Unplugged Review 2022: Thrilling Air Guitar With Unmatched Hand Tracking Capabilities

With support for Meta’s Hand Tracking 2.0 update, Unplugged is more responsive than ever, surpassing everything other hand tracking game on Quest. Here’s our updated Unplugged review.

Note: This review was originally published on release in October 2021. In May 2022, we updated the review to reflect the recent changes in technology and gameplay since launch, including a section below addressing the improvements specifically. 

Unplugged is essentially VR’s spiritual successor to classic rock games like Guitar Hero and Rock Band.

But gone are the days of bulky, plastic peripherals; you only need your hands to play Unplugged. This lets the genre move towards something more immersive and thrilling, keeping the same spirit of those classic titles while also doing something completely different and new.

But before getting into further detail, let’s get one thing straight about Unplugged: the feeling of using your hands to act out air guitar moves is a completely unmatched experience and technical accomplishment on Quest 2. No other hand tracking experience comes even remotely close in terms of sheer thrill and innovation.

Unplugged Review – The Facts

What is it?: A VR rhythm game in which you use hand tracking to air guitar your way to stardom.
Platforms: Meta Quest, Meta Quest 2 with hand tracking, PC VR using Index controllers (read more here)
Release Date: October 21
Price: $24.99

This isn’t a one-to-one simulation of real guitar, but instead it embarks on a fantasy-fulfilling journey to make you feel like a true rockstar, shredding through air and playing to a pumping crowd. In its best moment, it feels absolutely unparalleled.

Rocking Out With A Killer Setlist

While the experience is wholly unique, Unplugged’s core gameplay loop is fairly simple — make chord shapes with the fingers in your left hand, strum in time with your right. The more consecutive notes you land, the bigger combo you’ll build and the higher you’ll score. Think Guitar Hero crossed with Tap Tap Revenge and Beat Saber.

The track mappings may not be quite as complex or technical as rock games like Guitar Hero or Rock Band just yet, but they do push Quest’s hand tracking technology much further than you would expect.

While Unplugged was still a fantastic experience at launch, it was also nonetheless slightly limited by the Quest’s hand tracking capabilities at the time. However, recent leaps in technology with Hand Tracking 2.0 have significantly improved the experience on Quest 2. There’s still the occasional hiccup, but fast movements and strumming are more dependable than ever.

This has also allowed Anotherway to go back and re-map the entire collection of tracks, adding increased nuance, complexity and notes. This increased challenge also brings with it a higher skill ceiling, and Quest 2’s hand tracking is able to keep up with a degree of speed, reliability and accuracy that we’ve never seen before.

There’s a solid tracklist of well-known rock songs to work through, especially for a debut rhythm game. You’ll recognize tracks like Say It Ain’t So by Weezer, Bohemian Like You by The Dandy Warhols or Should I Stay Or Should I Go by The Clash, just to name a few. Even the lesser known tracks have clearly been picked with care — each one feels distinct and offers a slightly different style of mapping, matching the feel of the songs themselves.

A free and exclusive Steel Panther song was also added post launch, as well as a $4.99 DLC pack containing tracks from Muse, Slayer and more.

Songs are divided into groups, or ‘records’, which roughly ascend in difficulty and complexity. All songs are unlocked from the start with three difficulty levels each – Easy, Normal, Hard. Each record has three associated challenges – completing those will help you unlock bigger venues to play in, starting in a small bar and working up to an arena. There’s also passthrough support, which lets you to play in a stylized version of your real surroundings.

Learning the Ropes

Unplugged isn’t an easy game – there’s lots of challenge to be had, especially on the higher difficulties. The novelty of the concept means there’s a bit of a learning curve to work through as well. Luckily, the state of the game post-launch makes that smoother than ever for beginners.

It’s also essential to give the game the best possible conditions for optimal hand tracking. As you’ll be told in the tutorial, led by Steel Panther’s Satchel, roll up your sleeves, play in a well lit area with high contrast between your hands and the background, and wipe the headset’s camera lenses before playing.

Follow those rules and you’ll find the hand tracking to be extremely reliable and responsive. It’s now rare to encounter significant tracking errors while playing, which means it’s much easier to tell how and why you’re at fault when you make mistakes mid-track.

