‘Wolfenstein: Cyberpilot’ Review – a Nazi-Killing Mech Game Cut Short

As a storied franchise, Wolfenstein games serve as undeniable vehicles for kicking Nazi butt, the most recent of which have taken on alternate history narratives that place resistance fighters in the heart of a prolonged Nazi occupation. And while Wolfenstein: Cyberpilot does this with gusto, it’s hard to think that this is the Wolfenstein game VR deserves.

Wolfenstein: Cyberpilot Details:

Official Site

Developer: Arkane Studios, Machine Games
Publisher: Bethesda Softworks
Available On: Steam (Vive, Index, Windows VR), PlayStation Store (PSVR)
Reviewed On: Vive (Rift compatibility confirmed)
Release Date: July 25th, 2019
Price: $20

Note: Although not listed as a supported headset, users with Oculus Rift should have no issue playing. All controls are mapped correctly, although the in-game schematic that explains the controls shows it as a Windows VR controller.

Gameplay

You awaken to find that you’re a member of the French resistance, and you’ve infiltrated a strangely empty Nazi control point where you’re given access to some interesting and deadly tech to help liberate the streets of 1980s Nazi-occupied Paris.

If you’ve played any of the recent Wolfenstein games, you’ll recognize all three mech-machines available to the player. There’s the Panzerhund, a big dog-like tank that can lunge forward to do more damage than its face-mounted flamethrower can on its lonesome. There’s a stealth drone for hacking into computer terminals and electrocuting Nazis to dust (active camouflage helps you evade guards). And there’s the Zitadelle, a hulking bipedal affair with a machine gun, rockets and a temporary force field for when thing get hairy. Each has their special ‘panic’ move, unlimited ammo and unlimited capability to heal themselves.

Image courtesy Bethesda

Instead of scrounging for dropped supplies, lurking for rare and powerful weapons, or doting over you dwindling health, Cyberpilot is conversely a pretty low stakes game. If you die, you simply reappear at your last checkpoint without any penalty, making it feel less like a game and more like an extended cinematic experience with a few more moving parts. That’s not necessarily a bad thing, but I tend to think that if a studio decides to go that route, it necessarily puts more pressure on the narrative to deliver where the action can’t. Cyberpilot however goes the well-trodden route of a single NPC who is pipped into your head via radio, giving you continual mission instructions and a few bits of story to go along with it.

Although voiced by a talented actress, you never get a chance to create a bond with anyone or anything, as you’re either strapped to a chair back at base or out on the streets piloting vehicles.

Image courtesy Bethesda

The game’s vehicles are impressive bits of kit, and while shooting with the Zitadelle uses one of my least favorite tropes—floating crosshairs—these sorts of abstractions are forgivable considering you’re actually piloting the mechanical beasts remotely from the safety of your pod back at base.

Much less impressive though is Cyberpilot’s insistence on presenting the player with a paint-by-numbers pathway through the game. Your hand is held at every conceivable turn: you’re instructed on how to repair each machine, do a short tutorial, go through a single mission in each vehicle (a simple game of navigating through a metaphorical one way street), and you move on to the next until you reach the end. More on that below.

The machine repair, something that precedes each mission, is more of a simple task than a puzzle per se, and requires little more thought than is necessary to open the little battery door on the back of your TV remote. On the flipside, the repair sequence gives you a good opportunity to inspect your vehicle, something you wouldn’t be able to do otherwise.

Image courtesy Bethesda

In the missions themselves, there’s a good range of baddies to be found, although since you’re on a one-way trip through the level, there’s very few surprises outside of the occasional blast door that opens to reveal an enemy, or a reinforcement pod that drops out of the sky to reveal a small cadre of weakling ground troops. On normal mode, I only died once, and that was during a drone mission where a single shot can kill you. Even on the hardest game mode, you’re given ample opportunity to heal yourself between areas. Bigger baddies, such as rival Zitadellen and Panzerhunde (that’s German pluralization for you) are the hardest things you encounter here. No bosses, no one-off enemies of any kind. There are three difficulty tiers; normal, hard, and challenge.

