First Look: Overkill VR is a VR FPS Hamstrung by its Mobile Heritage

Out now on Steam Early Access, Overkill VR is a First-Person Shooter available for the HTC Vive. Developed by Starloop Studios and published by Game Troopers, it offers a large arsenal of upgradeable weapons, plenty of levels and varied boss battles.

Overkill VR’s opening area is a strange one. Beginning in a large armoury with a vast collection of weapons on the wall, the game immediately thwarts any notion of interacting in this inviting space. You’re prevented from moving beyond your physical play space, and none of the objects are interactive. Instead, you’re simply there to point at a large display on the wall, which functions as the main menu – pretty uninspiring for a VR game. In fact, it isn’t a VR interface at all; it comes directly from the touchscreen menu of Overkill 3, a game developed for mobile platforms in early 2015 on which Overkill VR is based. The UI has barely changed, with a Vive controller acting as your pointer. It works well enough, but it’s not an encouraging start.

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Overkill 3 was designed as a third-person, cover-based shooter, but Overkill VR’s action takes place in first person, and thankfully, it’s a reasonably satisfying result. It’s a testament to the quality of the original level design by Craneballs Studios that a mobile game can not only survive the transition to VR, but also make the move to first person without major problems in terms of object and environment scale. While it is impressive that a mobile game can hold up at all, these are poor graphics for a PC game in 2016. The visuals are functional at best, and the environment detail is very limited. There’s no escaping the fact that the original assets had mobile rendering in mind; the poor quality of the obstacles used for cover is particularly noticeable, as they can be inches from your head. Extremely low detail geometry combined with some misaligned textures (that were never expected to be scrutinised up close) is disappointing. Enemy animation is quite stiff, and appears to be running at a lower framerate than the rest of the scene. The saving grace is that the game isn’t demanding on hardware, so if you’re hitting minimum spec for VR it should run perfectly. There are no graphics options to adjust, although the developers say they are considering adding a higher quality mode. I’d appreciate the option to remove the lens flare, which doesn’t feel right in VR.

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If there is a highlight to the visuals, it’s the weapons. Real-world guns are all represented with a decent amount of detail, and are upgradeable in an impressive number of ways. The original mobile game was designed as a free-to-play title, hence the focus on weapon upgrades, promoting in-app purchasing. As a paid title for VR, the in-app purchasing has thankfully been entirely removed, with upgrades accessible through credits earned during gameplay.

With strong similarities to the Time Crisis series, the gameplay largely involves eliminating a number of enemies from a predetermined cover position before moving on. Those with fond memories of light gun ‘rail’ shooters will likely have a good time here. You have to eliminate everyone before moving to the next predetermined spot via an instant ‘teleport’. Often there is more than one position to choose from, some offering a greater difficulty (due to less effective cover) but potentially higher scores. Random drone targets appear during the action, which you can shoot to regain ammo, health and other power-ups, and there are various enemy types with different strengths, making it important to prioritise certain targets. It’s unfortunate that the weapons don’t feel or sound quite as good as they look. The audio in general is passable, but the enemy voices quickly become repetitive and they don’t seem particularly high quality. The Duke Nukem-like voice of your character crops up when you’re performing well, and on completion of each level. Some may be amused by the ‘oh yeah’, ‘hell yeah’, and ‘that’s how we roll’ dialogue, but I found it became irritating pretty quickly, so an option to silence your character audio would be a bonus.

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As with most VR shooters that use tracked controllers, there is minimal (if any) aim assistance, as the main appeal here is the inherent accuracy of the controllers. It’s essential to have a steady hand, and to aim down the sights. Closing one eye to actually line up a headshot is always an impressive demonstration of VR technology in any shooter, but it can become tiring to constantly have one eye closed. Holding the gun further away, at arm’s length, it’s possible to aim fairly accurately with both eyes open, but fighting the stereoscopic split can result in eye fatigue after a while. I found myself switching between the two techniques and between my left and right eye regularly.

