart), but the result could have felt better.

The post ‘Twilight Path’ Review – Puzzles Missing Purpose appeared first on Road to VR.

‘Moss’ is Coming to Oculus Quest at Launch

There isn’t a list of launch titles for Oculus Quest yet, the company’s newly announced $400 high-end standalone VR headset. Polyarc, the minds behind Moss (2017), say that the super endearing platformer adventure is indeed going to be among the 50+ launch titles coming to Quest on day one.

Already available on PlayStation VR, Oculus Rift, HTC Vive, and Windows VR, Moss will be cramming itself into mobile VR hardware for the first time—no small feat that will hopefully retain the incredible graphics that we came to love on higher-resolution headsets such as Rift and Vive. After all, Quest is said to feature a 1,600 × 1,440 per eye OLED, which is not only the same resolution of HTC Vive Pro, but we think it actually looks pretty great on Quest.

A particularly important piece of the puzzle is undoubtedly Oculus Quest’s ‘Touch’ controllers, which just like with Rift will allow you to physically interact with the little pint-sized hero Quill and move the puzzle-like platforms to help her along the way to save her missing uncle.

Oculus Quest is said to launch sometime in Spring 2019, so the team still has some time to tighten down on those textures, reduce polygons, and stuff the wide, beautiful world of Moss to fit Quest’s on-board Snapdragon 835 chipset.

Check out our spoiler-free review of Moss here for more information.

While the list of Quest launch titles is still pretty uncertain—Oculus says Rift titles Robo Recall, The Climb, and Dead and Buried are all coming to the headset—it’s not clear if these are launch titles or not. Either way you slice it, some of the best Rift titles making it to Quest will certainly makes it easy for newcomers looking for solid content on the Rift-like mobile headset.

The post ‘Moss’ is Coming to Oculus Quest at Launch appeared first on Road to VR.

‘Vox Machinae’ Early Access Review: VR’s Latest & Greatest Mech Sim

Having grown up with FromSoftware’s mech arcade series Armored Core and the more simulator-style multiplayer Chromehounds, I have a special place in my heart for the lurching mech goliaths. And now Vox Machinae is here, promising to bring an immersive twist on the classic genre that aims to not only stuff the servers with VR players, but also players on traditional monitors as well.

Vox Machinae Review Details:

Official Site

Publisher: Space Bullet Dynamics Corporation
Available On: Steam (Vive, Rift), Oculus Store (Rift)
Reviewed On: Oculus Rift
EA Release Date: September 26th, 2018

Note (September 26th, 2018): This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.

Gameplay

As a multiplayer-focused game at this point, the only way to effectively play solo is to go against bots, which automatically fill out with some not so-terribly-competent AI. That said, the developers have seemingly geared up for launch with an expansive number of dedicated servers that offer up to 16-player battles; three basic multiplayer styles are on offer at the moment, including free for all, team deathmatch, and two waypoint capture modes.

A host of mech styles are available, ranging from pure tanks that are predictably slow but have great armor, to light walkers with drill attachments and even ramming rods for devastating surprise attacks. Weapons are modifiable, even during mid-game so you can change up your tactic depending on the need at the moment. Yes, you can snipe too with an optically magnified in-game monitor, although I personally found the sniping railgun to be a bit under-powered to be a truly useful weapon. Choosing a weapon for your mech will allow you to bind it to a specific button on your controller, so it’s really up to you how your load-out will work and respond.

Image courtesy Space Bullet

Much of the game is about striking a good balance. You can go in guns a’blazing, strapped with the most powerful missiles, but heat will successively build up to the point that your mech will physically stop, close down the blast doors, and wait for the heat meter to go down, leaving you defenseless as other mechs come around to pop off yours arms and legs. Once those are gone, you might as well just eject right there and reformulate a better weapons setup for you next spawn, so figuring out what’s right for you will predictably take some time.