It’s not all shooting and lighting Nazis on fire through the streets though. The stealth drone mission was by far my favorite, as your perspective is shrunken down to fit the Power Wheels-size flying vehicle. Since the stakes are slightly higher (a single shot will take you down), you have to tactically use your ten-second active camouflage to get around Nazi officers and other drones, as you’ll be quickly dispatched if you’re going around corners too recklessly. Your other motion controller acts as an input so you can hack computers. Unlike the lock-picking mechanic in Skyrim and the computer hacking mechanic in the later Fallout games, you simply need to hold one of your motion controllers in the right physical orientation to get through three locks before the computer is considered open.

Image courtesy Bethesda

Although I have my gripes, I didn’t entirely dislike my time with Cyberpilot. The game works flawlessly, and I was never left scratching my head on how to accomplish any given task. I didn’t encounter any game-breaking bugs, and when I dialed in my settings (more on that below), the game looked actually pretty darn good. If anything, you might accuse Cyberpilot of being too simple, too low stakes, and too thin in the narrative department to leave a lasting impression even an hour after you’ve finished the game. It also wasn’t Wolfenstein-enough, although I understand why they went with the cockpit motif instead of the franchise’s standard first-person shooter gameplay style. I’ll talk more about that in the Comfort section below.

My personal playsession lasted one and a half hours. While that’s on the extremely short side, even for a $20 game, what frustrated me the most wasn’t the dollar to playtime ratio calculation we all do in our heads, but that there’s genuinely a real game sitting under all of this. Stealth missions could be teased out into something more complex, more rewarding. Hacking terminals could be—again—something more complex and rewarding. Shooting could have been more of an exercise in smart tool selection, and less about jamming on the triggers until everything goes ‘bang’. Almost all of the game’s basic elements are serviceable as jumping-off points that should ideally lead to something more in-depth and meaningful—something I just didn’t find here.

Without spoiling it, the end is extremely anticlimactic, which I think might actually leave a possibility open for another Cyberpilot down the road, although there’s an equal chance that it was just an abrupt and unsatisfying ending. There’s really no telling.

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Immersion

Some of the best bits about Cyberpilot is the attention to detail, both visual and in some unexpected places too. I’d guess much of this was the result of clever repurposing from the franchise’s bigger budgeted sibling Youngblood. Although I refuse to believe that Nazis in an alternate timeline would be listening to a weirdly patriotic version of German New Wave, the effort to create an atmosphere that really exists outside of the dystopian bunkers and locked-down city of Nazi-occupied Paris is something you can’t help but appreciate. Although the mechs themselves don’t feel weighty, the visual aspect of their design can’t be denied.

Image courtesy Bethesda

Object interaction was par for the course, although it’s important to keep this in context; Bethesda’s VR ports like Skyrim VR and Fallout 4 VR present the player with gads of items you can’t pick up with your hands. Here you’re given the agency to pick up and inspect every item presented to the player in the bunker.

Performance isn’t as solid as I would have liked. Strangely enough, my rig features the exact recommended specs for the game, and even still I found there was some slight judder when settings were put on medium. In fact, all of my settings were put at low automatically to begin with, so I had to play with the various toggles (particle effects, texture quality, etc) to get some better visual clarity of it. One way of accomplishing this is by dialing forward the game’s fixed foveated rendering setting to allow my entire field of view to be rendered at max quality; the edges of where the scene is rendered at its highest quality is painfully noticeable otherwise. I would say Cyberpilot is still in need of some optimization so that more modest systems below the recommended spec can get an acceptable graphical experience without having to toggle everything to low, which is pretty blurry and unattractive.

Comfort

By default, the user is presented with hand-controlled smooth locomotion (not based on stick movement), which for many users can cause discomfort. There is a variable snap-turn available though, making it a very comfortable experience overall if you can’t handle smooth turning. I’m not a big fan of smooth locomotion, however the game’s cockpit helps you stay grounded in your near-field, something that makes racing sims and mech games one of the most comfortable genres despite fast and constant movement.

