Google’s ‘Tilt Brush’ Gets Sketchfab Support to Share VR Artwork Across the Web

The latest update to Tilt Brush brings welcome improvements, including support for showcasing creations on the popular online 3D model viewer Sketchfab.

Tilt Brush, Google’s virtual reality paint program for the HTC Vive got a major update recently to version 7.0, bringing a number of useful and novel features. Scaling, rotating, and translating sketches is now easily achieved by holding down the grip buttons on both controllers. This transformative feature is significant, particularly for those with limited space for room-scale VR, allowing the creation and viewing of huge sketches, no matter what your room bounds are.

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One of the more experimental features just added to Tilt Brush is 3D model import, allowing OBJ files to be added directly into sketches; there’s great potential here for creatives and this will no doubt open the door to 3D artists interested in integrating Tilt Brush into their workflow. A high-resolution snapshot mode is also now available, allowing up to 6x the default resolution (11880 x 6588 vs. 1980 x 1098), very useful for showcasing sketches at the highest quality.

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See Also: ‘Tilt Brush’ Brings the Rave to Your Living Room with New Music Visualizer Mode

Further out of left field is a new mini-game called ‘Tiltasaurus’. Where there’s sketching to be done, word games are inevitable; Pictionary-style games have evolved organically among Tilt Brush fans, so the developers have created a proper feature to support this. When you start a game of Tiltasaurus, you’re shown a word to create, and your friends can guess while watching the desktop spectator cam (you can even add your own words if you want).

Along with several small fixes and improvements, the team has made controller swapping easy. Switch your drawing and pallet hands by simply tapping the bottoms of the Vive’s motion controllers together at any time, which will switch between left and right-handedness.

Meanwhile, an update to Sketchfab means better, wider sharing across the web of awesome VR artwork made inside of Title Brush. Like this beauty:

Sketchfab, a 3D content sharing platform, has been likened to ‘the YouTube of 3D models’, due to its extensive support of all major 3D file formats, simple interface, and embeddable sharing. More recently, it has embraced virtual reality, adding support for viewing models in mobile and desktop VR headsets. The VR features have expanded to a full VR interface, with support for teleportation movement. As the models can be animated, there is potential for viewing more than just static objects in VR; indeed Sketchfab are already claiming to be the largest online destination for VR content in the world.

With Tilt Brush’s focus on simple creation of formerly complex 3D art, sharing it should be equally easy. Thankfully, Sketchfab is now truly ‘Tilt Brush Ready’. With the latest version of Tilt Brush, which brings improvements to the FBX file output process, it’s easier to upload creations to Sketchfab. And on Sketchfab’s end, Tilt Brush models are now automatically recognised, with key parameters set to ensure the work closely resembles how it looked in the original software when you view it on the web in 3D or VR modes. This is achieved with a new ‘Additive’ transparency, luminance texture detection, bloom and filmic tone-mapping post processing, and defaulting to the same black background used in Tilt Brush.

Sketchfab’s CEO Alban Denoyel said, “We love Tilt Brush at Sketchfab, it’s the kind of tool that has made making content in 3D and VR so intuitive. And the democratization of content creation with natural tools like Tilt Brush are the reason we started Sketchfab in the first place.”

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‘Galaxy Golf’ Review

Galaxy Golf by developer Liftoff Labs disguises a fun physics puzzler as a game of arcade golf in virtual reality.


Galaxy Golf Details:

Official Site
Developer:
 Liftoff Labs
Publisher: Big Fish Games
Available On: Steam (Vive, Rift)
Reviewed On: HTC Vive
Release Date: August 24th, 2016


Gameplay

The courses in this game are actually 3D planets. The player is able to manipulate the planets around them by pulling the trigger on the motion controllers and grabbing the surface, pulling themselves around in order to look and see the best possible route to the hole. You can adjust where you want the ball to go by simply grabbing it with the trigger and moving the controller up or down. A translucent blue line will indicate the trajectory of the ball.

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The player must utilize the planet’s gravity in order to get the ball as close to the hole as possible. So, rather than hitting forewords like in normal golf, the player must send the ball into orbit around the planet and avoid obstacles along the way.

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As the levels progress the holes get more and more difficult, slowly introducing water features, asteroids, lava and several other obstacles. When combined, these planetary features offer an interesting challenge for the player and add a nice variety to the gameplay. There were several tense moments where I was sure my ball was going to be intercepted by an asteroid, but then it just barely squeaked by.

There are two different courses with 9 holes each: Pleasant Hills and Frosty Brimstone. Each level has their own unique style offering different challenges.