By moving your other hand forward of the trigger, it will snap to the weapon to simulate holding it with both hands, which can give you greater accuracy, as it appears to steady the aim and reduce recoil. But holding both arms up separately, as if they’re gripping a single object doesn’t really make much sense – what you really need is a gun-like peripheral that actually locks both controllers together so they can support each other. I much preferred to physically support my dominant hand with the other (as you would with a pistol) for all the weapons, in order to steady my aim and to reduce arm fatigue. Indeed aside from this supporting role, the non-dominant controller seems rather wasted. There is no dual-welding of single-handed weapons, and there is no motion-based reload mechanic, that has proved so satisfying in games like Raw Data. One positive trait it shares with Raw Data is the importance of cover; physically crouching behind virtual walls for protection is an immediate immersion-enhancer, which makes it all the more disappointing that the reload is just done with a single press of the grip button.

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Unfortunately, the non-VR, mobile heritage of this game are obvious, from the low-detail geometry to the unlock-with-stars level progression. Despite this, the game can be fun, as wielding weapons correctly and physically crouching for cover is all down to player skill, and that invariably feels satisfying in VR. As the game is expected to leave Early Access in March 2017, there is some time to improve the presentation. Along with updating the game with new content, the developers have acknowledged the most-requested feature is a manual reload system, and that is now a priority. This single addition to the game would make a huge difference to the experience, so that is certainly something to look forward to.

Overkill VR is available now via Steam’s Early Access program here with a full release planned for March 2017.

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Hack Makes ‘Google Earth VR’ Compatible With Rift and Touch

Google Earth VR was launched this week to great excitement, except to Rift users who found out that the game wouldn’t work with their headset. Little more than a day later, a hack surfaced that adds compatibility for the Rift, Touch, and even Razer Hydra to Google Earth VR.

While SteamVR is primarily the home of the HTC Vive, it also supports the Oculus Rift and Touch controllers, making it easy to developers to release games that work with both headsets. Rift users were surprised and upset to find that Google opted not to take advantage of the platform’s cross platform capability, and instead restricted Google Earth VR to the Vive only.

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Given that SteamVR technically already supports the Rift, a hack surfaced in short order that forced Rift compatibility for Google Earth VR. Created by Reddit user Shockfire7, the hack is called FakeVive, because it spoofs SteamVR into thinking that the attached Rift is actually a Vive, and thus Google Earth VR does it’s thing without fussing about the Rift.

FakeVive is a DLL which you can drop into the app’s folder to make it believe that a Vive is connected. It’s not a reverse Revive or anything, it just intercepts the OpenVR requests for HMD information and spoofs the model string. I don’t care to make it much more complex than this because SteamVR already supports the Rift fairly well.

FakeVive doesn’t involve modifying any of the app’s files and it doesn’t do anything specific to Google Earth VR. This makes it easy to install and it will continue to work even if the app is updated (assuming the HMD check isn’t made more complex).

Installation is as simple as unzipping a folder into the right place, and because of the way it the hack works, it could be a foundation to unlocking Rift support in other SteamVR titles which explicitly don’t support it.

In addition to the Rift, the FakeVive hack also makes Google Earth VR work with the Touch controllers, and even the older Razer Hydra controllers.

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LibreVR, creator of the popular ReVive hack which allows Vive users to play many Rift exclusive games on Oculus Home, had posted instructions for a similar hack on Reddit prior, but called FakeVive “a much better solution” thanks to its ease of use. LibreVR has also now contributed to the FakeVive code.

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The reason why Google opted not to support the Rift in the first place is unclear. Their response to that question has been relatively vague, along the lines of ‘we want to focus first on making it work well on one headset’, but it seems clear that it didn’t take much effort to implement support. Google could be waiting for the launch of Touch, or maybe withholding their support for business reasons (to our knowledge the company hasn’t released any VR applications on Oculus platforms).

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‘Oculus Quill’ Beta Available For Free At Touch Launch

Oculus in a blog post has announced that Quill, their VR illustration software used for Dear Angelica, is going to launch as a free beta with the launch of their Touch controllers next month. This adds yet another free application to the lineup Oculus has prepared. Among those, there is also Oculus Medium, which, rather than painting or drawing in 3D, lets users sculpt and model. Both of these free programs look to enable a wide variety of artistic styles.