As for controls, if you use Oculus Touch or HTC Vive’s controllers, mech movement is dependent on in-cockpit controls, meaning you’ll have the ability to physically manipulate levers and buttons that control forward movement, left and right movement, and directional booster jump. You can alternatively use an Xbox One controller, which personally seems more intuitive, albeit less immersive than using your hands. Some other perks of using Touch/Vive wands include the ability to re-position informational screens such as your radar, honk a big rig-style horn, and physically use a CB radio to talk with team mates.

 

Playing in a multiplayer match stocked nearly a quarter-way with human players, it slowly became clear to me who was a bot an who wasn’t. Human players tended to skirt around large masses of mechs and stay back for farther shots, while bots tended to have no issue with marching into the fray three at a time. It’s still early days though, so it’s hard to say just what sort of tactics more adept players will follow, and if AI will adapt to higher skilled players.

Since it’s also open to non-VR players, I decided to give it a go in desktop mode, which can be launched via both the Oculus Store version and Steam by right clicking the title in your library and selecting ‘Desktop Mode’. Having played many matches in VR, I found that it was easier in the desktop mode to acquire a target picture using mouse or gamepad. This is balanced somewhat by the lowered peripheral awareness in desktop, as its much less intuitive to get a good sense of what’s around you since the cock pit is basically still the same, replete with a tiny radar screen that you physically have to look down at in either mode to determine if anyone’s nearby. Having the ability to look down at that one screen quickly while keeping an eye out for gunfire is an ultimate boon in VR.

In all, it’s a well-polished game that offers most of everything I want as an avid mech pilot, save the rad paint jobs and true ‘stick anything anywhere’ modularity that mech sims like Chromehounds offered, but Vox has clearly shied away from with its uni-textured mechs and specific weapon slots.

Immersion

Maps vary depending on the planet size and type, offering lower gravity in some, higher gravity in others, lava, rocks, weird formations, etc. While well-crafted, I found the render distance on smaller foreground objects like rocks and plants to be somewhat short, which introduced some noise into my goal of keeping a keen eye out for bad guys.

Maps are large, and offer enough variability to suit most player types, with high ledges for snipers and weird rock features for those more sneaky fast types.

 

The cockpit itself is like a fun mix between micro space-miner and 18-wheeler cabin, what with its dingy bed in the back and charmingly anachronistic CB radio. It is by far one of the coolest bits about Vox Machinae, and Space Bullet have really nailed the feel, control, and look of it all.

Comfort

Because Vox Machinae provides the user with a solid a cockpit (which at times can be quite bumpy), movement is mostly grounded in the user’s point of view, making it a reasonably comfortable experience.

That said, the cockpit does shake some and also uses smooth turning, which can be slightly uncomfortable for a fraction of susceptible users. To address this, Space Bullet have included an optional blinder mode that applies a vingette to your field of view when turning, and an optional nose rendered on your face to give you a more grounded feel even when the cockpit is chugging along.

Final Thoughts

Vox Machinae will no doubt attract the mech enthusiasts among us, and keep us playing the deathmatches for a while yet to come. I would love to see a single-player campaign though so future buyers will be more enticed into purchasing, therefor keeping the servers packed with a healthy flow of players. The developers have done a smart thing by allowing non-VR users to play the game too, which should hopefully keep the numbers up as well.

In all, Vox Machinae is a well-polished, classic mech arena that would do well with more customization, a few more maps, and some more interesting mission types to keep us coming back. It’s a really promising jump off point though for the Early Access title, and it’s clear the basic functionality is there – and boy is it solid.


This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.

The post ‘Vox Machinae’ Early Access Review: VR’s Latest & Greatest Mech Sim appeared first on Road to VR.

Mech Simulator ‘Vox Machinae’ Available Now After Surprise Launch at Oculus Connect

Vox Machinae, a long running indie VR project, is available right now on the Oculus Rift, SteamVR, and PC. The game received a surprise launch into Early Access today at Oculus Connect 5, bringing a new beginning to a title that’s been in the works for nearly four years.

Available now on Oculus (Rift), SteamVR (Vive, Rift, and Windows VR), and PC (non-VR mode), Vox Machinae is a multiplayer mech combat game that leans decidedly toward the ‘simulator’ end of the mech spectrum, contrasting faster-paced and more arcade-like mech games like Archangel: Hellfire (2017).