There are moments of intense forward acceleration (Panzerhund’s bum rush), but these seem to be handled well enough to be an entirely comfortable experience.

My last, and most minor gripe: as an entirely seated experience, I would have liked to see variable desk heights for the surfaces back at base, like how Owlchemy Lab treats any table in Vacation Simulator (2019)—simply readjust the table to your desired height. I live in a small apartment, and I play seated VR games at my desk. When the virtual desk is slightly lower than the physical counterpart, you can end up losing tracking as you need to put your motion controller under your actual desk to grab items. Most people won’t encounter this issue, but if you’re in a small area you may need to consider backing up and giving your office chair plenty of room.

The post ‘Wolfenstein: Cyberpilot’ Review – a Nazi-Killing Mech Game Cut Short appeared first on Road to VR.

Wolfenstein: Cyberpilot VR Does Not ‘Officially Support’ Oculus Rift, But Works ‘At The Moment’

Wolfenstein: Cyberpilot releases on July 26 and will not have official support for the Oculus Rift on Steam.

If you’re curious to know what we thought of Wolfenstein: Cyberpilot, you can read (or watch) our full review right here. We weren’t very impressed. It has some good ideas and leverages one of the most well-known IPs in the entire game industry, but still comes up underwhelming.

Another disappointing part of its launch is the lack of official Oculus Rift support. According to Jerk Gustafsson, Executive Producer at Machine Games, in an interview with UploadVR at E3, he had the following to say:

“Wolfenstein: Cyberpilot will be compatible with the Vive, WMR, and also released on PlayStation VR playable with the Move as well as the DualShock pad,” says Gustafsson. “The game works on Oculus, but we don’t officially support it so we can’t really say if it’s gonna hold but at the moment it works and is compliant.”

As of this writing I’ve played all the way through Wolfenstein: Cyberpilot on PSVR and tested it on Rift S. From what I’ve seen it seems to work okay, but the lack of official support is still a sign that if there are issues or if a future patch alters something then it may break support in some way. DOOM VFR is in the same boat with no official support and the last I checked controls were still a bit wonky.

The rest of the interview mostly discusses their excitement for VR in developing Wolfenstein: Cyberpilot. You can watch the entire thing embedded just above this paragraph.

Let us know what you think of the game when you get a chance to play it!

The post Wolfenstein: Cyberpilot VR Does Not ‘Officially Support’ Oculus Rift, But Works ‘At The Moment’ appeared first on UploadVR.

Review: Wolfenstein: Cyberpilot

Nazi’s, they’ve become a staple videogame enemy over the years and nobody does it better than the Wolfenstein franchise. Entries such as Wolfenstein II: The New Colossus and – the soon to be released – Wolfenstein: Youngblood show the series is just as popular as ever, so the chance of diving into that world in virtual reality (VR) seems too good to miss. Wolfenstein: Cyberpilot offers its own unique viewpoint on this alternate universe, completely tailored to VR yet it’s missing that certain magic.

Wolfenstein: Cyberpilot

Set in 1980s Paris, the premise behind Wolfenstein: Cyberpilot is that you play a skilled hacker employed by the resistance to fight the Nazi’s by turning their own war machines against them. So rather than going face to face with squads of enemy troops you’re sat in a remote location controlling a selection of robots.

At your disposal are three machines, a small flying drone, a rather nasty looking Panzerhund and the Zitadelle, a giant mech to stomp around in. Each machine is given its own level and three unique abilities to complete the various objectives. Starting with the Panzerhund in the city streets this four-legged monster can breathe fire (for some reason), charge and bash into enemies or release a short-range electrical charge. While the Zitadelle has a massive Gatling cannon on one arm and a rocket launcher on the other – plus a short duration shield. While these can cause so serious death and destruction, Wolfenstein: Cyberpilot never feels very intense or brutal in any way.

Enemies go up in flames, a few cars explode but due to the fact that you’re looking down on most enemies – apart from other Zitadelle’s – inside a cockpit of sorts, there’s a proper disconnection with the action going on around you. And it just doesn’t feel as brutal as a Wolfenstein videogame should. Yes, the streets of Paris do look the part, but where’s the blood and carnage?

