‘Batman: Arkham VR’ Review

If Playstation VR is Sony’s maiden voyage into virtual reality gaming, Batman: Arkham VR is a strong wind to cast off with. Developed by Rocksteady Studios, the game immerses you the moment you lock on your headset, or rather don the cowl. At face value Batman: Arkham VR offers the Arkham universe’s defined aesthetic and cast of quality voice actors from a very different perspective.


Batman: Arkham VR Details:

PlayStation Store Page
Developer: Rocksteady Studios
Publisher: WB Games
Available On: PlayStation 4
Reviewed on: PlayStation VR
Release Date: October 13th, 2016


Arkham VR differs from series predecessors—which had a healthy mix of fast paced combat balanced by a strong story and interesting puzzles—by focusing heavily on Batman’s detective work. Arkham VR is more of a slow burn then the ‘BIFF, BAM, POW’ series fans are used to. The game is an impressive first effort for a veteran game studio that is just beginning to delve into virtual reality.

Gameplay

Stepping into Batman’s cape and cowl, players have access to several highly detailed environments like the Batcave, Wayne Manor, the Iceberg Lounge, and other elements of Gotham’s seedy underbelly. To explore these environments, you’ll brandish three tools off of the Bat’s utility belt: a grappling hook, a forensic scanner, and Batarangs for days. You will use these to hit buttons, scan evidence, and zoom around the Batcave in ways that allude to other Arkham games, except this time from a first-person perspective (and with major tweaks for VR comfort). The tools are not only fun to play around with, but also end up driving the player’s attention to the important narrative, ensuring you don’t miss the serviceable story.

batman-arkham-vr-2
You’ll watch other people fight in Arkham VR, but not get to throw any punches yourself

The first playthrough, which is unfortunately short (around two hours), takes you through the standard pallet of Gotham noir-esque hangouts like crime scenes, morges, and sewers searching for your missing Batfriends. Although there is a lot to see and much to interact with in these environments, what the game possesses in storytelling and detail it lacks in action and length. Once the initial novelty of ‘being’ Batman in Gotham wears off, you quickly realize that the narrative is being spoon fed to you and the story mode ends rather abruptly without a single punch being thrown.

There were several moments where it appears the player will finally get to crack some heads, until the screen instead fades to black only to see the smoke clear and all of your enemies defeated off-screen. This sort of controlled storytelling is rampant throughout the game, and takes away from your ability to “be the batman.” In short, players only seeking the thrill of busting up the Penguin’s cronies or grappling with Bane need not apply.

batman-arkham-vr-screenshot-3

Most of the locomotion throughout the game involves predetermined teleportation nodes, though it’s occasionally dressed up in the form of using your grappling hook to pull yourself from one node to the next, which is well executed and feels more cohesive than the moments of pure point and click teleportation. Most of the places you’ll teleport to are surrounded with things to interact with, some optional, and some critical to moving the narrative forward. This can be tedious, especially when you need to retrieve an object to solve a riddle which is on the other side of the room.

Each ‘act’ is primarily planted in singular spaces like a large room or a balcony which has several of the aforementioned teleportation nodes available for you to move to. It isn’t until the end of the game that you really get to kick around a somewhat larger environment, which again, still leaves a lot to be desired as it is essentially just a larger space with more predetermined nodes. This shortcoming, which would likely be less of a problem with a room-scale system like the HTC Vive, is somewhat overcome by the plethora of objects to interact with at each point.

Upon completing the first playthrough, Arkham’s classic Riddler content is unlocked which (cheaply) lengthens the game by adding an abundance of mini puzzles and secrets to find on your second playthrough. These can actually be quite tricky if you are unfamiliar with Batman canon, so the (re)playtime may vary. Despite this gambit, the overall length of the game still feels lacking. A lot of detail was clearly put into the story and the environment, but a longer experience is needed to capitalize on the other solid parts of the game. At a 1/3 of the price ($20) of a full game, Arkham VR feels like it has 1/4 of the content.

Unfortunately the slow pace, and lack of action make Arkham VR somewhat one dimensional, and to an extent, it seems limited by Playstation VR’s capabilities. Although you can swivel, peer over edges, and draw the three tools from your belt, they made no attempt at having you interact with other characters beyond the most simple of movements (i.e handing them an object). This is enjoyable for about as long as the game is, but future renditions of Arkham VR ideally would include a combination of more tools, at least a few fights, and more interaction with characters.

It is certainly worth mentioning that the game seems like a great foundation for more Batman VR content, and is ripe to be followed by more content releases, perhaps in an episodic fashion (just speculation for now, but we’d certainly welcome it).

Immersion

Game Director Sefton Hill emphasized developer Rocksteady Studios’ commitment to staying true to the characters and utilizing the VR platform to innovate the player experience. As expected from Rocksteady, Batman: Arkham VR delivers a deeply engaging experience into the DC Universe.

Arkham VR’s graphics are impressively detailed, and the environments are riddled with subtleties; the game proves that a skillfully optimized VR experience can look great even on three year old console hardware.

batman-arkham-vr-screenshot

It must be said that the interaction design within the game is impressive. Interactions with various objects, from virtual drawers, touchscreens, levers, tablets, keys, and cartridges work exceptionally well, giving players a tangible connection into the world. It’s clear that much care was taken by Rocksteady in tuning these interactions to make them intuitive and functional. The sheer functionality of these objects and interactions creates a strong connection between the player and the game world which heightens immersion.

batman-arkham-vr-screenshot-4

In Arkham VR you can interact with most apparently-grabbable objects in your environment but less so their associated parts. For example you may be able to interact with the panels on a cabinet but not the inviting books sitting within reach atop of it. This isn’t a huge deal, as the game still plays immersively with a plethora of objects for you to examine and manipulate, but on occasion you’ll find yourself grasping at air when scrutinizing some of the less important items around you as you look for what you might have missed.

There were several moments in the game where I’d noticed something was out of place, like a key card or a shiny object, and would only later find its cryptic purpose which would be to open a door or a panel revealing something novel, adding details from beyond the main story and into the broader world of Gotham. Coupled with the interactive drawing of tools from your utility belt, it’s easy to forget your parents weren’t really murdered one rainy night in Gotham.

Another appreciated feature, which is easy to overlook, is that the environment you’re in isn’t just a backdrop, it’s actually quite complete. For example, in Wayne Manor there are several pieces of furniture which you really have no business looking under, but yet the model is all there (don’t just take my word for it, kneel down and look at that woodwork!). This includes the objects you handle. Rocksteady went through great lengths to make objects real inside and out.

I recommend that hardcore Batfans or general fans of the Arkham series take the time to turn over every rock and peer around every corner, as there are tons of subtle easter eggs alluding to the previous games and other Batman canon. Throughout the Arkham series Rocksteady has consistently included elements for the hardcore Batfans, and this installment is no different. For a game which stands on object interaction, they did an excellent job constructing the play space.

batman-arkham-vr-screenshot-2
PSVR screenshots direct from the PS4 are captured at lower resolution than what’s seen through the headset

One of the more difficult features to VR storytelling is directing the players attention to important events happening within the space. To Rocksteady’s credit, for a first crack at the VR medium, they did a great job focusing the player’s attention to story events by way of interacting with the environment. The environments are really detailed, and you can easily lose focus watching traffic in the distance or staring at the falling rain. This is combatted by your need to hit buttons or pull switches to solve puzzles which would, in turn, forward the story and inevitably draw your attention. This feels like a fairly safe method for enabling the player to experience the entire story, however there are several moments like the aforementioned ‘fight scenes’ which detract from you feeling immersed.

batman-arkham-vr-3

You’ll often be spoon fed directions by Alfred, or hints and narrative from Batman’s voice which inevitably remind you that you aren’t quite a free-roaming decision maker in this space, and that only specific actions will move you forward in the game’s story. This becomes less frequent as the game goes on, but it still detracts from the overall experience. This is juxtaposed by the total lack of clues you receive for the Riddler puzzles. These should prove to be challenging, and thought provoking, even for hardcore fans of the series.