Vox Machinae delivers a weighty mech experience where you’ll feel more like you’re operating a giant machine rather than actually being the machine itself. This is achieved with a cockpit full of controls which are manipulated using your motion controllers. That includes the throttle, rotation stick, jump jet control, and even a CB radio microphone which you need to pick up to communicate with your team.

Image courtesy Space Bullet

As your mech has serious momentum, you’ll need to plan your movements carefully if you don’t want to go stumbling into walls or totally botch the landing after using your jump jets. For those who want to be a bit less lumbering, the choice of a smaller mech will increase speed and maneuverability, but of course comes means you won’t be able to take as much damage as the larger mechs.

Image courtesy Space Bullet

Alongside a handful of different mech chassis to choose from, customizable weapons include the likes of machine guns, rockets, lasers, and railguns—the latter being extra effective when paired with a special targeting monitor in the cockpit which offers a zoomed in view of your reticle.

Image courtesy Space Bullet

Vox Machinae is available today in Early Access priced at $25 and supports multiplayer matches with up to 16 players, including bot support, mid-match joining, and full crossplay between Oculus, SteamVR, and non-VR PC players. Developer Space Bullet confirmed to Road to VR that both the Oculus and Steam versions of the game can also be played in the non-VR PC mode.

The post Mech Simulator ‘Vox Machinae’ Available Now After Surprise Launch at Oculus Connect appeared first on Road to VR.

‘CREED: Rise to Glory’ Review: An Arcade Boxer That Packs a Real Punch

CREED: Rise to Glory is a boxing game that aims to get you up and sweating with what promises to deliver the Rocky-style underdog victory that couch jockies like me have always dreamed about. While the campaign is both shorter and lighter on story than it probably could have been, it delivers some heavy-hitting game mechanics that do pretty well considering you’re effectively punching at air.

Creed: Rise to Glory Details:

Official Site

Developer: Survios
Available On: Steam (Vive, Rift,), Oculus Store (Rift), PlayStation Store (PSVR)
Reviewed On: Oculus Rift, HTC Vive
Release Date: September 25th, 2018

Gameplay

There’s not much to know about the story behind Creed: Rise to Glory. Like in the films, you follow series protagonist Adonis “Hollywood” Creed, the son of Apollo Creed, and fight to become the champ.

Story elements are told through a radio program playing in the gym, which serves as your sanctuary where you can train before fights and hear a little bit about the boxing world outside of the gym’s four walls. A single flashback of you punching out a bouncer and presumably losing a love interest are light padding to the game’s main event: dodging and making sure your stamina isn’t too low so you can land effective punches during matches. And while I felt the story definitely could have played out to a grander, more dramatic effect with a longer arc than what its six primary enemies provided, the most important things are strong fundamentals and being engaging enough to revisit, which is clearly the case in Creed: Rise to Glory.

Image courtesy Survios

As someone who’s never boxed before, I can’t really say with much certainty how true Creed VR is to the actual sport, but it appears to have been game-ified well into arcade territory. The Rocky films, and by extension the Creed films, are fantastical fights that probably could never happen in reality anyway. Like with many sports films, the technicality of the sport is mostly lost in those big dramatized moments that challenge the main character, and help them come to a hard-won resolution. Stepping into the ring with the lights, the crowd, and the announcer, it easily matched up to my already warped expectations of how boxing is portrayed in film—that much I can say with confidence; I felt like I was in a movie, and it was awesome.

Iconic training montages with Rocky Balboa, voiced with a convincing-enough impression of Sylvester Stallone, prefaced most fights, giving you that all important cinematic touchstone.

Image captured by Road to VR

Introducing what Survios calls ‘Phantom Melee Technology’, Creed uses a sort of body desynchronization when either your stamina is low, or when you’re staggered from a powerful punch. Low stamina is indicated by the color of your gloves, which will flash red to make sure you know your punches will be slower than your actual physical ability to shadow box. This keeps you on the guard more than you might otherwise be, as the only way to recuperate stamina is by holding you hands still. Enemies will also dodge and block your hits too, making them more than just simple punching bags.