Once the initial acclimitization is over, you’ll quickly start to improve and feel more and more like a rock god. Anotherway is aware that some finger shapes and chord changes are harder to nail than others, so Unplugged’s collection of tracks is cultivated to smartly adapt the mapping across the records, easing players into the action and gradually turning up the complexity.

The first few records focus on simpler shapes and use just a few fingers at a time, sticking to very straight, on-beat rhythms. As you get into the latter records, the mapping becomes more melodic, finger shapes more complex and chord changes more frequent, with less straightforward rhythms. When you miss a note or play something incorrectly, the game will play a cracked guitar tone and cut the audio for corresponding section you missed – a very welcome change added post-launch change.

There are also slide notes, which don’t require any strumming, and vibrato sustained notes that grant extra points for shaking your fingers up and down the fret. Solos are the highlights of each map, which tend to focus on slide and vibrato notes as well as special shredding sequences that let you go wild with ad-libbed, mindless air shredding. It’s an unbelievably satisfying feeling when you manage to nail every note in a solo perfectly.

The mapping doesn’t exclusively replicate the guitar lines of each track either. In sequences where guitars are minimal or missing from a track, you’ll play notes representing other instruments as well, such as vocals of bass.

There’s a sense of manageable challenge across all the tracks – as you become more acquainted with each, you’ll probably find yourself replaying favourites over and over just to get a higher score. In short, it’s disgustingly addictive.

Pressure Points

Even with the recent hand tracking improvements, there remain just a few caveats to keep in mind. There is still a tiny – but sometimes noticeable – amount of latency between your hands’ actions and them being registered in-game. It’s an issue inherent with the technology, not the game itself, but it can nonetheless mess with your timing on complex sequences here and there. Focusing on the beat of the music itself – and looking slightly ahead of the fret – lessens the latency’s impact.

Unplugged Screenshot 2

Likewise, there remain a few transitions that feel a little too quick and difficult to land reliably, especially on Hard. Moving from one position on the fret to another while also changing chords seems to be a pressure point and one of the only remaining areas where hand tracking can feel ever so slightly inadequate.

Tracking aside, Unplugged doesn’t always do the best job of accurately representing its more complex rhythmic sequences. Visually, the gaps between notes and chords often look equally spaced, even when the actual rhythm the game expects you to play is not. This can make it hard to interpret fast and irregular sections, especially if you’re not already familiar with the song. Trial and error will often clear this up, but it’s an area for improvement nonetheless.

Mini Games, Modes, Modifiers

Higher difficulties also introduce some mid-track mini games, such as ‘cursed’ flaming notes that have to be hit perfectly. Missing a flaming note will send a string out of tune – time slows down and a guitar neck will appear floating in front you, prompting you to quickly re-tune before you can resume playing. It’s an interesting idea, but feels more tedious and distracting in practice.

You can also boost your score by hitting combo cubes with your guitar neck as they appear mid-song. Advanced players might be able to hit these with dramatic rockstar swings, but I found it difficult to pull off without introducing tracking problems or missing notes.

You can also amp up the audience after a good run by the horns and catching undergarments thrown from the crowd. This gives you points to spend on cosmetic guitar models to use in-game, but the selection a bit underwhelming. The biggest and most iconic brands like Fender and Les Paul are missing – perhaps understandably, given how new the franchise is.

Unlike many other rhythm games, there’s also no modifiers or alternate modes just yet, which feels like a missed opportunity. Giving players more options to play the way they want, like you can do in Beat Saber or Pistol Whip, would be a fantastic addition.

Post-Launch Improvements with Hand Tracking 2.0

The difference between Unplugged at launch and now is close to night-and-day – and that’s saying something, given the baseline was already very impressive. Everything has been improved and the experience is better now than I ever thought it would be on Quest 2.

Previously, some sessions with Unplugged used to feel like you were wrestling with the hand tracking just to find the perfect conditions for the game to operate in. Now, it’s much less fussy and infinitely more reliable in a wider range of settings. Optimal conditions remain important, but you’ll spend significantly less time adjusting everything and more time rocking out. The aforementioned quick transitions are the only area that remain an occasional hang-up, but that’s forgivable given the huge leaps elsewhere.