One element that is pleasantly surprising is the use of attention-pivot mechanics for enhancing the story. There are several moments where your attention will be focused on something, look away, then look back to see the space has changed in some way. This is a cool mechanic and (without giving anything away) is well used for the more psychological elements of the game.

Comfort

Generally speaking Batman: Arkham VR is as comfortable of an experience as the Playstation VR can offer. Several of the comfort issues may be attributable to the lack of a 360 degree tracking, which is a limitation that games on the platform are responsible for designing around.

Player movement in Batman: Arkham VR amounts to being able to peer around and over objects within the beautifully detailed environments, but in the end you feel teased. The lack of mobility, which has you twisting and turning to click to other stations, is compounded by the limited gestures used for gameplay. Specifically, most of the game is reliant on limited arm movements which become a bit tedious, and generate a pseudo-feeling of claustrophobia where everything you need to touch is even closer than an outstretched arm.

batman-arkham-vr-screenshot

Several moments in the game when you need to turn around, the controller (and sometimes headset) tracking would drop out as you face away from the PSVR camera. This not only is an annoying immersiveness issue, but also proves to be somewhat disorienting as the general nature of your position gets jumbled, and things get a little shaky for a moment or two. To counter this, players can use buttons on the controller to spin their orientation 180 degrees, but that comes less naturally than simply turning one’s body around.

Although it is a cool mechanic and the centerpiece of the player’s existence within the game, Batman’s utility belt can be spotty at times. Throughout the game I found the belt would slide ‘into’ my stomach, making it impossible for me to grab tools from it without having to bend forward or ‘suck it in.’ To compound this issue, when trying to (quickly) and intuitively correct for this on the fly, your position within the play space would often shift, can be temporarily disorienting.

The game’s detailed objects tempt you to bring them in for a close inspection but often end up shaking somewhat in your hand because of the imprecision of PSVR’s tracking, This makes it hard to see and appreciate the fine details layered throughout.

The saving grace of the teleporting locomotion and lack of fighting is that there’s no concern for getting dizzy while zipping across the Batcave, or getting thrown to the floor; during these instances where you’d think you might normally find yourself getting nauseous, like grappling up to the Batplane, the screen fades to black and uses audio to guide the experience. This detracts from the immersiveness, but certainly saves your eyes from what would likely be uncomfortable movements.

The post ‘Batman: Arkham VR’ Review appeared first on Road to VR.

Squanchtendo’s ‘Accounting’ is Now Available on Steam (for Free)

Squanchtendo Games has released, Accounting, their first game as a new studio. While the game was originally scheduled for release in September, Squanchetendo decided to take a couple of extra weeks to squeeze in a bit more polish, and the game is now available on Steam.

Road to VR got an early peek at the game and found it to be a hilarious, narrative-driven adventure with Job Simulator-style interaction. It takes about half an hour to play though the whole thing, but it could be longer if you take the time to listen to all of the dialogue (which you probably should). The experience is well worth your time and is an exciting taste of what the future holds for Squanchtendo Games, which was founded by Rick and Morty co-creator Justin Roiland and former Epic Games Executive Producer Tanya Watson.

squanchtendo-acccounting-vr-2 accounting-vr-squanchtendo-2 accounting-vr-squanchtendo-3 accounting-vr-squanchtendo squanchtendo-acccounting-vr-1 squanchtendo-acccounting-vr-3

Here is how Squanchtendo describes the game in their own (less than completely accurate) words:

We want to welcome you as a new entrant to the very respected and very mature field of Accounting. You’ve been hired to be one of the first to experience the latest and greatest accountancy software in VIRTUAL REALITY.

In it, you do your Accounting. That is it. Nothing more. It is a serious game and Virtual Reality is the future. Don’t question it. Consume your nutrient packages and step into the 5th most immersive world. It is for adults. Not because there’s violence and sex – but because Accounting is so serious and has so many complex numbers, if a child played it they would probably die.

Accounting is a collaboration between Squanchtendo with William Pugh and Dominik Johann of Crows Crows Crows.

The post Squanchtendo’s ‘Accounting’ is Now Available on Steam (for Free) appeared first on Road to VR.

Eagle Flight Review

After years of previews and teasers, Ubisoft make their long anticipated VR debut on Oculus Rift and PlayStation VR.  Eagle Flight has all the hallmarks of being a toe in the water for Ubisoft, but the VR world may feel the ripples for some time to come.


Eagle Flight Details

Official Site
Developer: Ubisoft
Publisher: Ubisoft
Available On: Oculus Rift and PlayStation VR
Reviewed On: Oculus Rift
Release Date: October 18th, 2016


Gameplay

Eagle Flight.  As a title for a game, it is wonderfully unambiguous.  Eagles fly and eagles hunt. Simple. This isn’t a bombastic experience casting you as the hero of the brave eagle rebellion, fighting against tyranny across a war-torn Paris as Drill Sergeant Tweet O’Sparrow bellows missions at you.  There aren’t deep ties to the Assassin’s Creed franchise, from which much of the city layout was apparently cribbed before being heavily customised.  Eagles fly and eagles hunt – and that’s pretty much all you will do across a memorable Paris cityscape, devoid of people, that has been reclaimed by nature and escaped zoo animals.  Simple, right?

What that title doesn’t convey is all of the influences you can feel layered throughout the experience.  There’s a dash of Pilot Wings when diving through rings on courses that trace astonishing routes through the city.  There’s a hint of Ace Combat around the aerial encounters with other predators, with the B-52-like wingspan and laboured turning of Vultures mixed with Crows, Bats and (F-16) Falcons that are all assuming archetypal air combat roles.  The twitch reactions of Wipeout can be sensed as you thread your way through an underground catacomb race, expertly dodging obstacles on a course you’ve already attempted a dozen times in an effort to shave valuable seconds off your time.  There’s even a dash of the free running from Mirror’s Edge, whose gameplay beats can be felt here as you mutter to yourself “…under bridge, into sewer, through spinning fan, out of tunnel, hard right, steep climb, avoid branches, through building…” Moves that you’ve committed to memory in an effort to secure the full complement of three stars from one of 17 Expert Challenges and 23 Story Missions.  There’s also a multiplayer mode supporting up to 3 vs. 3 gameplay to satisfy any competitive needs.

sunrise-is-probably-my-favourite-time

I completed the story in around six hours, but at that point had only collected 60 out of a possible 129 stars.  I have since logged at least the same number of hours again while exploring the world and attempting to better my performances.  I fully intend to dive further into the multiplayer once the player base expands, at which time I’m predicting that people on my friends list will be destroying the times I’ve posted in the races – a situation I will need to remedy with extreme prejudice.  With the Expert Challenges locked out until you achieve a set number of stars there’s ample reason to go back and three-star the earlier missions.  Given the fun I’ve had, the fun I still intend to have, and the amount of content on offer, the $40 (£30, €40) asking price for the PSVR version seems fair, with Oculus Store prices in the same ballpark.  We are leaving the time when the VR release schedule is mainly populated by tech demos and shorter experiences.  While this isn’t quite the AAA experience we might have hoped for, it’s in a different league to many of this year’s other releases.

eagleflight-5

But that is only to speak of the practical: the game modes and the content  It misses the emotive side of the game.  There are times when you will gracefully bank around wide boulevards before darting through a collapsed wall into a building, threading your way through layers of detritus before bursting through a smashed window on the far side.  Peeling upwards, narrowly missing a chimney stack atop a Parisian terrace, with the streets falling away beneath you suddenly you see it reaching high into the sky: the Eiffel Tower, resplendent, with the sun low on the horizon and wrapping the city in an amber haze.  This is nothing less than intoxicating, and moments just like it keep happening again and again as you play with a very pleasant musical score enhancing the mood.