Getting staggered happens in two stages. A powerful punch can put you in a quick out-of-body experience that requires you to match up your hands to two targets, allowing you to pop back into the fight.

Image captured by Road to VR

More devastating punches can knock you way out of the ring, requiring you to ‘run’ back and jump back into your body. These are fun and truly creative ways of making you feel like you’re hanging on to a bare thread in the more difficult matches.

Image captured by Road to VR

A few methods of activating slow motion sequences really drive home the cinematic nature of the game, as you dodge a punch or land a big hit that places temporary target’s on your opponent’s body.

All of these systems work extremely well, but the learning curve is somewhat steep. There is no visible HP or stamina bar, so spending some extra time in training is probably a good thing so you can start to really feel out how many hits you can take and how many you can give before throwing yourself at the actual matches.

I beat the campaign mode in about an hour an a half on normal difficulty, although that was stretched out over several sessions simply based on my own admittedly out-of-shape cardio abilities. It’s easy to see using Creed: Rise to Glory in an actual cardio routine to get less than active people (like me) up from the chair and getting their heart pumping. I felt enemies weren’t terribly varied in the attack styles, as it seems difficulty is mostly based more on the NPC’s individual punch strength and HP.

While I was left somewhat disappointed by the shortness of the campaign mode, thankfully you can mix and match enemies, gyms, and boxing locales in free play. Another big addition recently announced to arrive on all platforms is PvP online multiplayer. Online multiplayer presents a good opportunity to really turn the technical difficulty up, as live players exploit tactics that NPCs simply can’t think of, like running around the ring and going for a drive-by punch. These online battles are intense, and provided some of my most tiring battles.

SEE ALSO
VR Stealth Game ‘Espire 1’ Coming to Vive & Rift in 2019, Teaser Trailer Here

Immersion

While at times on the cartoonish side, character models and their animations are very well-done and can be genuinely intimidating too. Seeing a near seven foot-tall guy trying to hit me in the face isn’t something I’m really used to, and even though nothing bad can happen outside of accidentally punching a wall/TV/monitor, there are some moments before the fight when you subconsciously size up the competition.

Image captured by Road to VR

Impressive and realistic set pieces help ground you in the world, although it’s clear Creed: Rise to Glory is definitely bucking up against some of the inherent limitations of the current state of VR. Without any bodily feedback outside of the controller’s haptics, it’s difficult to completely immerse yourself in the act of dodging and blocking, two things that require more than visual cues to accomplish. Oftentimes I had my gloves up, obscuring my vision, and without force feedback (which at this point isn’t possible), you just have to rely on the controller’s buzzy haptics and the game’s visual cues to tell if you’ve hit your opponent or pulled your punch too early. That said, it’s great to know that Creed VR has entirely bypassed the ‘waggle simulator’ trend of earlier titles, as it not only requires you to punch quickly, but do it accurately for the sake of lost stamina.

The game’s AI is pretty darn good. At moments I could feel the AI sussing out my head’s position and aiming accurately for my noggin despite I had dodged an earlier punch. NPCs feel mostly solid, although you can actually run through them if you want.

Image captured by Road to VR

While based mostly on room-scale movement, there are moments when you need to artificially move from point A to point B, including when you square off at the beginning of the fight and during moments when you’re knocked out and have to run back to your body to continue the fight. Moving in the game is accomplished by swinging your arms while holding down the applicable buttons on each controller, which sends you sliding forward. Artificial locomotion is generally useless during fights, so it usually comes down to standing in place and punching it out like rock’em sock’em robots, albeit with a little more finesse and dodging/blocking abilities.

SEE ALSO
‘I Expect You to Die’ Studio Working on Sword Fighting Game for Multiple VR Platforms

Comfort

Both room-scale and the game’s only other locomotion scheme, detailed above, are extremely comfortable ways of moving around VR.

That said, this is a very physical standing game that will get your heart beating, and definitely get you sweating through the padding on your headset if you’re not careful. That’s not so much a knock on the game’s comfort rating as it is an advisory to plan ahead. Pop on some gym shorts for an extended session, because you’ll soon be huffing and puffing with all the dodging, bobbing and punching you’ll be doing.