Wolfenstein: Cyberpilot

It must be said that developers Arkane Studios and Machine Games have tried to ensure Wolfenstein: Cyberpilot is as comfortable as possible, hence the fact you’re always in a cockpit where you can still see panels and other controls. This setup does mean several other interactive elements are in play which lends themselves to VR gaming. Actions such as hitting a big red button to unleash your third ability, or to heal your robot after an intense battle one of the digitally represented controllers have to be docked to start the process.

All the machine movement is smooth locomotion, however, so those particularly sensitive to VR motion may need to be wary. There are options to help, such as snap rotation and vignette should they be needed. The two ground-based robots are easy to handle, the drone, on the other hand, has a lot more up/down, and side to side motion to deal with.

The drone segment of Wolfenstein: Cyberpilot does nicely break up the action, giving you plenty more to think about. You can stealthily kill guards and hack terminals, with the level much slower in pace. This level also has the greatest flexibility for just wandering about. The Panzerhund and Zitadelle levels are very, very linear – there are no split routes – but at least they’re not on rails.

Wolfenstein: CyberpilotBecause of this, Wolfenstein: Cyberpilot is short. It took a couple of hours to complete and there was anything to draw you back for another round. It almost seemed like a fleshed-out tech demo of sorts, with only four levels in total.

Wolfenstein: Cyberpilot has some good ideas which would be great if the developers explored them more. The storyline kept things moving along nicely and the sections in between the main levels were pleasant enough, especially for a first time VR player. Wolfenstein: Cyberpilot could’ve been so much more, yet it’s short lifespan and lack of additional content will make it a play once and forget experience.

60%

Awesome

  • Verdict

Wolfenstein: Cyberpilot Review: Nazi-Killing Machines

Wolfenstein: Cyberpilot is only the second made-for-VR game from Bethesda and this time it brings the iconic Nazi-killing franchise to the immersive realm. Here’s our full review.

I’ve killed a lot of virtual Nazis over the years. Between all of the Call of Duty, Medal of Honor, Wolfenstein, and other game franchises that have pitted players against Germany’s darkest piece of history, I’d wager the body count is probably a hundred thousand or more by my hand alone from all of the years added up. But with that being said, to Wolfenstein: Cyberpilot’s credit, I can say that it certainly provided brand new ways to murder Nazis that I’d never experienced before. Which is why it’s such a shame that those ways were mostly underwhelming.

In a big change for the series, Wolfenstein: Cyberpilot actually puts you in the shoes of a hacker this time around. The game takes place in Paris in 1980 as you aid the French resistance against the Nazi regime. Your mission is to take control of Nazi war machines and unleash them on unsuspecting forces to wreak havoc and try to disrupt their conquest.

On paper, Wolfenstein in VR sounds like an excellent concept for a game. The Wolfenstein franchise  is respected and has received a modern revival with the latest series of games putting it back in the public conscience. Killing Nazis has never been as visceral and satisfying as it is in the most recent Wolfenstein games.

But every other Wolfenstein game has always put your boots on the ground and handed you a rifle to get your hands dirty the old-fashioned way. A modern interpretation of that concept in the immersive realm of VR could have been powerful and intense, but what we’ve got instead feels mostly safe and lacking teeth.

In Wolfenstein: Cyberpilot you don’t even actually fight Nazis directly at all; you just hack into robots that do the killing. It’s like being a remote drone pilot of hulking metallic beasts hungry for flesh. And perhaps this is more revealing of my mindset than it should be, but after playing Wolfenstein: The New Colossus and drowning my screen in blood, Cyberpilot just feels overly tame. Most enemies just catch fire before falling to the ground, evaporate after being electrocuted, or are too far away down on the ground to really see any gory details. Call me a sadist, but in a Wolfenstein game I want some up-close carnage and blood. If Bethesda will publish DOOM VFR, which has lots of that, it seems odd to neuter Cyberpilot when compared to its other Wolfenstein counterparts.