It’s hard to be cynical about Eagle Flight when it takes you back so perfectly to childhood dreams of flight.  But not the mechanical facsimiles of flight other games deliver:  the joy of real flight, with no barrier between your instinct and your reaction.   Where you look is where you fly, and a tilt of the head puts you into a turn the severity of which is determined by how far you tilt.  It takes a little while to learn and settle into its rhythms, to avoid the temptation to turn your whole body and get entangled in the headset cables, but once you find your groove it is this direct connection between you as the player and you as the eagle that makes this game sing.  There is no joystick, there is no delay, there is only instinct and instant reaction.  Left and right triggers slow or boost your flight, abilities that come into their own in some of the catacomb challenges where the speeds are extreme – think Wipeout fast – and the twists and turns, dips and rises, demand every ounce of concentration you can muster.  To beat the target time you will want to avoid hitting the brakes, as it were, at all costs.  This ends up with you almost daring yourself to hold steady, to risk everything to go just a little faster for just a little longer before losing your nerve.

notice-the-vignetting-as-i-approach-the-narrow-gap

To slow is to falter, to stop is defeat: run into a wall, or even just clip the scenery, and it’s back to the beginning.  The underground time trials feature multiple paths, with the best routes often quite hard to ferret out, and always featuring boost zones, narrower tunnels and more violent changes in direction.  Some of the layouts are infuriatingly complex, but always thrilling.  As most trials are finished in under two minutes – which admittedly can feel like an eternity when you’re so completely focussed – there’s always that tug to have just one more go, to see if you can shave off another second and get that elusive third star.  It’s the only time in the single player game where you really feel a palpable fear of failure, as you speed through narrow tunnels making turns that would cause The Flash to think twice, with your potential demise apparent in every curving wall and piece of jutting debris.  When you do finally piece together that perfect run, the resulting endorphin rush is intense.

Over the course of the 23 story missions, the game takes you on a sightseeing tour of the city and gradually expands your repertoire of skills as each of the five main areas unlock.  Each area is centred on a well known landmark, such as Notre-Dame or the Louvre, making it easy to orient yourself.  Early missions introduce you to basic flying and collecting, and when you have your wings (pun intended) combat is introduced.  These aerial battles expand in scope as the game progresses, with offensive and defensive abilities triggered by the face buttons on the controller.  The combat usually boils down to chasing your targets and trying to lead your fire just enough that your projectile screech attack will catch them.  In later missions you come under considerable fire yourself.  Even if it sometimes feels a little arbitrary, with the game not making it easy to sense where attacks are coming from, it is nonetheless a great deal of fun.  Time trials, escort missions and challenges likewise ramp up in scale, scope and difficulty as the game proceeds.  All of this is enjoyable enough, but is also neatly priming you for the multiplayer mode you will eventually gravitate to.

eagleflight-1

Supporting a maximum of six players from 1 vs. 1 to 3 vs. 3 teams, the multiplayer sees each team attempting to capture the prey and return it to their nest.  The highest score when the timer expires wins.  It’s a simple premise, but one that ties in neatly to everything that’s great about Eagle Flight.  I’ve only had an opportunity to try 1 vs. 1 combat, but I can confirm that this mode adds the sense of danger that is sorely lacking from the single player modes.  As you collect the prey and start flying toward your nest, you can sense the opposition player homing in.  You dive, in a panic, trying to find safety among the ruined streets below.  Closer and closer comes the predator that is now stalking you from above.  Screech attacks whizz past, you change direction desperately, now disoriented as well as under attack.  You are as much at risk from crashing into the landscape as you are from the enemy.  When the tables are turned there is a vicious thrill in being the hunter.  Reeling in your target from afar, watching their trajectory and unleashing an attack at just the right moment.  Adding more players into the mix would only make this more frenetic.

There is of course the elephant in the room when it comes to VR multiplayer.  A smaller install base of hardware than traditional PC or console games enjoy means a naturally smaller player base.  It’s not unfair to imagine that it will be tough to even get a game in a few weeks, much less a balanced one.  It’s not much fun to be outmatched, and I can imagine that a well organised team could run rampant over weaker opposition which would kill the fun somewhat.  So the multiplayer, while good, probably shouldn’t be the major purchasing decision even if it feels like there are a good many hours of potential fun in there.  I hope to be proven wrong, and fully intend to be glued to my Rift over the coming weeks to play this.

youre-never-far-from-a-good-view

Returning to the single player portions of the game, the open world has two types of collectibles that have a distinctive sound effect you can hear when you get close.  Waterways in each area contain fish that leap into the air as you approach, and you will need to be carrying enough speed to snatch them before they hit the water and disappear again.  You will often spy the telltale ripples in the water from a distance, throw yourself into a steep dive, and pull up just in time to snatch the fish from the air.  There are also collectible feathers, but thankfully what was a chore in the Assassin’s Creed series is more enjoyable here – though still frustrating when you simply can’t locate the feather that you can hear is nearby.  Locating both fish and feather is a tempting diversion when flying between the locations that trigger missions and challenges.  You start at altitude, picking off the obvious feathers that are highly visible on rooftops and bell towers, then you swoop lower and start scouring the streets, rivers and forests for likely nooks and crannies.  As your confidence in flying increases, and your ability to navigate ever more cramped areas develops, it feels like peeling away layers of the city.  You find yourself taking more risks through congested streets where twisted tree trunks snake around buildings – routes that would have felt impassable when you first started playing – and the time you spend scouring the streets is all honing your skills and abilities for the time trials.

The unsung hero that enables all of this ducking and diving through the game at high speed is the world design.  While rendered in a very simplistic style, with low polygon counts and limited texturing and lighting, the landscape is eminently readable.  The designers have done a good job of engendering trust.  When you dart into a building, you are trusting that there is an escape on the other side.  When you fly off the beaten track, you trust that your escapade down twisting streets won’t end in a cul-de-sac, and if it does you know you can always just look up and soar to the safety of the open sky.  It is only in the rare moments when the level design does let you down, with a piece of unfair collision detection or a blind turn into a massive wall, when you realise how much you’ve taken the excellent design for granted elsewhere.

if-you-can-see-it-you-can-fly-to-it

On the subject of the visuals there is no escaping the fact that we are looking at a game targeting the lowest common denominator which in this case is the PS4 and 970 series GPUs.  Add in the choice of Unity as the engine, with its infamously bad multithreading support, and it’s easy to see why the team at Ubisoft have erred on the side of caution, putting performance above all else.  As impressive as it is to be able to climb to altitude and take in the whole city from horizon to horizon at a rock-solid frame rate, there is no avoiding the disappointingly primitive hills that ring the play area, the lack of variation in many of the buildings, the poor combat effects and the overly simplistic grass effects and tree foliage.  It’s Assassin’s Creed by way of Wind Waker – looking its best from a distance – and as a result I have to admit that much of my time with the game at first was spent lamenting the fact that it wasn’t pushing my GPU to its limit; in fact there are absolutely no settings for graphical configuration in the game.  It is what it is, and you can’t nudge any settings higher on more capable GPUs.

Based on how crisp it looks on the Rift I suspect that there is some automatically applied supersampling – with the internal resolution selected based on the capability of the GPU that the game detects – but this is only an assumption, and it could just as easily be the artistic choices that make the game look as sharp as it does.  However if my suspicions are correct, and further assuming that lower level GPUs and the PS4 might lack this feature, the eminently readable world design should ensure that the experience was not unduly compromised by a drop in resolution.  It may be worth waiting for early user impressions to confirm this.  As much as it’s tempting to stop and over-analyse the simplistic visuals, this is a game about flying.  When you’re screaming through the world at high speed, you don’t stop to count polygons or contemplate janky animations.  As the game cycles between day and night, between sun, rain, fog and clear conditions, and as you fly between a herd of Zebra running over a bridge you start to appreciate the atmosphere it generates.  It is a world to experience in perpetual motion.  Slow too long, look too hard, and the illusion is broken.

despite-the-full-moon-there-are-no-werewolves-in-paris-american-or-otherwise

Where the game really suffers is in your lack of influence over the world.  There is no hunting of food for survival, there is no fear of being hunted yourself, there is just you, the city, and the missions.  If you dwell on it too long it can make the game feel sterile, the lack of any meaningful reaction to your presence an immersion killer, and it’s hard to escape the notion that there was far more potential here in the world and the gameplay than the team have delivered.  Instead they fell back on the usual tropes, and if we’re being reductive the game boils down to a chain of missions that are loosely disguised time trials, areas that are artificially locked, a bunch of collectibles and the obligatory multiplayer mode bolted on.  What I wouldn’t give to sit in on a design meeting for any sequel!