Speaking of style, Oculus also talked about the design goals for Quill and how it originated. From the blog post: “Quill was born out of the creative needs of Dear Angelica’s Writer/Director Saschka Unseld and Art Director Wesley Allsbrook.” And to get the exact look they wanted, the programmers had to work with artists to make sure the tool itself didn’t impose unnecessary biases in the art. According to Oculus, “it was important that Quill not add anything to an artist’s strokes, unless fully controllable and shapeable by the artist.”

While they haven’t yet the public try Quill for themselves to see its full potential as a tool, Oculus has videos and pictures of a few scenes that artists have created. Most are, and have been, from Dear Angelica, but there’s also some art from Carlos León, which reveals a more
realistic painted style in comparison. We may have yet to see just how far this tool can go in the hands of other artists.

The beta will be free, but there has been no confirmation yet if the full release in early 2017 will be priced or not.

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‘V’, The Universal Dashboard for VR, Launches Open Beta

V is a universal dashboard for virtual reality experiences which lets you load websites and webapps like Slack, Spotify, and Soundcloud inside of your favorite VR games. Today the software launches as a free open beta for the Rift.

A universal web dashboard that spans every VR experience is an awesome idea on paper, but convincing every developer to integrate some newfangled app is an unlikely proposition. The beauty of V is that it doesn’t need platform or developer buy-in; the app smartly injects itself into most VR games, with no special integration needed from the developer.

V works like a web dashboard that can be called up at any time inside of VR. You can use it to watch videos, listen to music, and do pretty much anything else you might do on the web from within your favorite VR app. We first got a good look at V back in May, and today it launched as a free open beta for the Oculus Rift.

‘V’ Open Beta

You can imagine you’re playing Elite Dangerous and want to look up a tutorial for a quest you’ve never done before. Well, why not do it from the comfort of your spaceship’s cockpit? V makes that possible.

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Looking forward to listening to music while you spend hours sculpting virtual models in Medium? With V, you can have your Spotify playlist at your side without ever taking off the headset.

V is an unobtrusive little app that sits quietly in your computer’s taskbar out the outset, and injects itself automatically into recognized VR experiences. Even then, V won’t bother you until you need it. When the time comes, give your headset a firm double-tap with your finger (or press Shift on the keyboard), then find the white dot at the top left of your view. Staring at the dot will invoke V, and bring it seamlessly into the VR world around you. Now you can choose from a number of predefined bookmarks or type your own URL, and you can easily move and resize the floating browser window, as well as scroll and click it as you’d expect. Normally the dashboard will vanish when you’re done with it, but if you want to keep your web page open you can pin it in place so that it remains there when you return to your present VR application:

While today’s open beta supports just one browser window at a time, the ultimate vision for V is to be a helpful dashboard of webpages, web apps, and native widgets that let you do useful stuff without leaving virtual reality. The one browser window restriction is for now a performance limitation; the browser is built on Chromium, and it turns out that web browsing can actually take a decent chunk of system resources to do its job, especially if trying to play high-quality flash video while running on top of a VR app that needs to maintain 90 FPS. As computers get more powerful, and as V finds ways to continue to optimize its lurking presence, the dashboard will be able to open up more fully, says V co-founder Tyler Andersen. He explained that V tries to keep itself within a small performance envelope to minimize impact on the foreground VR application which will always have priorty over V, which will go so far as to freeze itself if it finds the VR app’s framerate dropping under 90 FPS.

The V open beta supports the Xbox gamepad as well as keyboard and mouse, though Andersen tells me that Touch support is in the works, and teases that it makes interactions with the dashboard much easier. Today’s open beta only supports the Rift, but Andersen says that the obvious next step is Vive support, and that it will be released in a future update which will also bring support for Touch and Vive controllers.

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Google Launches Earth VR on HTC Vive, A Breathtaking New Way to Know Our Planet

Today Google launches Earth VR for the HTC Vive for free, giving us a whole new perspective on the world.

I remember, back in 2001, how amazed I was to see Google Earth for the first time. I remember huddling around the computer monitor with friends shouting “go to New York City!” “Go to Hawaii!” “Go to the Grand Canyon!”, and with a line of text and a tap on the return key, we were there, as the digital globe spun and zoomed in smoothly to give us a previously unseen view of these exotic locales. Google Earth made the world tangible in a way we’d never known it.