Overall the gameplay is fun and challenging; it can be frustrating at times but when you finally figure out how to knock a stroke off your game it can be rewarding.

Immersion

When you first boot up Galaxy Golf you’re immediately surrounded by cartoonish miniature planets floating in 3D space. Melodic celestial music plays in the background as you float above the planet sized golf courses. After being inside the game for about 10 minutes I felt relaxed and absorbed as I tried to figure out the best way to the hole.

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Floating in space with the hypnotic soundtrack is a great way to unwind. For many players, myself included, this is what VR is all about. You come home from a long day at school or work and sometimes you just want to launch a giant golf ball into orbit around a planet that’s bursting with a massive volcano; it’s an escape to something totally different.

Comfort

Galaxy Golf was exceptionally comfortable my entire playthrough. The controls were intuitive and manipulating planets was as easy as gripping the planet’s surface and cruising around. Using the motion controls to aim where the ball would go felt natural and easy. Since this game was built for room scale, you can also simply walk around your play space and view the planets that way (walking around the planets is actually pretty entertaining). I expect that most players won’t experience any sort of motion sickness when playing this game.

Conclusion

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Overall Galaxy Golf is a well-polished experience. From the sleek user interface to the intuitive controls it’s easy to just pick up and play. However, many VR users are looking for a more substantial gaming experience. The game only manages to serve as a minor distraction for maybe half an hour at a time. It would have been nice to see maybe different ways of manipulating the ball or different kinds of shots that you can take other than just being able to control the height and power you put behind the ball. I found myself wishing it was longer; as I was finally hitting my stride I was sad to see that there were only two levels with nine holes each. Ultimately, Galaxy Golf has a lot of potential and a great concept; at $5 it’s definitely worth checking out.

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Jon Favreau’s ‘Gnomes & Goblins’ is Out for HTC Vive Now

Veteran Director of Iron Man, Chef and more recently The Jungle Book, Jon Favreau has created a brand new project entitled ‘Gnomes & Goblins’, a realtime VR experience set in a magical fantasy world. And it’s out right now.

In collaboration with Reality One and Wevr, Jon Favreau’s first exploration of VR as a narrative platform is Gnomes & Goblins, an interactive VR experience that takes you through a fantastical world where you get to meet, and get to know, well, some Goblins (and possibly some Gnomes).

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As promised a preview version of this new VR experience, which is appearing exclusively for the HTC Vive system on Steam, is out right now for free. You can grab it right here. And you can read more about the new experience here.

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This ‘Gravity’ Style VR Space Experience Looks Incredible and Terrifying

This new VR experience is called Homebound. Created by a veteran 3D artist promises to put you inside a crippled spacecraft, bound for a crash landing on earth and it features some of the most compelling visuals I’ve seen in a VR title to date.

There’s no doubt there’s a sizeable portion of our readership out there for whom travelling beyond Earth’s atmosphere into the vast beyond would make the perfect VR experience. But what if that experience also put you aboard a virtual, crippled spacecraft, hurtling back through that atmosphere, bound for earth and a collision of unquestionable finality? Yep, still piles of interest then …

Enter Homebound, the creation of one Wiktor Öhman, a 9 year veteran 3D artist from the games industry and sole developer of Homebound, which Öhman describes as “a frantic VR Experience.” Built on Unreal Engine 4, Homebound is a VR experience which puts you through a series of catastrophic events beginning with you escaping a disintegrating mini-space station which is falling apart thanks to an unknown event. Your job, as you’re put through a series of increasingly hair-raising set pieces, is ‘just’ to survive.

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What strikes you about Homebound‘s visuals is the sumptuous detail, with some stunning lighting to boot and a general level of production design and polish which seems entirely beyond a one-man project. Öhman works for Swedish company Quixel, who claim to be a leading light in the field of computer graphics tools, supplying companies like Tesla, ILM and (appropriately) NASA.

We asked Öhman what inspired him to take on such a mammoth development. “I’ve always been a huge sci-fi fan and I’ve been following SpaceX’s endeavours closely,” he says, “The whole environment started out with me wanting to create a SpaceX-styled environment, similar to the prototype Dragon V2 capsule.”