But being reductive misses the point, and just a few hours in I realised that this had become one of my favourite VR experiences.  Eagle Flight reaffirms that there is ample mileage in seated VR experiences – without room scale, and without tracked controllers – to go along with games and experiences that embrace those technologies.  I’m extremely envious that for a lot of PlayStation VR gamers, and for people coming later to the Rift party, this could be their first experience of VR.  It’s not perfect, it’s not as imaginative as it could have been, but it sidesteps some of VR’s hardest problems and delivers a memorable, exciting, and challenging experience.  Eagles fly.  Eagles hunt.  Join them.

Immersion

The exceptional feeling of immersion in Eagle Flight comes from the control scheme.  You are in control of everything – not just where you go, but how you get there.  You can climb to altitude and take a direct route.  You can get down to the level of the forest canopy and weave between trees.  You can get right down to the street level and weave around, through, and under buildings as you like.  Skim above the river and you raise plumes of water with your wingtips.  No other game lets you indulge your whims in quite this way.  When you eventually trigger a time trial, you trade freedom for focus and attempt to apply your skills to the challenge at hand.  It’s a great blend of gameplay, and it kept me hooked on the game for long stretches.

Some games fare better than others from being viewed through VR goggles.  Eagle Flight has chosen its animal well because staring through the lenses of the Rift, with the Eagle’s beak – my beak – intruding slightly where my nose should be, and feathers intruding slightly from the sides, feels just right.  This is all you will ever see of yourself in the game but it’s just enough to remind you what you are, what you’re doing, and to help you forget that there’s a big lump of plastic wedged on your head.  At one point I spent a continuous five hours playing the game without leaving VR.  The time, if you’ll excuse yet another terrible pun, simply flew by.

somewhere-in-there-is-the-last-feather-i-need-to-collect-from-this-area

While much of the game takes place in the open world, where you can move fairly seamlessly from free roaming to missions, there are some missions and challenges that take place underground and necessitate loading in additional level data.  In an apparent effort to hide this data loading, 3D video footage of the upcoming area is used to bookend the event.  On PC at least, this is significantly lower fidelity than the realtime rendering and the difference is jarring.  Aside from looking bad: one moment you have supreme comfort, and the next any shifting in your seat induces that disconnect common to all 3D video that can be nauseous.  It’s the lack of warning as you move between the two modes of rendering that jars the most.  Frankly I’d rather have a blank screen, or a static image of the event projected into space in front of me.

There are other times when it’s actually the gaminess of Eagle Flight that intrudes.  Playing the story mode, certain areas of the city are out of bounds because they are controlled by the Falcons.  Rather than have Falcons hunt you down for trespass, a giant message appears on the screen: “This area is controlled by the Falcons, turn back now!” And then a timer counts down from five, after which you are respawned back in your own territory.  A similar message and countdown appears if you attempt to fly out of the city.  It’s not subtle, and completely kills the immersion.  Likewise the nagging that tilting your head is better than turning it.  I KNOW!  I KNOW!  I’VE BEEN PLAYING FOR FIFTEEN HOURS! I KNOW!  Sitting, as I have been, in a swivel chair it’s sometimes hard in all the excitement not to get a little turned around.  Having a massive icon and text appear right in the middle of the screen, right in the middle of a time trial or some aerial combat, is ridiculous.  It cost me success in more than one challenge, and I resented it every time.  Yes it’s my fault that I’m no longer facing forward, but surely there has to be a better solution than this messaging!

i-wonder-if-there-are-any-fish-down-there

Speaking of aerial combat, the screech attack that you perform isn’t the most visually appealing effect – a spherical transparent ball that you project into the world.  The combat is basically a game of projectiles, and with every other element of the experience conveying the nature of Eagle life so seamlessly this was always going to be a tough element to graft on.  Similarly when you knock a bird out of the sky they seem to just pop out of existence to be replaced by a few feathers rather than plummet to the ground.  At these times the game underneath intrudes too far and the immersion suffers.

One element I wasn’t expecting to break immersion was the music – and in the main it’s wonderful – but there are one or two pieces that crop up that use painfully synthetic sounding string ensembles rather than a live orchestra, and it is somewhat distracting after the polish evident in most of the other tracks you will hear that nicely sit in the background, enhancing the atmosphere.

Comfort

By this point, eagle-eyed readers will be wondering why there has been no mention of nausea and simulator sickness.  There’s a simple answer for that: there isn’t any to speak of.  It is only in extreme, sustained, turns and dives that the telltale lurch in the stomach intrudes, and even in those cases the effect is short lived.  I am susceptible to simulator sickness, but in more than 15 hours with the game – including one five hour long continuous stretch – over the last few days I have felt extremely comfortable.  You have absolute control over the camera, with your head, and therefore absolute control over how intense you want your journey to be on a moment to moment basis.

The work the team at Ubisoft have done to explore, understand, and eradicate simulator sickness will be the lasting legacy of the game.  It may not apply to many other experiences – after all, it is unlikely that this will spawn a new genre of bird simulators – but it does show that a motivated team with enough time to test, learn and iterate can find solutions to these sorts of problems.  The vignetting that kicks in as you turn and as you pass too close to objects in the world, whilst being moderately distracting at first, is very effective at managing nausea and even becomes part of how you sense your place in the world.  Other techniques such as spawning leaf particles in the sky ahead of you, speed lines, and of course the Eagle’s beak always make sure there’s something closer in to focus on to help you sense motion and your place in the world.

hit-the-rings-dead-center-for-a-speed-boost

So confident was I in Ubisoft’s achievement that I conducted a human experiment on a VR virgin.  While the telltale lurch in the stomach was there during dives and turns, the effect was as short lived for them as it had been for me.  I observed my friend all evening, and there wasn’t even a slight hint of motion sickness.

When you crash in the game, and you will crash, the display abruptly fades to black and leaves you with a simple “you died!” message.  This isn’t especially comfortable, but is an unavoidable side-effect of the game’s covenant to only ever fly where you’re looking.  Were the game to bounce you off things, or otherwise take control of the camera, this would be lost and nausea would kick in.  It took a few hours before I made my peace with this screen, which you will be seeing a lot in quick succession when trying to three-star the expert level time trials, and in truth I doubt going from blistering speed to a black screen is ever going to be entirely comfortable.

There is a function that unlocks at the end of the story mode: free look.  You can hold down A on the controller to look around without changing heading.  This of course opens you up to a small potential for nausea depending on the angles you find yourself flying at, and the fact that you’re no longer looking in the direction of motion.  When you release the A button the direction of travel snaps to where you’re now looking.  Like the death screen, this is largely unavoidable, but is uncomfortable nonetheless.  When hunting down those last few collectibles, or trying to spot an enemy eagle in the multiplayer, I’d happily trade a little comfort for the ability to scan my environment more accurately from on high.  It was wise to leave this ability until the player has spent many hours getting used to how the game operates.

eagleflight-7

As mentioned above, any time when 3D video replaces the real time renderer the game suffers from all the known side effects of consuming VR content that way.  The final aspect of the game that impacts player comfort is actually comfort of the physical variety.  You will be moving your head around almost constantly, and tilting a lot.  In an effort to avoid obstacles that suddenly appear in front of you, you may find yourself instinctively snapping your head up, down or to the side as a last ditch effort to avoid crashing.  While I never caused myself injury, I have to admit that I do feel like I’ve done a mild neck and shoulder workout these last few days.

Summary

Eagle Flight brings the unbridled joy of flying to VR.  With its sense of speed, stern challenge, and unparalleled levels of control and comfort it’s only the fact that it plays so safely within its own sandbox that stops it getting a perfect score.

The post Eagle Flight Review appeared first on Road to VR.