15 years later, in Google’s San Francisco office, I felt that same magic. Except this time, I could not only fly from one place to another for a bird’s-eye view, I could zoom down and plant my feet on the ground with the entire Earth encompassing my view.

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I don’t use the word “breathtaking” in headlines often. But when you find yourself towering over a detailed recreation of San Francisco, or standing eye-level with the top of the Eiffel Tower, or watching the Sun set and the Milky Way rise over the plateaus of Monument Valley, it’s an easy choice.

Launching today on the HTC Vive for free, Google Earth VR lets you touch and explore an incredible dataset—high-res satellite imagery, aerial photography, and photogrammetric recreations of major cities—all seamlessly integrated into a single model of our planet.

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Donning the HTC Vive, you’ll find yourself first looking at a small version of the planet set against a black backdrop of space. Using the Vive’s controllers, you can hold the top half of the right trackpad to zoom in toward the planet. As you zoom in you’ll being to see labels of countries, and even closer, states, cities, and towns. At this point though, you’re still flying face-first toward the ground; as you get closer you’ll want to tap the left trackpad which will flip your perspective 90 degrees so that your horizon becomes that of the planet’s surface. Now it feels like you’re walking on the planet like a giant, and you can continue to zoom down to your destination.

You might suspect that flying all the way from down from space and then shifting your horizon 90 degrees would get dizzying in VR, but Earth VR employs a smart locomotion method (which doesn’t rely on teleporting). You’ll fly in whatever direction you point your controller and as you do you’ll see that the peripheral field of view shrinks around your center of vision, revealing a static grid around you. When you stop again, the view will expand to fill the scene as before. It’s a solution that works impressively well, even as you grab the earth below you and drag it along to move from one town to the next. It also keeps you more immersed in the experience by actually letting you traverse from place to place, rather than just appearing there. And, thankfully for those not prone to any VR motion sickness, you can turn off the shrinking view entirely, letting you fly about with the fully expanded scene around you.

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Once you do get down to ground level, you’ll find that most anywhere on the planet has high-resolution satellite imagery and elevation data. If you visit some of the world’s biggest cities, you’ll find them fully modeled in 3D. When I first tried the experience at Google’s offices in San Francisco, I knew I had to see the city itself from within Earth VR. So I zoomed down until I was the size of a small skyscraper and walked around the 3D recreation like I was a giant. I could lean down to peer at the streets between buildings, or stand next to the cities skyscrapers. I could see the Giant’s stadium and, off in the distance, the Golden Gate Bridge. It’s a really spectacular way to experience something you know in an entirely new way.

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And it isn’t just cities; some areas of Earth VR, like Yosemite National Park, are modeled down to the individual tree, making the view all the more rich when you grab the virtual Sun and spin it down on the horizon to bathe the park in a beautiful sunset. Dial the sun a little bit further down and you’ll see the Moon and stars rise over Half Dome.

For the time being, there’s no search function in Earth VR, so your journey is mostly manual exploration. Though once you find somewhere you like, you can bookmark it by taking a virtual photo which will be stored in your Saved menu and can be returned to at any time. There’s also several pre-installed guided tours which take you to scenic locations and even give an ambient soundtrack to make things that much more serene. One day I imagine such guided tours could have voice-overs that teach you something about each place you visit.

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The company has done an impressive job of bringing Google Earth to VR. It feels robust. The development team sells me that the app is built so that it will continually benefit from improvements in the Google Earth dataset over time, and that, “Earth VR is a product, not a demo,” one that they plan to continue adding to after launch.

I hope that one of the top features on their post-launch list is social functionality. Google Earth VR is breathtaking, but when you’re in the headset alone you can sometimes feel like you’re the only one on the planet.

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‘EVE: Valkyrie’ Launches on Vive This Month, Joins Rift and PSVR Players

At EVE Vegas, CCP Games announced that EVE: Valkyrie will launch on Steam for the HTC Vive this month. This will complete their full roll-out on the three major VR headsets, allowing cross-platform dogfighting.

Initially bundled with the Oculus Rift on launch day, EVE: Valkyrie was one of the most compelling experiences available for early VR adopters. It was the ideal fit for the headset, as the Rift promoted seated VR, using the included Xbox One gamepad, which is exactly how Valkyrie is designed to be played.