On that decision to work with Epic’s Unreal Engine 4: “While creating the environment I kept envisioning all these cool scenarios that could take place there, so I started looking into how [UE4] Blueprints worked in order to try these ideas out. I’d never used Blueprints or scripted before, so it was all new to me. This all happened around the same time as Unreal Engine 4 got better VR support, so I thought I’d give VR game development a go as well. It felt like a very natural thing to do as the environment is very high res with a lot of cool material definition going on. There was a lot of firsts and a lot to learn, but I’m incredibly impressed with how easy UE4 is to learn”

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The experience was developed for both the HTC Vive with motion controllers and Oculus Rift with joypad, and the project was recently Greenlit by the Steam community to appear on the software portal when it launches on October 1st.

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‘XING: The Land Beyond’ is Coming to HTC Vive, New Trailer

White Lotus Interactive have announced that their made-for-VR adventure title XING: The Land beyond is now coming to the HTC Vive with full motion control support. Here’s a new trailer showing it off as well as some insights from the developers as to why and how they did it.

XING: The Land beyond is a made-for-VR adventure title from White Lotus Interactive which was one of the earliest VR titles born from a successful Kickstarter campaign back in March 2013. We’ve followed the title, created by the then 3 strong development team White Lotus Interactive, ever since. VR support (the game can be played with or without) was pledged for the Oculus Rift (then in DK1 form only) and even after all this time, it’s still one of the most anticipated indie VR titles.

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Fast forward 3 years, multiple Oculus Rift prototypes and 2 consumer VR headset launches, and the developers are still hard at work refining their labour of love, a VR adventure puzzler in a similar vein as the PC classic Myst (a title which received a spiritual successor recently), but in this case set in the after life. Other inspirations cited by the developer include The Legend of Zelda and Portal – all worth muses indeed. You can see some of those influences at work in the new Vive reveal trailer below,

Up until now, the development of XING has focused on Oculus Rift support, but today the team have revealed that they’ve been working on reworking the title for the HTC Vive and SteamVR motion controllers. No mean feat, as their latest blog update states: “Bringing XING to Vive has been challenging, but also insanely fun. Supporting both VR and non-VR styles of playing has offered an interesting design dilemma.”

As to when we can finally expect to see the title up for sale, no specific word as yet, although the team do sound like they’re closing in on a launch soon, with time spent “working on marketing” an optimistic sign.

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‘Rick and Morty Simulator’: Making Narratives More Plausible through Interruption

alex-schwartzWhen Owlchemy LabsAlex Schwartz saw that Rick and Morty creator Justin Roiland was a fan of their Job Simulator VR experience, then he reached out and met up with Justin in Los Angeles. They came up with the idea of creating an interactive Rick and Morty Simulator VR experience that would combine the mechanics of Job Simulator within the setting of Rick’s garage.

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When Alex started adding narrative components to the and discovered a big problem that would immediately break presence. Every character and action needed to be interruptible in order to maintain the plausibility illusion within the experience. Matching expectations is the biggest challenge for creating a highly interactive VR environment, and interacting with real humans means that they should have an appropriate reaction if you try to interrupt them. One of the most complicated new systems that Owlchemy Labs had to develop was a framework that could account for all different types of interruptions.

The result is that Rick and Morty Simulator is one of the most advanced interactive narratives that I’ve seen so far. Their interrupt system seamlessly blends highly dynamic interaction within a narrative structure that keeps the overall experience moving forward in what ends up feeling like a complete adventure within the Rick & Morty universe. There’s still a lot of work to be done in having the characters directly respond and react to your physical presence and action directed at them, and Alex says that this is one of the biggest open problems that they’re working on.

I had a chance to catch up with Alex at PAX West where we talked about how the Rick and Morty Simulator project came about, the importance of interruptions in interactive narratives, maintaining presence within VR, their workflow for writing and collaborating with Adult Swim and Justin Roiland, and some of the open problems that they’re working to solve.

Here are some tweets that document how Alex and Justin first got together.

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Sony Announces Powerful PlayStation 4 Pro with Enhanced PSVR Support

At a special event in New York today, Sony took to the stage to introduce it’s long rumoured, more powerful console, previously referred to as ‘Neo’ – it’s called PlayStation 4 Pro and it’ll have some interesting enhancements for the forthcoming PlayStation VR headset.

We’re just a few weeks away from Sony’s release of its first virtual reality headset, the PSVR, on October 13th. And now, Sony have announced that their much rumoured upgraded PlayStation 4 model is on it’s way but that it has enhanced support for PSVR.

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What does this mean for forthcoming VR titles? On stage Sony’s Mark Cerny, gave examples of developers choosing what to boost once running on a PS4 Pro console. Increased Super Sampling, higher frame rates and enhanced world detail too are just some of the choices available.