Like with many more physical VR games, there’s a risk of hyperextending your arms alla tennis elbow, so it may be best to take frequent breaks if you have some pre-existing joint issues.

The post ‘CREED: Rise to Glory’ Review: An Arcade Boxer That Packs a Real Punch appeared first on Road to VR.

‘Sairento VR’ Update Brings Remastered Graphics & Smoother Gameplay, New Levels Incoming

Sairento VR (2018), the cyber-ninja VR combat game, just received an update that includes remastered graphics and better performance thanks to a game engine upgrade.

Sairento VR launched out of Early Access for HTC Vive and Oculus Rift in February 2018. The game includes a single-player campaign mode that lets you hone your slow-motion, high-flying ninja moves as you shoot pistols and physically slice your katanas at the game’s ‘cyber ninja’ enemies; the game also includes a single-player arcade mode, multiplayer co-op, and PvP mode.

Thanks to a recent update, the following levels have been visually remastered: Shrine, Lab, Warehouse, Cemetary, Hall, Corporation, Train, Arena, and Observatory. The developers, Mixed Realms, are still working on three remaining levels including Street, Alley and District, and will release patches for these in a future update.

An upgrade to the game’s Unity game engine, Mixed Realms says in a Steam news post, improves textures and lighting, offers better performance and smoother gameplay, and fixes a number of bugs. You can find the full change log in the link posted above.

Mixed Realms also maintains that Sairento VR is slated to receive a new level at the end of September, and another one at the end of October.

Check out the video below for a look at some of the game’s latest improvements.

The post ‘Sairento VR’ Update Brings Remastered Graphics & Smoother Gameplay, New Levels Incoming appeared first on Road to VR.

VR Stealth Game ‘Espire 1’ Coming to Vive & Rift in 2019, Teaser Trailer Here

Espire 1: VR Operative is an upcoming single-player Metal Gear Solid-style stealth game developed by Melbourne-based Digital Lode and published by Tripwire Interactive. It not only aims to be the “definitive VR stealth experience,” but also looks to kill VR-related nausea with its unique locomotion system.

Players take on the role of a drone operator of the future in Espire 1: VR Operative, wherein you remote-operate the ‘Espire model 1’ stealth robot from the safety of what the studios call the ‘Control Theatre.’ Outside of silently shooting down baddies with an arsenal of silenced weaponry, Espire 1 offers up a locomotion system that Tripwire and Digital Lode say eliminates VR motion-related sickness “for almost everyone.”

When a player wants to move across the map, an extreme version of what some developers call a ‘comfort cage’ will automatically pop up, reducing the size of the game world to a small window.

Image courtesy Digital Lode

Once you’ve made your move, chosen your angle of attack and come to a full stop, your peripheral vision comes back in. Tripwire and Digital Lode maintain that the Control Theatre is fully customizable, and depending on player comfort, can be completely disabled provided you can handle full locomotion.

The game is said to include a single-player story and scenario missions that reuse story environments for short challenges. Dozens of weapons will be available including assault rifles, silenced pistols, tranquilizer pistols, and deployable spy cameras in order to complete your mission objectives. A global leaderboard will also award players a competitive score based on mission time, movement, stealth, ammo conservation, and takedowns.

SEE ALSO
Tactical VR Shooter 'Zero Killed' to Arrive on Vive & Rift This Month, Gameplay Trailer Here

Using the VR headset’s on-board microphone, you can also make commands and perform actions simply by speaking, although any noise could draw the enemy to your location. AI will respond to light, sound and other factors that could end your mission.

Espire 1 is Digital Lode’s debut title. Besides acting as publisher of the game, Tripwire has also lent Digital Lode its producers, marketing, tech, art and audio leads to assist on Espire 1’s development.

There’s no exact release date yet, although the studio is shooting for release sometime in 2019.

The post VR Stealth Game ‘Espire 1’ Coming to Vive & Rift in 2019, Teaser Trailer Here appeared first on Road to VR.