Based on the epic, persistent sci-fi universe that is Eve Online, Valkyrie takes a more accessible, arcade-action approach, using Eve’s lore and aesthetic to create a cockpit-based dogfighting space shooter. Fast-paced, first-person movement in VR can cause problems with user comfort, and being surrounded by a cockpit as a point of reference is a successful way of reducing the chances of nausea. Simulating the sensation of sitting in a cockpit (while also being seated in reality) is the logical way of achieving comfortable freeform movement within a VR environment, and Valkyrie is one of the best titles to demonstrate this.

CCP Games have quickly gained recognition for their expertise in VR and their AAA approach, having embraced and experimented with the medium for several years. The attention to detail and level of polish within Valkyrie is a match for the very best VR experiences, and it continues to be a stand-out title.

The game also launched with PlayStation VR last month, achieving a successful transition to the console platform. The game is ideal for Sony’s device, as every PlayStation user has a gamepad, and the headset is even more focused on seated VR experiences than the Rift, due to its limited tracking volume.

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As a game that’s primarily focused on multiplayer gameplay, a healthy player population for Valkyrie is key. Cross platform play among the top three headsets is a major boon for the game and its players, as a larger population means the possibility of faster matchups and fairer ones too.

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While it has been possible to play the Rift version on Vive using the Revive hack, accessing an online game such as Valkyrie via Oculus Home (or indeed setting up an Oculus account just to buy Valkyrie) isn’t ideal, so Vive owners will be pleased to hear the wait is almost over for a native version to appear on Steam. While the game will remain optimised for gamepad, we’re interested to see whether CCP will enable any unique support for the Vive’s motion controllers.

Exact date and timing of the launch is still TBD, but it won’t be long now until Vive owners can test their Valkyrie mettle against the likes of Rift and PSVR players.

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‘The Martian VR Experience’ Launches on PSVR and HTC Vive Tomorrow

The Fox Innovation Lab are all set to finally release their virtual reality tie-in with last year’s sci-fi blockbuster The Martian starring Matt Damon to a VR headset near you as the title launches tomorrow on both PlayStation VR and SteamVR platforms.

I was lucky enough to go hands-on with The Martian VR Experience at CES at the beginning of the year and came away impressed, entitling the article on the experience “A Triumph in Motion.” At the time, the platforms I trialed it on (HTC Vive and Oculus Rift with Touch) were still months from release and as a result, despite the high level of finish and polish evident in what I saw, Fox Innovation Lab (the VR-focused division at 20th century fox tasked with building the title) have waited until now to launch.

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The Martian VR Experience represented at the time the best experience of its kind I’d yet seen, that is, an application that designed as an accompaniment an original film – a good old fashioned movie tie-in. Unlike many other examples of primarily marketing-lead immersive attempts that we’ve seen since VR’s renaissance began, The Martian VR Experience represents an offering that works as standalone entertainment and at the same time, it manages to push expectations of visual fidelity and polish for applications of these types up a notch or two.

Executive produced by Ridley Scott and directed by Robert Stromberg, The Martian VR Experience is described as “an interactive, immersive adventure with viewers participating from astronaut Mark Watney’s perspective, performing tasks that will facilitate his chances for survival.” Players get to fly through the Mars atmosphere in zero gravity, grapple with Watney’s all-terrain rover, there’s also snippets of the film thrown into the mix to remind you of the original inspiration behind the experience.

“I’ve always tried to approach film-making from the standpoint of creating an immersive experience. Now with the tools that are available to us in virtual reality, we can raise the bar even higher. The audience can experience storytelling in ways we previously could only imagine,” said Ridley Scott, Executive Producer of The Martian VR Experience and co-founder of RSA Films. “Mars has never been closer to being within our grasp and I’m so thrilled that we can invite people into The Martian VR Experience.” Scott himself narrates the new launch video for the experience too, which you can watch embedded above.

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Director of The Martian VR Experience and co-founder and Chief Creative Officer of The Virtual Reality Company said “With The Martian VR Experience, we were able to take Ridley’s cinematic vision and create an immersive VR experience that gives people the ability to be Mark Watney, to face his struggles, experience his successes, as if they were part of the film.”