Other smaller changes – unlocking all songs from the start, cutting out audio when notes are missed, re-mapping tracks to account for Hand Tracking 2.0 – are more than welcome and push the experience closer to in style to classics like Guitar Hero and Rock Band.

Unplugged Review – Final Verdict

Unplugged Release Date

Unplugged feels like the first app to take Quest’s hand tracking to a new conceptual and technical level, using the technology to breathe life into the imaginary and fulfil a fantasy of every rock fan.

At launch, the concept felt just slightly ahead of the technology, perhaps a few years behind developments that could take it to the next level. But only seven months later, it’s shocking how quickly Meta’s software has caught up and improved the experience from all angles. The baseline was already strong, but the game is now more accurate and responsive than ever.

Though there’s still room for improvement, Anotherway and Vertigo Games have landed on a concept that is addicting and completely unique. There’s really nothing else quite like Unplugged on the Quest platform – or any VR platform, for that matter. It’s a shining example of how VR and AR technology can offer totally unique experiences, previously thought unimaginable.

It sounds too good to be true, but it’s not. For that reason alone, every Quest owner should give Unplugged a try.

Upload VR Review Essential

UploadVR recently changed its review guidelines, and this is one of our new Essential review labels. You can read more about our review guidelines here

This review was conducted on the Quest 2 version of the game – you can read our seperate impressions of the PC VR version for Index here. What did you make of our Unplugged review? Let us know in the comments below!

After The Fall Devours Upload Access In October!

Grab a buddy or three, stock up on ammo and prepare to face the hordes – After The Fall is our Upload Access game for October!

Vertigo Games’ follow-up to Arizona Sunshine has been a long time coming. Like, five years long. But it’s kept us hopeful, promising up to four-player cooperative action against crowds of vicious snowbreed (basically snow zombies) in a frozen-over LA wasteland. Think Left4Dead but in VR and you won’t be far off. The game recently shifted from its summer 2021 release window to later in the year, and with land on PC VR, PSVR and Oculus Quest 2. An Oculus Quest 1 version will follow in 2022.

We know people have been waiting for this one and we’re excited to have a month-long look at new announcements and deep dives for the shooter. We’ll be getting new looks at gameplay and talking to Vertigo about the world of After The Fall, and there may be a headline or two along the way. If you’ve been looking for the next big VR shooter to enjoy with friends, you won’t want to miss this month.

Our After The Fall Access coverage comes off the back of the Vertigo-published Unplugged, which we spotlighted last month. Make sure to check out all that coverage right here. What are you hoping to see from After The Fall and Upload Access this month? Let us know in the comments below!

Practice Your Best Metal Face for Unplugged’s Oculus Quest Launch in October

Unplugged

Anotherway and Vertigo Games have been developing one of the most interesting use cases for Oculus Quest’s hand tracking feature, an air guitar experience called Unplugged. Today, the teams have revealed that the launch isn’t too far away, with a date now stencilled in for next month.

Unplugged

Unplugged is all about taking that fantasy air guitar experience where you pretend you’re a rock god on stage at some crazy festival and making it that bit more real. Virtual guitar in hand, you’re taken under the wing of Steel Panther’s lead guitarist Satchel. He’ll show you the ropes before letting you loose on some classic tracks that celebrate over five decades of rock history.

Alongside confirming when Unplugged will launch, Anotherway and Vertigo Games have also listed the first set of songs you’ll be able to play.

  • Bumblefoot – Overloaded
  • Freak Kitchen – My New Haircut
  • Louis and The Shakes – On One
  • Lynch Mob – Wicked Sensation
  • Ozzy Osbourne – Flying High Again
  • The Electric Alley – Searching For The Truth
  • The Offspring – The Kids Aren’t Alright
  • The YeahTones – Lightning
  • Weezer – Say It Ain’t So

As mentioned, Unplugged is all about freeing you from those controllers to offer one of the most unique rhythm action games yet. Suitable for left or right-handed players, you’ll have to get the feel for strumming along and matching your fingers to the chords. In true air guitar style, there are even moments where you can unleash and freestyle.