Wolfenstein Cyberpilot Release

Cyberpilot is only about three hours long, give or take, and a good chunk of that occurs outside of the virtual cockpit back at a research facility base. You’re bound to a chair and all you can do is pull a lever to raise or lower an elevator to different floors and reach out to interact with objects around you. The developers broke up the action with some light puzzle solving and a bit of exposition, so it’s not just pure action all the time, and it’s a good balance. I found myself more endeared to the characters than I expected due to the entertaining writing and quality voice acting.

In some ways though, Cyberpilot almost seems like a game that existed in a concept phase previously and was shoved into the Wolfenstein universe to capitalize on the IP rather than actually being built from the ground up with the franchise in mind.

Comfort

Wolfenstein: Cyberpilot has a good selection of comfort options. You can customize turning speed, as well as whether it’s smooth or snap-based. Forward movement is smooth only, but there is an FOV dimmer to help alleviate motion sickness. The cockpit’s design also does a good job of grounding your perspective. Interestingly, if playing with motion controllers, you can rotate your view either using the buttons/touch pad on the controller, or by physically pointing your hand to rotate view. I found myself preferring buttons so I could still aim without my view rotating.

It’s a shame that the action-packed levels are basically just linear corridor shooters that pose little threat. Flying the small, more agile, drone around that could cloak itself and hack computers ended up being a highlight of the game instead since it offered something quite different from the rest.

Even the moments of action that do exist feel artificial in a way that’s hard to really describe.  The best way to put it is that you can never shake the feeling that you’re not actually in the mech and are instead just hacking into the cockpit from afar. Perhaps that’s a testament to the game’s immersion, but it ends up seriously harming Cyberpilot’s fun factor. It all just sort of ends up feeling like a superficial shooting gallery.

Wolfenstein: Cyberpilot has all of the right ingredients to be an exciting VR game focused on murdering tons of Nazis, but ends up feeling like it’s just too safe with far too little content. Mechanically it works well and there are some quality moments of fun, but just as the world starts to get interesting it’s all over.


Wolfenstein: Cyberpilot releases on July 26th on SteamVR with official support for Vive, Windows VR, and Valve Index, as well as on PSVR, for $19.99 on both storefronts. This review was conducted on the PSVR version of the game using two PS Move controllers, but it does support DualShock 4 as well. Read our Game Review Guidelines for more information on how we arrived at this score.

The post Wolfenstein: Cyberpilot Review: Nazi-Killing Machines appeared first on UploadVR.

Preview: Wolfenstein: Cyberpilot – Nazi Stomping Mayhem

During the Electronic Entertainment Expo (E3) 2018 Bethesda had three virtual reality (VR) titles to talk about one of which was Wolfenstein: Cyberpilot. For 2019 only Cyberpilot returned with no other VR titles even mentioned. Thankfully, the studio did have new content to share, showcasing how development had progressed.

Wolfenstein: Cyberpilot

Just like the rest of the franchise Wolfenstein: Cyberpilot still pits you against Nazis in an alternate universe where they won the second World War. This time however you get to control a selection of Nazi war machines, turning these instruments of death against their creators.

2018s demo featured a Panzerhund; a large mechanical dog equipped with a flamethrower, while for 2019 Bethesda showcased a giant walking mech, outfitted with a machine gun on the right hand and a rocket launcher on the left. Gameplay hasn’t actually changed that much in the past year, with Wolfenstein: Cyberpilot offering a linear environment design in where you walk through a war-torn city wiping out all the enemy foes.

The mech has the exact same control scheme as the Panzerhund, with the left HTC Vive touchpad providing movement controls while the right controller handles turning. There are a few small differences, however. As you’re controlling a mech you find yourself sat inside a cockpit, with a selection of light dotted around the frame indicating health and weapon overheat. When managed correctly using a nice burst of fire rather than holding down the trigger overheating shouldn’t be a problem. Other neat features included a temporary shield which could be activated for short periods via a big red button and the healing mechanic. Take too many hits and you can completely heal the mech back to full strength, the only problem is that you’re complete defenceless whilst doing so.