One example in particular was shown running, this was Farpoint the new FPS title from developers Impulse Gear which Cerny stated had seen its image quality made ‘crisper’ for released on the PS4 Pro console and PSVR.

Technical details on the PS4 Pro are a little slim right now, but Cerny did state that it included AMD Polaris GPU tech and included a boosted clock rate. Interestingly though, the words used to describe the console’s raw power were cautious when it comes to native, 4k with Cerny choosing the statement “impressively close to the potential of 4k” to describe the pixels flowing forth from the new PS4 Pro.

When can you get your hands on this new console powerhouse? It’ll be available on November 10th for $399.

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This story is breaking – more info will be added as it comes available.

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‘Casino VR Poker’ Launches on Oculus Home, Touch and Vive Support to Come

Casino VR Poker, the online free-to-play casino hosting live Texas hold’em, has today launched on Oculus Home, now allowing users to play in a cross-platform space with either Gear VR or Oculus Rift. The Steam version with Rift support is ‘coming soon’.

The first time we saw Casino VR was back in late 2015 on the Oculus Rift DK2, months before the release of the consumer Oculus Rift. While the UI has since changed for the better, stability has improved, and in-app purchases have been added so you can top up on chips when/if you’ve run dry, the game is essentially the same. After all, it’s just Texas hold’em, right?

It turns out these things, including the app’s now steady number of concurrent users, make for a different experience than what we saw before. More than 20 people were on when I popped into the app at around 11 AM and 4PM ET during the weekday.

Full Disclosure: I was gifted 100,000 chips ($19.99 in-app purchase price) by Casino VR on top of the free 5,000 starting chips so I could get a feel for every table in the app during my hands-on with the game. These chips hold no monetary value after purchase, and I also promptly lost them all – but more on that in a minute.

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There’s a certain thrill in calling a bluff in real live poker. Not only is there money on the line (even if it’s not real money), but you have to face down your opponent, read his/her reactions and try to hide your own in the process. And even though VR systems aren’t nearly articulated enough to provide substantial poker tells yet, or the visible change in a player’s physical behavior that some people try to interpret to get the upper hand, you can still notice the furtive glances people give when double checking cards in Casino VR, and try to infer something from how people react as the game’s five community cards come out on the table.

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While the Rift version of the platform uses inverse kinematics (IK) to imbue you and the other Rift players with a body that can slump forward and lean from side to side, this feature only works when sitting down, and only when in the Rift. Considering there isn’t any locomotion to speak of (select a table and you’re teleported automatically), this isn’t that big of an issue. But because it’s a cross-platform space, Gear VR players appear exactly the same as Rift players (they have a body just like you), except their bodies remain perfectly stationary—making body language less reliable of a poker tell as soon as you figure out the suave salaryman sitting across from you is stiff as a board because he’s using a Gear VR.

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See Also: ‘New Retro Arcade: Neon’ Review – Get lost in games within a game

Either way, the feeling of winning or losing that big pot and experiencing the barb of defeat or the rush of winning is an undeniably heady feeling; even more so when people can see and hear you.

After doing well in a few hands in some low buy-in tables, I headed to the high roller table in the middle of the room, a table with a minimum 60,000 chip buy-in. Taking my entire stack, somewhere around 120,000, I quickly found out I was clearly playing with people well above my skill level. I only spent about 10 minutes on the high roller table sitting across the top two players—each with around 6 million chips to their names—and was cleaned out quicker than a Las Vegas tourist.

‘Casino VR’ on Oculus Home

To unpack some of my experiences in Casino VR, I spoke with co-CEO Hamza Siddiqui to learn more about what the social VR game will have in store for players, including input methods and future supported headsets.

Casino VR is now officially cross-platform with Rift and Gear VR – any plans for a Vive version? If not, any specific reason why you aren’t supporting Vive at this time?

Yes, [we have plans] but we would be only comfortable with launching a Vive version when we have good hand presence (relative to the rest of the body). This is quite an interesting challenge but unfortunately a time consuming one.

You mentioned that your studio has a Touch dev kit. Are you currently working on Touch support?

Yes, [as] part of our Touch/Vive support pipeline. We have gotten to love the Touch controllers specifically because of the ability to pinch. Imagine stacking chips precisely! We have been having a lot of fun with the Daydream controllers as well, they are surprisingly more versatile than people think.

Casino VR seems to have a steady number of concurrent users, more than some well established ‘social VR’ spaces. Why is that?

People really like to play poker in VR! VR badly needs active and engaging form of content driving social experiences. We see that our community is all about friendly competitiveness. You make new friends in VR and next thing you know you have a competition going on over who is better at poker.