Unplugged

Previewing Unplugged earlier this week VRFocus said: “Unplugged is going to be the greatest test of Oculus Quest’s hand tracking and likely very divisive as to whether it can really offer a viable alternative to those physical, guitar rhythm action games of old. There’s no doubt that it works with some flashes of brilliance but the learning curve is huge, especially trying to complete those higher levels.” 

Unplugged is due for release on 21st October 2021 for Oculus Quest. The developer has confirmed a PC VR version is on the way later this year but it’ll only support hand tracking enabled hardware or the Valve Index controllers with their finger tracking. For continued updates, keep reading VRFocus.

Preview: Unplugged – Rocking VR Air Guitar

Unplugged

Everyone has strummed out a little air guitar at some point in their lives – come on admit it – whether that’s in the shower or when you hear an awesome solo over the airwaves. But mimicking your wild arm flailing into a cohesive, hand tracked virtual reality (VR) videogame is another endeavour entirely. It’s a challenge indie team Anotherway decided to tackle, and with the help of Vertigo Games behind them, has begun to showcase what rock dreams are made of in Unplugged.

Unplugged

Unlike every other rhythm action guitar title where you had some sort of plastic controller with fret buttons and a whammy bar to hold, giving that pseudo sense of being an ace axe player, Unplugged’s use of hand tracking is bold. That’s because up until now hand tracking on Oculus Quest has revolved around slower, more methodical genres like puzzle videogames; Cubism’s recent implementation is testimony to that.

Without having a guitar to “feel” where your hands are on the neck going into Unplugged for the first time is like stepping into the unknown, as the expectation is that this level of complexity can’t work (or work well). And first impressions definitely are mixed when it comes to playing a hand tracked guitar in VR.  

The demo of Unplugged VRFocus got to play offered the main gist of the experience, an introductory tutorial as well as four songs to try and master, each with three difficulty levels. It must be said that Unplugged looks extremely polished, from the tattoos on your virtual fingers to the inclusion of Satchel from Steel Panther as your rock guide, it is very well presented. Even the buttons to select the various menu options have a nice push to them, a small but important touch.

Unplugged

When it comes to actually playing the virtual guitar the neck is split into five sections with each of your fingers colour coded so you can play specific notes. That means you have to pay attention to where the notes are going to hit the neck as well as the appropriate finger combination. You also have to strum of course. However, from what’s been shown so far there are no epic individual finger solos like you used to get on Guitar Hero, most tend to be all four fingers, three and the occasional two-finger notes. And that’s certainly enough.

Even on easy Unplugged isn’t particularly straightforward. Without that physicality, playing tracks like Creedence Clearwater Revival’s Fortunate Son or The Offspring’s The Kids Aren’t Alright requires focusing all of your attention on the guitar neck so you know exactly where to place your hand whilst ensuring optimal tracking of your fingers. The downside to this was forgetting where that important strumming hand needed to be. Quite often notes were being missed not because of incorrect finger placement but that pick hand moving out of place during an awesome rock solo.

You can play Unplugged both seated and standing with the latter tending to be the easier option. There’s also the option to adjust where the guitar is placed in relation to you, moving it up/down, in/out depending on preference. While this does really help, strumming still seemed to be the main issue as it’s difficult keeping your hand in very near the same point mid-air for an entire song. Or maybe much, much more practice is required.

Unplugged

Thankfully, Unplugged doesn’t just have notes you need to strum. The Pull-Off notes are by far the easiest to play as you can move your hand up and down the neck for some true air guitar rocking! The same goes for the Virtuoso notes where you’re given a blank flaming box to wiggle those digits however you see fit. These are the moments where Unplugged comes alive, coordination and precision go out the window, allowing you to enjoy the song at its fullest.

At the end of each track, you can then pump up the crowd for more points and hopefully a top leaderboard position.

Unplugged is going to be the greatest test of Oculus Quest’s hand tracking and likely very divisive as to whether it can really offer a viable alternative to those physical, guitar rhythm action games of old. There’s no doubt that it works with some flashes of brilliance but the learning curve is huge, especially trying to complete those higher levels. With a launch planned for fall 2021, there isn’t long to wait to see if Unplugged is the hardest air guitar you’ve ever played.