HTC’s VP of Content on VR Industry Verticals & Game Genres

joel-bretonJoel Breton is the Vice President VR Content at HTC, and I had a chance to catch up with him at the Casual Connect conference in July to talk about the different industry verticals that they’ve identified. These include commerce, games, healthcare, education, live video/events/sports, design/engineering/tools, media, military/simulation, theme parks, and social. Some of the biggest areas of adoption with the Vive have been in engineering and design companies where they’ve been able to essentially replace million-dollar CAVE systems with the Vive. And we also talk about how each of the existing video game genres have been able to be translated into VR to varying degrees of success, and whether or not he sees any new genres unique to VR emerge yet. It’s an interesting discussion about the overall VR ecosystem, and how HTC has started to break it up into these different VR business verticals.

LISTEN TO THE VOICES OF VR PODCAST


Support Voices of VR

Music: Fatality & Summer Trip

The post HTC’s VP of Content on VR Industry Verticals & Game Genres appeared first on Road to VR.

Watch: 17 Mins of ‘Arktika.1′ Oculus Touch Gameplay

Arktika.1 is the VR debut for 4A Games, the developers bind teh Metro series of first person shooters. The title is built from the ground up for Oculus Touch, here’s 17 minutes of the Oculus Connect 3 demo where the title made it’s debut.

Oculus Connect felt like another milestone marking the maturity of content for virtual reality. VR is beginning to gain support from mainstream, triple-A developers and the games which have been in gestation are now beginning to filter out, with a step change in production design and polish, which the traditional games market takes for granted.

One such title revealed at the event was Arktika.1 from developers 4A Games. You may know them from the hugely popular (and technically excellent) Metro series of first person shooter games. Their Malta studio has been dedicated to building a new made-for-VR title which was unveiled for the first time at Oculus Connect 3. It’s a first person shooter designed around motion controls, specifically Oculus’ forthcoming Touch devices. It’s a first person shooter game set in an icy, futuristic wastelend:

Road to VR‘s Frank He went hands on with the game at the event, and had this to say about his experience:

The feel of the weapons as they shot, the strong haptics induced in the Touch controllers, and the quality of the sounds, were all satisfying, not to mention the look of the projectiles and the trails in the air left by them. All of this contributed to the high quality AAA feel of the game. Out of the assortment, I picked what looked like a revolver that shot a scattering of bullets made of pure energy, and a handgun that also scattered but with what seemed to be green projectiles leaving light distorting streaks in the air.

SEE ALSO
Hands-on: 'Arktika.1' is a Sci-Fi Gun Fanatic’s VR Dream

The gameplay seen here was shot ‘off screen’ so there’s no in game audio unfortunately, but it’s well worth a watch to get a handle on how 4A Games have approached gunplay and VR locomotion in the game, which promises a lengthy campaign mode to play through when it releases in 2017. Arktika.1 is exclusive to the Oculus Rift and Touch and is published by Oculus Studios.

SEE ALSO
Robo Recall Design Insights from Developers Epic Games

The post Watch: 17 Mins of ‘Arktika.1′ Oculus Touch Gameplay appeared first on Road to VR.

‘Loading Human’ Review

Loading Human is a first-person sci-fi adventure that, much like the pulp fiction space operas of years gone past, puts you in the shoes of a charming 22nd century astronaut straight out of space academy. Instead of launching into the far reaches of the known galaxy though, you’re ordered to report to your father’s polar base to help him recover the Quintessence, a powerful energy source that can reverse his rapidly declining health.


Loading Human Details:

Official Site
Developer:
 Untold Games
Publisher: Maxmimum Games
Available On: PlayStation VR, HTC Vive, Oculus Rift (Steam)
Reviewed On: Oculus Rift and HTC Vive
Release Date: October 13th, 2016


Gameplay

Loading Human is, to put it bluntly, the epitome of male fantasy. As the virile, young Prometheus, you awaken in the bachelor pad of your dreams overlooking an Antarctic wonderland. You’ve been alone in the base for six months now and you’ve been drinking yourself into a stupor waiting for Origin to finally launch, the ship that will take you to Quintessence.

loading-human-03
the split-level polar bachelor pad

You, the player, come to find out that your father Dorian and best girl Alice are cryogenically frozen in one of the base’s underground labs. Picking up Alice’s picture placed on top of her cryo-chamber, you’re transported to the past where you relive everything from the first encounters (of the flirtatious kind) to the moments in the game that piece together why your father needs the Quintessence, and what you have to do along the way to forward the story.

Now, I don’t have a bone to pick with transparently masculine fantasies like Loading Human on principle. But suffice it to say, if you’re turned off by Captain Kirk-levels of swagger and cheesy mid-century sexual innuendo (“we can start by getting you out of that protective suit”) and going in for a kiss after saving the helpless maiden from a fiery explosion, then this game might not be for you.

loading-human-kiss
going in for the kiss

And yes, the kiss is a scripted element in the game, and not something I’m making up. I don’t just go around kissing people in video games. Either way, it’s safe to say it left an impression on me. Not good, not bad, just an impression.

To use a lazy metaphor: Loading Human is like a shoe. I’m not saying the shoe is inherently bad or wrong for being specifically designed to fit males 13+, but it’s important to know that sometimes the shoe just won’t fit certain foot sizes—which is a pity in a way, because even though we can now inhabit fiction in the first-person thanks to VR headsets, developers are still constrained by the technology and must choose between two imperfect methods of weaving stories around you.

what... what do I do with my hands
“Don’t peek in on me while I take a bath, Prometheus. Oh, and don’t look through the giant keyhole when I’m getting changed”

Right now, NPC AI just isn’t ‘smart’ enough to respond to your actual wants and needs as a real live person, so devs either let you inhabit the body of a tabula rasa—a completely featureless character with no voice or opinions—or a fully fleshed-out person with their own wants and desires. It just so happens you’ve inhabited the body of a horndog.

So if you can consider all of the above to be subjective—either you click with it, or you don’t—below is where you’ll find the nuts and bolts of the first chapter of Loading Human.

loading-human-screen
dear old dad, Dorian Baarick

Puzzles, while mostly standard fare (i.e. ‘get that and put it in the slot’), begin to feel arbitrary at certain points. For some reason your memory is corrupted, and you’re prompted at random times to rebuild it whilst tossed in a computerized wiremesh version of the scene. You do this by linking objects together in reverse chronological order, i.e. the tea went into the cup, but Alice boiled the water before that, and put water in the kettle before that, etc… The visual aspect of this is impressive, but it really has nothing to do with the story or how I perceive it unfolding around me. This is when Loading Human: Chapter 1 breaches immersion, and makes me feel like I’m twiddling my thumbs to stretch 2 hours of solid narrative into a slow, and often times tedious 4.

Speaking of slow: walking is painfully slow. If you forget something in the hydroponics bay, heaven help you, because you’ll be trudging for what seems like a lifetime.

loading-human-02 loading-human-04

Immersion

Good level design like Loading Human’s is awesome for immersion, but something that really detracts from the twinkling northern lights and the svelte interiors is clearly the locomotion scheme.

I first tried playing through with my HTC Vive because I wanted to really interact with the world’s objects using the Vive controllers. Sadly, the locomotion system is so borked that moving around became an insurmountable pain. To move forward, you depress the touchpad of either Vive wand—simple enough. To snap-turn left or right (there is no smooth turning) you then must point in your desired direction, which isn’t entirely consistent. To add to your frustration, if you decide to stand for more immersion (it’s considered a seated game), leaving your wand in a neutral position by your sides automatically activates crouch, so playing in a chair with good arms to rest your elbows on is a must at this point.

loading-human-05

Continuing on with a gamepad seemed like the only way to finish and enjoy the game, which worked with varying amounts of success. Picking up items with a gamepad trigger just isn’t satisfying.

Another big factor in immersion is how you connect to characters, and I’m happy to report that voice acting is light years beyond what we saw in the pre-release GDC trailers, which was heavily accented—no doubt one-time placeholders voiced by the Italian developers themselves.