The Martian VR Experience will be available from November 15th on PlayStation VR and on SteamVR for the HTC Vive. No mention of support for the Oculus Rift, but given the reliance on motion controls it’s likely this will appear later once Oculus Touch has found its way into users homes next month. The experience will be priced at $19.99 on release, which may present a high price for those looking for hours and hours of gameplay in return for their money. We’ll have impressions on the final release version of the experience and on whether we believe it’s worth the cash soon.

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‘Thumper’ Review

Thumper is a fast paced “rhythm violence” arcade game developed by DROOL for PlayStation VR and PS4. As a space-scarab-like creature you’ll rip down an infinite slide while jumping, drifting, and thumping obstacles. You’ll do battle with giant amorphous creatures, all while trying to topple your friends’ high scores. This rhythm game is much more about survival than song as you blaze your way to the perfect run.


Thumper Details:

Official Site
Developer: DROOL
Available On: PlayStation Store (PS4, PSVR)
Reviewed on: PlayStation VR
Release Date: October 10th, 2016


Gameplay

In Thumper you’ll quickly find yourself experiencing tunnel vision. The progressively pacey twitch gameplay demands all of your focus in order to survive each level. As an arcade rhythm style game, players will glide over barriers, drift into embankments, dodge track serpents, and blast through or over hurdles to survive the visually stunning gauntlet, all while enjoying an ambient electronic soundtrack that intertwines with the gameplay. Levels play somewhat like other rhythm games (ie: a linear track), except instead of seeing a “Poor!” pop-up as your punishment for being off-beat, in Thumper, you die.

While most rhythm games give you distinct songs and beats against which to memorize and perfect your performance, Thumper’s ambient tracks prefer to throw more abstract musical obstacles at you that work more like a ‘call-and-response’ than a structured metronome abiding beat. This makes the rare moments when the game does throw a groove at you utterly satisfying.

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In a Super Mario style health system, the scarab can only take two hits before dying on the second hit, however there is hope for those not fleet of finger, as timely performances end with an opportunity to get your top layer back. And when you do, you’ll find a very satisfying ‘click’ as fresh shiny wings lock onto your scarab. Although this may seem to make the game too easy in the early stages, it becomes quite clear that you’ll need every bit of help to survive the later levels. When your shield comes off due to a missed beat the sense of danger spikes and you might find yourself whispering a prayer that you make it long enough to get your armor back; it’s exhilarating.

As the space scarab you’ll find yourself flying at a giant evil head or some amorphous looking monster straight out of Star Fox; these beasts are bosses and mini bosses, and represent uniquely difficult moments in the game.

At the end of each level segment, Thumper players are graded on their performance, resulting in an overall grade for the level as a whole. Players also earn points by taking no damage, hitting turns perfectly, and successfully navigating obstacles while maintaining the beat. Grades range from perfect ‘S’ to poor ‘C’. Going by sheer points, no two runs are likely to be the same, and even those scoring in the S grade can compete for the very top place on the leaderboard among friends or the global community, giving a nice incentive for players to come back if they like the competition of defending their standing.

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Thumper is actually a fairly long game, with playtime varying greatly with skill. The game encourages play in sessions, with each level a sprint of intense visuals and reaction-challenging sequences to be tackled when you put on the headset, hopefully resulting in the relief of completion, or perhaps the determination to come back and try another time if you aren’t able to push through.

It is especially worth picking up if you have a nice sound system with a ‘thumpy’ bass. Thumper is quite challenging, but with enough practice, determined players will find themselves skillfully banking and juking their way to satisfaction.

Immersion

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As you sail along the intensely colored scarab space highway, you’ll find yourself so focused on the gameplay that you won’t have much time to notice the awesomely trippy background animations. The game works perfectly well with or without the headset. Initially, this had me wondering why Thumper was even a VR game. From the perspective of immersion, you are really just fixed on a single point, and it doesn’t appear that PSVR is really necessary as there’s no need to look anywhere but straight ahead. My perspective changed the further into the game, as it is moderately helpful once you’re ‘in the zone’, to be locked in the world instead of focusing on just a screen. Playing without the PSVR is softer on the eyes, but the game’s visceral visuals, audio and, and sense of breakneck speed is heightened with it on. The sense of speed is so great that you might find yourself occasionally surprised that you’re able to keep up with the game. Thumper is among only a few PSVR titles we’ve seen running natively at 90 FPS.