After The Fall Dev On Quest Development, Delay And What’s Changed

Last month brought news that Vertigo Games was delaying its anticipated co-op VR shooter, After The Fall, to later in 2021.

It’s the latest in a series of delays for the title, which was first announced back in 2019. Since that time the VR landscape has changed a lot – headsets have come and gone and we’ve seen the bar for VR gaming raised. We sat down with Richard Stitselaar, Creative Director at Vertigo Games, to talk about the decision to delay the game once more, and what’s changed over the past few years of development.

UVR: Which specific areas of development are challenging with After the Fall? Is it a case that the PC version is the lead platform but porting to PSVR/Quest 2 is what’s taking time?

RS: I would vote for the multi-platform development approach, with which we are developing for three (four!) widely divergent VR platforms in parity, as the number one area that has been the most challenging and time-consuming with After the Fall. 

Strictly taken, no version of After the Fall can be considered a port: all content is developed for all platforms in parity, while a core framework of VR development tools ensure the unique strengths and capabilities of each platform are leveraged (Yes, that means crispy high-end graphics on PC are possible). It also lays the groundwork for rolling out a meaty post-launch support plan to the various platforms simultaneously, so that our team can continue to expand the game world with content and features with as little platform-specific overhead as possible.

Behind the scenes, our technical team has spent close to a year building this beast of a framework on top of the Unity engine before we truly kicked off multi-platform production of After the Fall. Meanwhile, the main chunk of our development team ported Arizona Sunshine to Oculus Quest – an immense job that we spent almost as long on – the learning lessons of which we brought back into the framework afterwards. I would even go as far as to say we have developed a Unity-based VR engine layer that will serve us for future VR games as well. 

UVR: Was the game always planned for release on Quest and, if not, has the port affected the original scope in any way?

RS: Originally, no. But when the Quest was announced, we realized the potential of untethered VR and made the decision to familiarize ourselves with developing for the platform by jumping into familiar territory with Arizona Sunshine. This has helped us understand the device and its unique strengths and weaknesses, before jumping in with an ambitious title such as After the Fall. We have had to be critical about our development roadmap in some areas: some features and content have been moved around on our timeline, while others have made way for new ideas. Launch has always been just the start for After the Fall however and this has meant we have made our post-launch support plan a little meatier.

UVR: This will make ATF the first game to get a Quest 2 version before a Quest 1 release – was this a decision you had to plan with Facebook?

RS: The Oculus Quest 2 was introduced midway through our development cycle, and it became apparent that the differences with the original Quest required us to re-evaluate its impact on our development approach. Facebook was very understanding and supportive of our desire to maintain the level of quality we set for ourselves. We’ve worked closely with the team at Facebook to secure that additional development time our team needs to bring After the Fall over to the original Oculus Quest properly. 

After the Fall - Screenshot - 03

UVR: How much later in the year do you expect the game to arrive?

RS: Let’s just say we are confident the rolling “After the Fall” release date joke, that our community has happily been torturing our CM with, won’t age well! Although we’re having quite a bit of fun seeing him try and come up with witty replies…

UVR: We first saw the game in summer 2019. Exactly what’s changed with the project since then?

RS: The 2019 demo is largely still a good representation of our vision for After the Fall – essentially being a sideways step from our work on the Arizona Sunshine universe – in which we have broken basically all its rules for surviving an undead apocalypse. You’re no longer saving bullets in a struggle to survive – this is a full-blown power fantasy in which you play the role of a Runner. Runners are special survivor forces who venture out into post-apocalyptic LA, take out the snowbreed, and bring back the resources required to secure mankind’s continued survival, all the while upping their skill, loadout and status within the community. 

Some things did change. Aside from the changes to the development roadmap we already covered, once we had the core framework mentioned above in place, we cranked up the co-op support to 4 players in-mission as the standard for internal and external playtests. These taught us that players really enjoyed faster-paced co-op action, as they fully embraced the fantasy of being a badass running headfirst into all sorts of danger with their squad. A lot of us played games like Left 4 Dead to death back in the day, so this didn’t bother us in the slightest.