The game’s two NPCs, Alice and Dorian, are convincing enough, but they do fly dangerously close to the uncanny valley for complete comfort. You can see glimmers of humanity in both, but every now and then you can catch a plastic smile, or unnatural grimace.

Comfort

Snap-turn, whether you’re a fan or not, is the reigning method of traversing Loading Human, and it’s proven time and time again to be one of the most comfortable ways of getting around first-person games.

Your head and body orientation, however, are uncoupled in Loading Human, meaning if you swivel your chair to look left, right or behind, your virtual body won’t move in that direction. The only problem is if you’re moving forward and see something interesting, you can’t just look in that direction and simply press forward; you have to virtually move your point of view using the snap-turn function, meaning you’ll always have to be psychically facing forward to walk smoothly through the world. This can be a pain, and you’ll notice it taking effect when your in-game body slows down because you’ve been veering off to the left or right of center.

Level design has very few stairs or inclines, so you’re mostly left on a horizontal plane with elevators to take you between levels. This is important, because even the most comfortable game locomotion-wise but with too many stairs (or worse, spiral staircases) can really get your stomach in a knot.

‘Loading Human’ on Steam

‘Loading Human’ for PS VR on Amazon

Summary

Loading Human wants you to create a bond with the characters of the world, but forces you to do it in a way that comes off as ham-handed and involuntary. Both writing and voice acting are better than average, and the world is almost always beautifully rendered, but this is dampened by inconsistent locomotion and cumbersome object interaction.

The post ‘Loading Human’ Review appeared first on Road to VR.

‘Until Dawn: Rush of Blood’ Review

Until Dawn: Rush of Blood is a horror rail shooter launch title for PlayStation VR. It begins with a creepy carny warning you about the horrors that lie ahead. Once you ignore his warnings and accept the challenge of going on the ride, the cart you’re sitting on begins to move. As you’re maneuvered through the haunted house shooting ducks and targets with your two BB gun pistols something begins to change. With the flip of a switch the simple carnival ride turns into a fight for your life, putting you on a course through a maze of crazed clowns, demons and possessed hotel guests.


Until Dawn: Rush of Blood Details:

PS Store Page
Developer: Supermassive Games
Publisher: Sony Interactive Entertainment Europe
Available & Reviewed On: PlayStation VR
Release Date: October 13th, 2016


Gameplay

If you’ve ever been on a ride at disney world where you shot targets as you move around on tracks, you essentially know how to play Until Dawn: Rush of Blood. You are placed on a moving cart and must defend yourself from various horrors, in addition to shooting stationary targets around you in virtual haunted houses—it’s literally an ‘on rails shooter’.

SEE ALSO
PlayStation VR Review – Console VR Has Arrived

The goal of the game is to get your score as high as possible. Hitting smaller targets and shooting enemies in quick succession will earn you more points. Rush of Blood allows players to either choose the PlayStation 4 controller or the PS Move controllers to control their weapons. I chose the Move controllers for my play through, because I found them to be more natural than a DualShock controller.

until-dawn-rush-of-blood-review-playstation-vr-psvr-3

Shooting the targets at the beginning of the game got me excited for some zombie killing as I tried to rack up my score as high as possible and get a feel for the controls. I enjoyed this part of the game, twisting and turning around, trying to find and shoot every last target before I proceeded to the next room.

Rush of Blood occasionally felt like a roller coaster ride as it dipped and wove through slaughter houses, haunted hotels, and a few other typical haunted locations, which was entertaining at times. The game also had several sections where you have to position your body and head so that it doesn’t get knocked off by objects as you cruise through the level (like low hanging boards). This, accompanied with gunplay, was enjoyable at times but could also be awkward when trying to shoot and dodge at the same time all while trying to face the PS camera for fear of the controllers losing their tracking.

until-dawn-rush-of-blood-review-playstation-vr-psvr-1

Once the stationary targets turned into enemies that actually attack you, the game took a turn for the worse. I kept waiting for a satisfying blast with a shotgun or long range headshot with the pistol but those experiences never came. Occasionally, you will get lucky and pick off a faraway target or shoot a clown-zombie right before it gets to you and is fairly satisfying, but those instances were few and far between.

One of the things that Rush of Blood does right is the level design. The seven different levels are fairly unique and each have their own flair to them. One level has you swerving through a slaughter house of squealing pigs evading saw blades as you weave along the path.

Immersion

until-dawn-rush-of-blood-review-playstation-vr-psvr-2

The game is fairly immersive to start and really had me believing that I was on a carnival ride shooting at ducks, boxes, and clowns; as the game introduced the “real” enemies the immersion took a hit.

The first time I picked up the upgraded pistol and leveled it at a demonic clown I was excited; I grinned and pumped him full of rounds as he manically ran towards me. The lack of fluid animations when I killed him made me think that the game had actually glitched; the clown was instantly knocked over and on the ground. As I killed more and more enemies it was clear that this was just how the deaths were animated; I was constantly reminded me that this was just a game on a screen.

There were a few times where the jump scares got me and made me gasp. But, that’s a reaction ingrained in everyone. I jumped not because the developers had built up a level of suspense and then reached a climax with something terrifying. I never felt deep fear or felt like my life was in danger like I’ve experienced with some other horror games; Rush of Blood relied on the instinctual response to a loud noise and a monster two inches from my face.

Comfort

until-dawn-rush-of-blood-review-playstation-vr-psvr-6

The comfort level varied throughout Rush of Blood. There were times when I felt completely comfortable and the motion controls worked perfectly but there were other times when felt a slight nausea as the cart ripped around turns. At times the tracking on the controllers would sometimes malfunction and made it feel like I had short dinosaur arms.

This unpredictable level of comfort made me uneasy. Wondering when the nausea would set in or when the controls stutter was frustrating. I understand that the controllers going awry might be a hardware issue, but a developer needs to design their game with the system’s limitations in mind. Given that controller stuttering can be seen clearly in the launch trailer, it seems clear that the developers were aware.

The post ‘Until Dawn: Rush of Blood’ Review appeared first on Road to VR.

RollerForce Review

RollerForce attempts to blend gunplay with a rollercoaster.  Following on from the atmospheric iOmoon, Headtrip Games’ latest wants to take you on a very different ride on the HTC Vive, with support “coming soon” for Oculus Rift with Touch.


RollerForce Details:

Steam Page
Developer: Headtrip Games
Publisher: Headtrip Games
Available On: Steam
Reviewed on: HTC Vive
Release Date: Out Now


Gameplay

Rollercoasters were among the first experiences to be brought to life in this new wave of VR and they are a great, if intense, way to sell people on the immersive potential of the platforms.  Likewise when motion controllers arrived, a horde of wave-based shooters appeared to demonstrate how much more interesting VR was when you had that sort of direct control over and presence within the world inside the headset. RollerForce seeks to mash these two genres together.

The blurb for this game features the words “SHOOT TO SURVIVE” and that’s an apt summary of the extent of the gameplay on offer.  Riding ten tracks, over two visually distinct locations, you have health that will be depleted by fire from mobile enemies that strafe the track and static enemies that act as turrets.  To defend yourself you have a gun in each hand, with primary and secondary fire modes.  Littered around the world are power-ups that will recover some health if you manage to shoot them.   Lose too much health and it’s game over; survive for three laps and you “win.”  That’s it – do not come into this game expecting something akin to Rez or Panzer Dragoon Orta.  There are no high scores to chase, there are no alternative routes to explore, no attack patterns to memorise, no bosses to vanquish, there’s just you and a limited assortment of bad guys over a succession of increasingly convoluted track layouts.  It’ll take you somewhere in the region of 90 minutes to ride them all.

So it’s a slender amount of content, with limited combat and little replay value… but what a ride!  On the more extreme tracks you’ll feel your stomach lurch as you’re hauled around corners and into rapid descents, plunging through tunnels and rising high into the sky.  There are slower tracks, with fewer twists and turns, that ease you into the experience.  If you can make peace with the lack of challenge and scoring, you can relax into the moment and just blast away at enemies randomly – this was what I ended up doing, and while it renders the combat portion somewhat redundant it did at least allow me to get a kick out of the tracks, and to soak up some of the ambience.