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Disappointingly, beyond immersion, Thumper makes almost no real use of the VR mechanic as you have no reason to ever look away from the track at the screens center. You can look up a little bit to see what’s coming down the track at you, which is cool to see (and necessary to survive), but you can see just as much information without the headset on. It’s nice to have the option, but you probably wouldn’t be able to justify buying PlayStation VR just to go from Thumper’s standard mode to the VR mode.

Thumper doesn’t appear to have any real story, but it doesn’t have time (or need) for one as a rhythm twitch based arcade title. Overall it is immersive with the gameplay conducting the majority of the players focus, but probably isn’t the best use of the VR’s broader capabilities.

Comfort

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You might think that Thumper’s speed and winding track would make it a recipe for motion sickness in VR, but actually the segment of the track that’s immediately in front of you is kept static, which avoids the feeling of you actually rotating or moving down the track. Instead, it feels a lot like the track is coming at you.

The pink-floyd color scheme may be harsh for those sensitive to flashing lights, but overall the game has dark coloration punctuated by neon colors signaling events which make it tolerable for a period. I wouldn’t recommend playing this game for more than two hours at a time, as beyond that it’s easy to get a headache. The game itself is rather intense from both a gameplay and visual standpoint, which lends it to potentially being a stressful experience, and perhaps not the game you want to play to relax. This is both what makes the game fun, but also encourages session-by-session play.

For me the game’s visual intensity and pace could build up over lengthy sessions into headache which made me not want to carry on. Others I spoke with who played the game for more than an hour on-end didn’t have the same issue, so your milage may vary.

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IMAX Investing $50 Million to Create “Premium” VR content

IMAX has announced it’s raised $50m in order to create new “premium” experiences for use at its VR centres which the company have begun rolling out around the world.

By the end of 2016, IMAX VR centres should be up and running in six locations around the world, with the first two nearing completion in Los Angeles and Manchester (England). The aim is to provide a higher quality VR experience than what can be achieved at home, and to produce and deliver unique VR content for these centres.

Part of this strategy is the collaboration with Starbreeze, a Swedish game development studio who are in the process of creating a high-end VR headset called StarVR; a device that will become a key element of IMAX VR’s experience. While VR headsets such as the HTC Vive and Oculus Rift are capable of delivering IMAX-like visuals in terms of scale and immersion, the StarVR headset’s significantly wider field of view (210 degrees vs 100 degrees) and higher resolution (5120×1440 vs 2160×1200) is certainly more worthy of being associated with the IMAX brand.

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But a great headset is worthless without great content, and today, IMAX confirmed the completion of the first phase of a $50 million virtual reality fund, with investors including Acer, CAA, China Media Capital, Enlight Media, The Raine Group, Studio City and WPP. The aim is to create at least 25 new interactive experiences over the next 3 years – “a new level of premium, high-quality content for use throughout the VR ecosystem,” according to IMAX Corp. CEO Richard L. Gelfond. “We will be leveraging our collective relationships with world-class filmmakers and content creators to fund VR experiences that excite and attract a larger user base to capitalize on opportunities across all VR platforms including IMAX VR.”

We can expect the content to be largely associated with existing movie franchises from their Hollywood and film industry partners, as well as gaming publishers and other leading content developers, with each experience lasting between 5 and 15 minutes. As customers already pay a premium for the IMAX movie experience, IMAX VR will need to deliver something equally far ahead of the curve if they are to charge a similar premium, and Starbreeze CEO Bo Andersson Klint hopes to be ‘five years ahead’ of home VR, which could indeed justify the effort and expense.

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But the most interesting part of the announcement is that IMAX are looking beyond the cinema and want to deliver on all VR headsets. It is essential for IMAX to remain relevant as we enter a brave new world of fully-immersive entertainment, and embracing VR, both in terms of offering unique experiences at traditional IMAX venues and attaching their brand to quality VR content accessible on any headset, seems like a sensible approach.