UVR: Since this announcement some have predicted the Quest version will eventually be altogether canceled. Is this a possibility?

RS: We absolutely intend to bring the game over to the original Quest and development for it has come quite a long way already. By splitting off the release of this version, we are able to spend more time on the necessary optimization for it while taking away further pressure on our development schedule for the other platforms. 

UVR: Will the game’s beta be coming to all platforms? When can people expect to be able to try it out?

RS: The moment we have more details to reveal, you’ll be the first to know!

After The Fall Dev On Quest Development, Delay And What’s Changed

Last month brought news that Vertigo Games was delaying its anticipated co-op VR shooter, After The Fall, to later in 2021.

It’s the latest in a series of delays for the title, which was first announced back in 2019. Since that time the VR landscape has changed a lot – headsets have come and gone and we’ve seen the bar for VR gaming raised. We sat down with Richard Stitselaar, Creative Director at Vertigo Games, to talk about the decision to delay the game once more, and what’s changed over the past few years of development.

UVR: Which specific areas of development are challenging with After the Fall? Is it a case that the PC version is the lead platform but porting to PSVR/Quest 2 is what’s taking time?

RS: I would vote for the multi-platform development approach, with which we are developing for three (four!) widely divergent VR platforms in parity, as the number one area that has been the most challenging and time-consuming with After the Fall. 

Strictly taken, no version of After the Fall can be considered a port: all content is developed for all platforms in parity, while a core framework of VR development tools ensure the unique strengths and capabilities of each platform are leveraged (Yes, that means crispy high-end graphics on PC are possible). It also lays the groundwork for rolling out a meaty post-launch support plan to the various platforms simultaneously, so that our team can continue to expand the game world with content and features with as little platform-specific overhead as possible.

Behind the scenes, our technical team has spent close to a year building this beast of a framework on top of the Unity engine before we truly kicked off multi-platform production of After the Fall. Meanwhile, the main chunk of our development team ported Arizona Sunshine to Oculus Quest – an immense job that we spent almost as long on – the learning lessons of which we brought back into the framework afterwards. I would even go as far as to say we have developed a Unity-based VR engine layer that will serve us for future VR games as well. 

UVR: Was the game always planned for release on Quest and, if not, has the port affected the original scope in any way?

RS: Originally, no. But when the Quest was announced, we realized the potential of untethered VR and made the decision to familiarize ourselves with developing for the platform by jumping into familiar territory with Arizona Sunshine. This has helped us understand the device and its unique strengths and weaknesses, before jumping in with an ambitious title such as After the Fall. We have had to be critical about our development roadmap in some areas: some features and content have been moved around on our timeline, while others have made way for new ideas. Launch has always been just the start for After the Fall however and this has meant we have made our post-launch support plan a little meatier.

UVR: This will make ATF the first game to get a Quest 2 version before a Quest 1 release – was this a decision you had to plan with Facebook?

RS: The Oculus Quest 2 was introduced midway through our development cycle, and it became apparent that the differences with the original Quest required us to re-evaluate its impact on our development approach. Facebook was very understanding and supportive of our desire to maintain the level of quality we set for ourselves. We’ve worked closely with the team at Facebook to secure that additional development time our team needs to bring After the Fall over to the original Oculus Quest properly. 

After the Fall - Screenshot - 03

UVR: How much later in the year do you expect the game to arrive?

RS: Let’s just say we are confident the rolling “After the Fall” release date joke, that our community has happily been torturing our CM with, won’t age well! Although we’re having quite a bit of fun seeing him try and come up with witty replies…

UVR: We first saw the game in summer 2019. Exactly what’s changed with the project since then?

RS: The 2019 demo is largely still a good representation of our vision for After the Fall – essentially being a sideways step from our work on the Arizona Sunshine universe – in which we have broken basically all its rules for surviving an undead apocalypse. You’re no longer saving bullets in a struggle to survive – this is a full-blown power fantasy in which you play the role of a Runner. Runners are special survivor forces who venture out into post-apocalyptic LA, take out the snowbreed, and bring back the resources required to secure mankind’s continued survival, all the while upping their skill, loadout and status within the community. 