People want to know: Since chips don’t have any real monetary value, are we going to be able to buy things in-game using the chips?

We believe the most important aspect in Social VR is personal identity. Personal identity is not just how you look but how you are perceived, your social, competitive and community status. We can’t wait to share later what that entails!


If you’re still scratching your head as to why Casino VR doesn’t allow for real-money gambling, you’re not likely to see it through Oculus Home or Steam, as both platforms disallow real-money gambling, pornography, and excessively violent or sexual content.

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PlayStation VR Sees the Return of the Demo Disc with 8 VR Games to Try in the Box

PlayStation VR arrives on October 13th, and with the promise of over 50 titles arriving by the end of year, Sony is sensibly providing demos of some of the key titles as a launch showcase.

Sony has announced that each PSVR headset will come packaged with a demo disc, containing eight games to sample. A demo disc in 2016? Perhaps a final nod to the past before console gamers disappear into the VR future, or simply another way of ensuring PSVR will be the fastest, most painless VR hardware to set up so far.

By removing the wait to download your first VR experiences, you’ll be immersed in the PlayStation VR experience in no time, and Sony have picked some great demos to achieve that initial wow-factor:

Driveclub VR – the graphical showcase racing title, seating the player in a realistic car interior

See Also: New Drive Club VR Gameplay Video on PSVR Impresses

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PlayStation VR Worlds – play one of the five experiences from the full game (a polished version of an early demo created for Project Morpheus, previously known as The Deep)

See Also: ‘PlayStation VR Worlds’ Gets New Features to Improve Casual and Competitive Play

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RIGS Mechanized Combat League – a fast-paced e-sport that combines shooter and traditional sports elements

See Also: New PSVR ‘Rigs’ Trailer Reminds Us Why We Like it so Much

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Tumble VR – an evolution of the PS3’s Tumble, a futuristic block-stacking puzzler and one of the best games for the PlayStation Move controller

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Battlezone – first-person tank combat, bringing a classic series into a cutting-edge VR format

See Also: ‘Battlezone’ Gets New Gameplay Video, Heading to PlayStation VR as Launch Title

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EVE: Valkyrie – spectacular space dogfighting and already a huge hit on the Rift and Vive headsets

See Also: Comparing ‘EVE: Valkyrie’ VR Experiences: Oculus Rift vs. PlayStation VR

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Wayward Sky – a novel ‘look and click’ adventure taking place from both third and first-person perspectives

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Headmaster – a surprisingly satisfying game about heading a football that simply wouldn’t make sense in any other medium.

See Also: ‘Headmaster’ & Why the Physics of Stuff Flying at Your Face is so Compelling in VR

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PlayStation VR opened for pre-order earlier this year starting at $399 for the standalone headset and $499 for the launch bundle; all pre-orders appear to be sold out at this time. The headset launches on October 13th.

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‘Until Dawn: Rush of Blood’ Trailer & Developer Video Glimpses PSVR Gameplay

Until Dawn: Rush of Blood is a literal ‘rail shooter’ for PlayStation VR.

Launching soon for PlayStation VR, Until Dawn: Rush of Blood puts players on a horror ride rollercoaster with guns in their hands. A new developer video and trailer shows some of the gameplay players can expect.

Photo courtesy Supermassive Games / Sony
Photo courtesy Supermassive Games / Sony

The PSVR gameplay recalls classic rail shooters like The House of the Dead series, except now players are fully immersive in the frightening horror show thanks to virtual reality. The developers of Rush of Blood have taken advantage of this fact and it appears they’ve added dodging mechanics to some sections of the gameplay, requiring that players physically dodge out of the way of obstacles with their heads.

The game has players moving through the level as though they’re sitting on a rollercoaster. Rollercoasters in VR were popular in the early days of Rift development kits, before it became apparent that they tended to make people dizzy. Until Dawn: Rush of Blood Executive Producer Simon Harris says that the development team spent a lot of time finding out how to make rollercoasters in VR work well so that they don’t cause nausea. We’ll have to wait and see how well they managed to pull that off, but we will say that we’ve seen PSVR experiences like PlayStation VR Worlds: Street Luge which seemed like they would clearly make someone dizzy but surprisingly managed not to.

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Photo courtesy Supermassive Games / Sony

Aside from shooting enemies and dodging, it looks also like there will be obstacles which block the player’s path forward which will need to be blasted out of the way before the player crashes into them.

Sony’s PlayStation VR headset launches on October 13th.

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