The post IMAX Investing $50 Million to Create “Premium” VR content appeared first on Road to VR.

Exec. Producer of Indie Hit ‘Journey’ is Developing a Unique Title for Oculus Touch

Robin Hunicke, executive producer on Journey (2012) and now co-founder of game studio Funomena, is creating a visually rich new Oculus Touch title that wants to be played by anyone and everyone.

Journey is one of those games that you know you have to play as soon as you see it. It’s one of those games that oozes with unique style, and backs it up with novel gameplay. The game launched in 2012 as a PS3 exclusive and went on to set the record as the fastest selling game released on the PlayStation Store. Though I didn’t own a PS3 at the time, just seeing it in a video stuck in my mind as a game that I needed to play whenever I might find the chance. In late 2015 I was staying in the guest house of a friend for a few weeks and fired up a long dormant PS3 that just happened to have the game sitting on its menu. It was then that I finally got to experience Journey for myself after being enticed by the trailer three years prior. When I heard that some of the core people behind the game were cooking something up for VR, I was immediately excited.

Journey’s executive producer, Robin Hunicke, and engine programmer, Martin Middleton, met at game studio Thatgamecompany (which developed Journey)and afterward came together to found Funomena in 2013 with the underlying idea that “games can have a positive impact on the world.”

The studio has four games currently in the works, one of which is Luna for Oculus Touch. I got to see it in person last month and I’m incredibly happy to report that Journey’s sense of rich style and aesthetic in Journey’s DNA have carried over into Funomena and Luna; the game has a completely unique papercraft look that’s beautiful up close and its sound design is front and center.

Luna has been in development since at least 2014, but seems to have taken on new life recently thanks to the immersive power of VR (and a small grant from Oculus), which Hunicke says is not only an exciting new medium, but also one that makes games potentially much more accessible thanks to intuitive motion controls.

Accessibility is at the heart of Luna, which the studio describes as a “uniquely tactile VR puzzle game, where players are encouraged to observe, listen, customize and interact with a beautiful storybook world.” The game casts a wide net, and hopes to appeal to gamers and non-gamers alike.

“We’ve worked especially hard to make the experience accessible to people who have never used a VR headset & controllers, and to people from all ages and walks of life—so that regardless of their prior experience, players can place, customize and interact with a miniature, musical forest while uncovering [the] enchanting interactive score,” says the studio.

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I played a 10 minute demo of the game with Oculus Touch that had me guiding an adorable bird around little platforms floating in a vast starfield (see video of the demo in action at the top of this article). As I progressed through the demo, I helped my bird friend unlock memories by unscrambling some mixed up constellations using the Touch controllers to reach out and rearrange the stars.

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These simple puzzles grew only slightly more complicated in the short demo, and eventually I was presented with a small terrarium which allowed me to place natural objects like trees, flowers, and reeds, all of which could be modified in size and shape and, one placed, brushed with the controller to elicit some sort of musical note or sound. Once I decorated the scene sufficiently, an adorable turtle emerged from the water to greet the little bird character. Despite the casual puzzle element, Luna didn’t feel very game-like, instead seeming more like an interactive VR storybook.

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I enjoyed the visual and sound design, and liked the slightly creative and interactive musical elements in the terrarium at the end, however, I didn’t get a sense of what the broader gameplay might look like once fleshed out into a full game, and for the time being I didn’t feel a strong hook that made me eager to experience more of Luna’s world. I wanted to care about the adorable critters before me, or be enchanted by the gameplay, but at least the brief 10 minutes I spent with the game, I didn’t see hints of where that hook might emerge.

Hunicke says that some of the core design elements of the game (like the aesthetic and animation style) have been largely locked in, but now there’s much work to be done to develop the narrative (which would have been entirely abstract to me, had she not explained what was happening as I went through the demo), and other aspects of the game.

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Luna is much different than most of what else is being created for VR right now, which is a good thing, but as the title continues development it seems like it could benefit from a more firm direction toward the ‘game’ or ‘experience’ categories, as sticking to the middle of the road could leave both camps unsatisfied.

The post Exec. Producer of Indie Hit ‘Journey’ is Developing a Unique Title for Oculus Touch appeared first on Road to VR.