Some things did change. Aside from the changes to the development roadmap we already covered, once we had the core framework mentioned above in place, we cranked up the co-op support to 4 players in-mission as the standard for internal and external playtests. These taught us that players really enjoyed faster-paced co-op action, as they fully embraced the fantasy of being a badass running headfirst into all sorts of danger with their squad. A lot of us played games like Left 4 Dead to death back in the day, so this didn’t bother us in the slightest.

UVR: Since this announcement some have predicted the Quest version will eventually be altogether canceled. Is this a possibility?

RS: We absolutely intend to bring the game over to the original Quest and development for it has come quite a long way already. By splitting off the release of this version, we are able to spend more time on the necessary optimization for it while taking away further pressure on our development schedule for the other platforms. 

UVR: Will the game’s beta be coming to all platforms? When can people expect to be able to try it out?

RS: The moment we have more details to reveal, you’ll be the first to know!

Vertigo Games Acquires VR Studio Force Field, Working on “Unannounced AAA game based on well-known IP”

Vertigo Games, a VR development studio and publisher, announced it has acquired Amsterdam-based VR development studio Force Field, which has worked on VR experiences like Anne Frank House VRCoaster Combat, and Landfall. The studio will continue on as Vertigo Studios Amsterdam and is purportedly in development of a new AAA VR game.

In a move which strengthens the position of the already well established VR developer and publisher, Vertigo Games, the company has announced the complete acquisition of VR development studio Force Field for an undisclosed amount.

Force Field, which will continue on as Vertigo Studios Amsterdam, has a long track record of VR projects dating back to the early days of Oculus Rift and Samsung Gear VR with titles like Landfall and Term1nal.

Vertigo Games says the studio is currently in development of “an unannounced AAA game based on a well-known IP.”

Vertigo Games—which is well known for VR titles like Arizona Sunshine and the upcoming After the Fall—was itself acquired by Koch Media (part of Embracer Group) last year for some $60 million. The deal includes various performance milestones over the next 10 years which could bump the purchase price by up to another $80 million in cash and shares.

Vertigo Games is split into three major sections, Vertigo Studios, focused on in-house development, Vertigo Publishing, focused on third-party publishing, and Vertigo Arcade, focused on out-of-home VR arcade experiences.

Vertigo Games has been expanding quickly with strategic acquisitions since it was acquired by Koch Media last year. Ahead of the Force Field acquisition, which grows the company’s Studios section, Vertigo Games also acquired VR arcade platform SpringboardVR earlier this year, bolstering the company’s Arcade segment.

Vertigo Games isn’t shy about where it’s parent company thinks things are headed, noting in the announcement that the Force Field acquisition “is another clear indication of Koch Media investing in VR and the exciting future it holds.”

The post Vertigo Games Acquires VR Studio Force Field, Working on “Unannounced AAA game based on well-known IP” appeared first on Road to VR.

Vertigo Games Acquires Time Stall Dev Force Field

Vertigo Studios Amsterdam

Since its own acquisition by Koch Media Group in 2020, Vertigo Games has gone on to make several of its own VR-centric company purchases. The first was SpringboardVR and now Vertigo Games has acquired Force Field XR, in doing so the team will now be called Vertigo Studios Amsterdam.

Time Stall

The agreement sees Vertigo Games acquire 100 percent of the shares of Force Field for an undisclosed sum. Force Field was founded in 2015, creating VR titles including Landfall, Time Stall, Star Trek: Bridge Crew (Oculus Quest) and Coaster Combat. As Vertigo Studios Amsterdam the team will continue their focus on virtual reality (VR), currently working on an unannounced AAA videogame based on a well-known IP.

“With multiple AAA VR game productions in the pipeline for the upcoming years, Vertigo Games continues to rapidly expand. Known for their AAA production standards and pioneering VR game development expertise, we are thrilled to welcome the Force Field team to the Vertigo Games family,” said Richard Stitselaar, CEO at Vertigo Games in a statement. “Together we are a major step closer to building a global VR powerhouse that will bring even bigger, high production value, and cutting-edge VR games to players around the world.”