Another reason to let the combat take a back seat in the experience is the weapons themselves.  They are projectile rather than hitscan weapons, which robs the shooting of the instant feedback that some of the best games give when pulling the trigger.  There’s also a random spread on the rounds so you can’t even reliably put two shots in the same place so it feels more like aiming turrets than shooting guns, and as a result the combat is singularly unsatisfying in the hands.  When the screen is completely filled by the explosions of recently dispatched enemies, the “spray and pray” tactic was the only reliable way to kill the remaining bad guys who were still attacking.  This all combines to give the impression that success is arbitrary: defeat feels unfair and survival feels hollow.

rollerforce-1

In its best moments, however, RollerForce will see you barreling along with the alien environs expanding out to the horizon revealing the almost impossible twists and turns of the track ahead of you.  With each arm outstretched, gaining a bead on different targets, you’ll feel like the lead in a John Woo movie as you pummel the triggers in a desperate bid to make it to the next health power-up.  But these moments are fleeting.  Were there to be a sequel I’d love to see decent weapons with more varied enemies and coherent attack patterns.  Right now it’s a thrilling ride despite the combat, not because of it.

To put this in perspective, it is worth mentioning that the scope of the gameplay and the amount of content is very much in line with the pocket money pricing.  There aren’t very many experiences this polished at the five dollar price point and, if the positive Steam user reviews are any indication, other developers would do well to follow this example.

Immersion

I could spend all afternoon just sitting in the menu at the start of the game.  Watching the sparks traverse the track is mesmerising, and the music here is excellent as it is throughout the game.

From the abstract geometry of the first world to the oppressive asteroid and lava mix of the second, the sights of RollerForce will put a smile on your face – although after repeated play the lack of variety does grate.  Even though the worlds are clearly fantastical, they have a tangible feel and a solid sense of place.  The fact that you are floating above the track, rather than riding a vehicle of any sort, only rarely intrudes and reduces the immersion.

rollerforce-2

Annoyingly the projectiles from the alternate fire mode don’t appear to emit from the gun in your hand – instead spawning into the world somewhere in a radius around and behind your hand, more like missiles launching from an aircraft wing.  This is strange, and you feel a real disconnect from the combat as a result.  Thankfully, due to a recent patch, the primary fire mode doesn’t suffer from this issue.  If you had the game from launch, and gave up due to that problem, it’s worth returning for another look.

Very occasionally, at the end of a lap, the game fades out to the Vive default environment briefly before snapping back to the game world, which is exactly as jarring as it sounds.

rollerforce-3

Comfort

Make no mistake, RollerForce is an intense experience.  I played while seated, and I don’t think I’d be brave enough to play standing up unless I lived in a bouncy castle.

The in-game advice to look forward as much as possible should be heeded by anyone susceptible to simulator sickness.  Unfortunately the reality of the game is that you are going to have to look off-centre if you intend to survive.  The action takes place all around you, and one of the better elements of the combat is taking aim at a health pickup that’s nestled in the nook of a horseshoe piece of track, picking it off as you go around, or spying an enemy wave coming at you from the side and letting loose with both barrels.  These moment comes at the expense of some discomfort, and it meant that I had to limit my time in the game to twenty minute sessions at most.  That’s twenty minutes longer than I’d usually be able to play a game like this, so whatever magic is running under the hood here it’s working for me.

Those lucky enough to be immune to simulator sickness will doubtless be able to extract more enjoyment from the game for longer periods.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

 

The post RollerForce Review appeared first on Road to VR.

Here Are The 30+ Oculus Touch Launch Window Games We Know About

Here Are The 30+ Oculus Touch Launch Window Games We Know About

With the official release date and price set in stone for Oculus Touch, the upcoming motion-tracked controllers from Facebook for their flagship VR headset, the Oculus Rift, it’s time to focus squarely on the content. After getting our hands on a litany of games this past week at Oculus Connect 3, we’re excited for the general public to soon dive into these three dozen or so amazing worlds on their own.

You can also now pre-order the Touch controllers, starting today. They will ship on December, 6th, and will cost you about $200.

Some of these games will be available on day one to download once you have the Touch controllers, while others will be available later this year — or even next year — so we’ve done our best to denote the approximate launch time frame where possible. For the sake of clarity, we are referring to “December 6th, 2016” as the date that Touch launches, so any game with that release date, we expect to be available on day one.

To be clear, Oculus has not given us specific dates at the time of this publication.

Additionally, this list does not contain any of the existing games on Steam with “tracked motion controller” and VR support that should, theoretically, also work with Oculus Touch input by default. This list is specifically tailored to confirmed, integrated Touch titles that we have either seen played with Touch, or have played them with Touch ourselves.

VR Sports Challenge – Sanzaru

Release Date: December 6th, 2016 – Bundled With All Touch Pre-Orders

Website: 

What We Think: 

Consider this the immediate favorite party game for most Oculus Rift with Touch users. It channels the familair (sports like Baseball, Basketball, American Football, and Hockey) into an easy-to-understand and fun-to-play package.

The Unspoken – Insomniac

Release Date: December 6th, 2016 – Bundled With All Touch Pre-Orders

Website: 

What We Think:  

The first time we played The Unspoken, we referred to it as an urban magic fight club, and that holds true. Face off in a one-on-one duels against other wizards with intense spell casting and epic combat.

Dead and Buried – Oculus Studios and Gunfire Games

Expected Release Date: December 6th, 2016

Website: TBD

What We Think: 

This one’s like a Wild West shootout with a variety of game modes. Take on two enemies with a partner, rob a train, or shoot some targets in a regular ol’ practice mode. It doesn’t sound fancy, but it’s one of the most fun (and active) titles coming to Touch.

Rock Band VR – Harmonix

Expected Release Date: TBD, 2017

Website: TBD

What We Think: 

Whether you like to play with a standard bar of notes across the screen or want to play something a bit more unique and fresh made specifically for VR, then this is the rock-star fantasy for you. Every Touch order will come with the accessory needed to play this game once it’s released.

Serious Sam VR: The Last Hope – Croteam

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

The Serious Sam franchise has always been known for setting a bombastic tone and delivering on over-the-top gore and action. Sam’s VR debut aims to be no different, even if it is “just another” wave shooter in VR.

Pro Fishing Challenge VR – Opus

Expected Release Date: TBD, 2017

Website: TBD

This one is a bit of a wild card, but it sure does look fun. Memories of Sega Bass Fishing on the Sega Dreamcast are crossing my mind, except this time with the motion controls I’ve always wanted in my ideal fishing game.

I Expect You to Die – Schell Games

Expected Release Date: December 6th, 2016

Website: 

Puzzle games are a perfect fit for VR and that layer of immersion and excitement is taken to new heights using motion controllers. Reach out and truly interact with the world as you must survive a series of deadly trials as a secret agent.

Luna – Funomena

Expected Release Date: December 6th, 2016

Website: 

Wispy and whimsical are the two most appropriate words I can think of to describe Luna, an upcoming experiential puzzle game. Its creators formerly worked on indie mega success project, Journey, and bring a special dash of creative influence to the field of VR.

Giant Cop – Other Ocean

Expected Release Date: December 6th, 2016

Website: 

This may not be the most obvious game your mind jumps to when thinking about playing as a cop in VR, but it’s actually lots of fun. You’re a giant — just as the game title suggests — and can move around a city picking up and interacting with people and objects.

Fantastic Contraption- Northway Games

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

The mission in Fantastic Contraption, a unique VR puzzle game, is simple: Get the ball to the goal. However, the ways in which you do that vary wildly between each level and require you to really think outside the box.

Oculus Medium – Oculus Studios

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Whereas many VR creation tools task you with drawing or painting in a 3D environment, Medium is all about sculpting. You can even 3D print your creations, which can be defined with a surprising level of detail and articulation.

The Climb with Touch – Crytek

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

The Climb is one of the most exhilarating VR games on the market right now and using the Touch controllers just makes sense. Reach out and grab ledges as you ascend mountains in this thrilling adventure.

Job Simulator – Owlchemy Labs

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Usually when I think of playing a game, I think of doing something like fighting a dragon or blasting off into space. Anything and everything that isn’t real life. But Job Simulator is proving that with a little humor, even the mundane can be magical.

SUPERHOT – Superhot Team

Expected Release Date:

Website: 

What We Think: 

Time moves only when you move, which turns Superhot VR into both an action shooter and a cerebral puzzle game. Taking the experience into VR has you dodging bullets like Neo in The Matrix as you fight your way through the journey.

Kingspray – Kingspray Studios

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Now you can tag walls and create beautiful spray paint graffiti art work from the comfort of your VR headset. With multiplayer support and a sleek interface, this is surely shaping up to be one of the most addicting ways to create art in VR.

Arizona Sunshine – Vertigo Games

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Killing zombies in VR is quickly becoming the go-to genre for games, much like killing terrorists outside of VR was the go-to genre for games several years ago. However, when it looks this pretty, supports coop, and is still fun, we don’t have a problem with it.

Space Pirate Trainer – I-Illusions

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Space Pirate Trainer has been a favorite of Upload’s and the majority of the VR gaming community ever since it released on Vive several months ago and now it’s bringing the laser battles and intense gunplay over to the Oculus Rift with Touch.

ZR: Zombie Riot – PlaySide VR

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

While this is technically just another wave shooter for VR, it’s super polished, sports a nice cartoony art style, and features a unique crafting system. It won’t be for everyone, but it’s a great option if realistic gore is a bit much for you to handle.

Arktika.1 – 4A Games

Expected Release Date: TBD, 2017

Website: 

What We Think: 

This was one of the most shocking and fantastic games on display at Oculus Connect 3. The post-apocalyptic setting, gritty visuals, and intense duck-and-cover gameplay add up to this being one of the most impressive Touch titles in development so far.

Lone Echo – Ready at Dawn

Expected Release Date: TBD, 2017

Website: 

What We Think: 

The single player campaign feels like Gravity from the eyes of an AI companion, while the multiplayer is like Tron meets Final Fantasy X’s Blitzball in zero-gravity. That description should sell you on what Ready at Dawn is building.

Final Approach – Phaser Lock Interactive

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

You can file this one away under the category or “has no business being as fun as it is,” and call it a day. You’ll take on the role of an air traffic controller as you direct planes as they enter and exit a variety of cities and airports.

Robo Recall – Epic Games

Expected Release Date: TBD, 2017

Website

What We Think: 

Remember Bullet Train? Well, this is that, but as an actually full game and it’s coming out for free early next year for Oculus Touch. It’s one of the most-fun games we’ve played with the hand controllers so far and we can’t wait to see more.

Wilson’s Heart – Twisted Pixel

Expected Release Date: TBD, 2017

Website: 

What We Think: 

This one is shaping up to be a text-book example of what to do in a VR adventure game. The setting is ominous, the tone is creepy, and the black and white visuals lend a unique flair you won’t see anywhere else.

Ripcoil – Sanzaru Games

Expected Release Date: TBD, 2016

Website: 

What We Think: 

Take the back-and-forth premise of Pong and infuse it with futuristic Tron-style disc throwing. That’s what Ripcoil is and it’s a great time. What’s more, is that it actually has super fast movement that generally works and feels great.

Pulsar Arena – Zero Transform

Expected Release Date: TBD, 2016

Website: 

In a similar vein to Ripcoil and other volley-based multiplayer titles, Pulsar Arena is also aiming to utilize the Oculus Touch controllers. However, this one takes a much more futuristic visual style for a spin.

Killing Floor: Incursion – Tripwire Interactive

Expected Release Date: TBD

Website: 

Rather than being just another zombie wave shooter, this time you’ll be able to freely explore environments and solve puzzles while also mowing down droves of the undead in your spare moments between terror and investigation.

Dead Hungry – Q-Games / Pixel Junk VR

Expected Release Date: TBD

Website: TBD

You’re manning a food truck and trying to feed hordes of hungry undead. That’s about it. It sounds silly — because it is — and is assuredly a game about mostly laughing and not so much innovative game design.

MoonStrike VR – Big Dork

Expected Release Date: TBD, 2016

Website: 

Strategy games just fit into VR so well, they’re a no-brainer for fans of the genre. If you’ve already gotten your fill of AirMech and Tactera, then this could be your next addiction.

Project Hikari – SquareEnix

Expected Release Date: TBD

Website: 

This one is a bit more experimental, as it lets the user delve into the world of a manga itself. You can lean in, see the depth of the panels, and actually peer into them like portals to other realities. It’s an entrancing aesthetic.

Surgeon Simulator – Bossa Studios

Expected Release Date: December 6th, 2016

Website: 

One of the biggest glaring commissions from Job Simulator is the inclusion of being able to cut open people as a surgeon. This is far from a realistic take on the profession, but it makes up in humor what it lacks in accuracy.

Quill – Oculus Story Studio

Expected Release Date: TBD, 2017

Website: TBD

What We Think: 

If Tilt Brush is for painting and Medium is for sculpting, then Quill is for illustrating, to put things simply. You’re afforded such a high degree of nuance in every stroke that it quite literally resembles a powerful creation tool such as Photoshop rather than a sandbox VR canvas.

Star Trek: Bridge Crew – Red Storm Entertainment

Expected Release Date: TBD, 2016

Website

What We Think: 

This one is shaping up to be the dream Star Trek game that Trekkies around the universe have been waiting for. Using the Touch controllers, you can take on the role of the Captain, Tactical Officer, and more on the bridge of your very own ship.

Viral Ex – Fierce Kaiju

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Shooters in VR can be simple and fun, or they can be complex and intense. As it turns out Viral EX, the upcoming port for Oculus Touch of the existing Gear VR title, definitely falls into the former category and it’s all the better fro that.

Cosmic Trip – Funktronic Labs

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

You’d be lying if you told me first-person strategy games were the first thing you thought of when you brain dreamed of VR gaming. But you’d also be lying if you told me you tried this and didn’t have a blast. Keep an eye on this one and check out the gameplay above.

VR Funhouse – NVIDIA

Expected Release Date: December 6th, 2016

Website: 

What We Think: 

Free trips to the carnival are never a bad thing, especially when they double as tech demos for the power and beauty of NVIDIA. Some of the visuals may even be too realistic for you to handle — they certainly freaked us out a bit.

Technolust – IRIS VR

Expected Release Date: TBD, 2016

Website: 

What We Think: 

One of the Rift’s best cyberpunk adventure titles is getting a massive, free update that will incorporate all new content and support for the Oculus Touch controllers. One of our favorites is about to get even better.

Robo Recall Design Insights from Developers Epic Games

Jerome-PlatteauEpic Games has had a long history of releasing new demo content at big gaming and developer conferences to showcase the latest Oculus hardware, and this year was no different. Oculus Studios provided funding to further develop the Bullet Train demo from last year into a fully-fledged FPS game called Robo Recall. This demo had one of the most polished and mature game mechanics expanding upon the Bullet Train bullet capture-and-throw mechanic into new weapons and upclose hand-to-hand combat with stylized arcade AI robots gone rouge.

nick-whitingI had a chance to talk with Epic Games VR lead Nick Whiting and artist Jerome Platteaux about their design process, deeper intentions, and overall art style and direction of the game. They debuted a new locomotion technique that was designed to help subtly guide players to facing the true north of the front-facing cameras, and Nick admitted that there are some design constraints to creating a game with the Oculus’ recommended front-facing camera arrangement. Jerome also said that there are new gameplay options that open up with a potential third tracking camera, but they didn’t give any more specifics as to whether Robo Recall intends on supporting the optional room-scale type of gameplay.

LISTEN TO THE VOICES OF VR PODCAST


Support Voices of VR

Music: Fatality & Summer Trip

The post Robo Recall Design Insights from Developers Epic Games appeared first on Road to VR.