Coaster Combat was Force Field’s last VR title, released in 2020 for Oculus Quest. A single-player shooter where you ride various roller coasters shooting as many targets as possible or simply sitting back to enjoy the experience. The team’s first VR videogame was Landfall in 2017, a top-down tactical shooter with both a single-player campaign and multiplayer modes.

Landfall_Screenshot05

“Having spent years on the cutting edge of VR game development, creating showcase games and experiences for leading VR companies, we have built a world-class VR team capable of delivering best-in-class games,” Arthur Houtman, CEO of Vertigo Studios Amsterdam adds. “Today we enter a new phase of growth as part of Vertigo Games, who are not only one of the most successful VR game development studios, but also a leading VR publisher and part of the immensely diverse global Koch Media / Embracer Group, allowing us to fully leverage our company’s potential.”

Vertigo Games might be expanding its presence within the VR industry but the one project everyone wants to see is After the Fall. The post-apocalyptic shooter was due for release this summer, however, the studio revealed at the end of July that there would be another delay, pushing the launch back to later this year.

When Vertigo Studios Amsterdam reveals details of this new AAA project VRFocus will let you know.

Vertigo Games Acquires Force Field, Working On ‘AAA VR Game’

Arizona Sunshine and After The Fall developer Vertigo Games is acquiring Amsterdam-based Force Field.

Vertigo acquired all of Force Field’s shares for an undisclosed sum. Force Field will be renamed to Vertigo Amsterdam and, according to a press release, will continue work on “an unannounced AAA game based on a well-known IP.” The core Vertigo team itself is based in neighboring Rotterdam and was last year acquired by Koch Media.

Force Field has developed multiple VR apps over the past five years, from full-on games to experiential pieces. In the early days of the Oculus Rift it developed an isometric shooter named Landfall and, more recently, it’s released Time Stall on the Oculus Quest. It’s non-gaming experiences, meanwhile, include Anne Frank House VR and National Geographic Explore VR.

This is the second acquisition Vertigo has made since Koch acquired the studio. In February, it announced it had bought VR arcade platform, SpringboardVR. As well as developing and releasing its own experiences the studio is also publishing titles from other VR developers, and earlier this year, announced it would be publishing the next game from A Fisherman’s Tale team, Innerspace.

There’s plenty in the works at the studio, then. As for the core Vertigo development team, work continues on upcoming zombie shooter, After The Fall. The game was recently delayed from its summer launch window and is now expected to arrive later in 2021 on Oculus Quest 2, PSVR and PC VR. The original Quest version has been pushed into 2022, with no specific launch window beyond that.

Zombie Shooter After The Fall Delayed Until Later This Year

Zombie shooter After The Fall from Vertigo Games won’t be releasing this summer.

The game with up to four players in co-operative mode will release “later this year” on PSVR, Quest 2, and PC VR, according to a tweet from Vertigo Games. The developers say they’re going to separately release the game in 2022 for the original Oculus Quest.

“To ensure a smooth multi-platform launch with cross-platform support, we are giving our development team the time they need to finalize their work,” Vertigo’s announcement reads.

The original Oculus Quest released in 2019 with an older chipset and was replaced in 2020 by a more powerful and less expensive follow on. Quest 2 outsold all previous 6DOF headsets from Facebook combined and some developers are making significant returns on their investment in releasing on the Quest platform. Later this year, Resident Evil 4 should become the first VR game to release for Quest 2 that won’t be playable on the original headset.

“After the Fall is our most ambitious VR title to date, developed from the ground up for three widely divergent VR gaming platforms,” Vertigo wrote. “Under the hood, our team has extensively worked on developing the necessary infrastructure to ensure that you can experience the game together seamlessly, regardless of the platform you play on.”

Vertigo says it will have an update on a forthcoming beta testing period for the game in the coming months. Vertigo, of course, is the developer behind Arizona Sunshine, one of the earliest zombie shooters with co-op support. Zombie shooters is a pretty crowded genre, with games like Walking Dead: Saints & Sinners standing as one of VR’s best games, so we’re very curious to see how After The Fall holds up.

We first revealed After The Fall in our 2019 E3 VR Showcase and it was previously delayed out of 2020 due to the COVID-19 pandemic.