Wolfenstein: Cyberpilot

The gameplay is very much a destroy everything affair, an action romp that’s easy to get to grips with and comfortable to play. Wolfenstein: Cyberpilot is a lot slower than its flat screen brethren, offering nowhere near the same intensity and flavour. That begin said, it offers a different approach which the series hasn’t necessarily seen before. Thankfully, it’s not on rails, so you can wander around and take your own approach through the narrow streets.

Enemies came in three main designs, the standard trooper who tended to stay in place with their mates providing perfect fodder for the minigun. Then there were the mid-tier dudes, mechanically augmented to take more damage and deal more out; clever strafing and a few well-aimed missiles sort them out. And then there were the really big foes, appearing towards the end of the demo, these require careful management of all systems to bring them down.

Wolfenstein: Cyberpilot might be a VR title putting you inside war machines but the essence of the franchise is in many ways still there. VRFocus has now experienced two of its segments and currently like what has been showcased so far. Wolfenstein: Cyberpilot is now scheduled for release on 26th July 2019, supporting Oculus Rift, HTC Vive and PlayStation VR, so there isn’t too long to wait to see how the entire experience turns out.

Wolfenstein: Cyberpilot Dated for July Multi-platform Launch

With the release of titles like The Elder Scrolls V: Skyrim VR and Fallout 4 VRBethesda has firmly placed its support in virtual reality (VR) technology. During the Electronic Entertainment Expo (E3) 2018 the studio announced that iconic videogame series Wolfenstein would be getting the VR treatment with Wolfenstein: Cyberpilot. Few details have been released since, but now a release date has appeared on Steam and PlayStation Store.

Wolfenstein: Cyberpilot

Wolfenstein: Cyberpilot is now scheduled for release on 26th July 2019, on both stores, with the Steam listing now confirming support for Oculus Rift – only HTC Vive and PlayStation VR had previously been mentioned. Pre-orders are also available, retailing for $19.99 USD / £14.99 GBP, although there doesn’t look to be any special bonuses for ordering early on Steam, PlayStation VR owners will receive a Wolfenstein: Cyberpilot official static theme.

The story behind Wolfenstein: Cyberpilot is that you play the best hacker based in Paris, circa 1980. Of course this being Wolfenstein the Nazi’s are everywhere, successfully winning WWII. Your mission is to help the French resistance fight back, taking control of the Nazi’s massive war machines and turning them against their creators. You’ll be able to burn, ram and smash anything in your path as you look to clear the streets of the Third Reich.

The videogame is being developed by MachineGames, the same team who created the most recent entry in the series,  Wolfenstein II: The New Colossus, so it’s certainly in good hands.

Wolfenstein: Cyberpilot

During E3 2018 VRFocus previewed Wolfenstein: Cyberpilot saying: “The demonstration version of Wolfenstein: Cyberpilot allowed the player to try all of these tactical and aggressive manoeuvres along the aforementioned liner path before opening out into an arena battle, replete with dropships and the threat of a boss fight. The demo build was clearly a no-fail variation, meaning it was extremely hard to gauge difficulty and whether or not the somewhat slow-witted enemies would actually provide much of a challenge, however the rampage through the Nazi insignia adorned city streets proved entertaining nonetheless.”

In the run-up to launch, as further gameplay details are released VRFocus will keep you updated on all the latest announcements.

‘Wolfenstein: Cyberpilot’ to Launch on PSVR & SteamVR Headsets in July

Bethesda quietly released the official street date for their upcoming VR game, Wolfenstein: Cyberpilot, which is targeting both PSVR and SteamVR headsets.

The game is set to launch simultaneously on the PlayStation Store for PSVR and on Steam July 26th for $20.

Although the Steam page only lists HTC Vive as a supported headset, the game’s website also mentions Windows VR headset support as well. It’s also extremely likely that Oculus Rift is supported too—providing the studio hasn’t added any unprecedented headset checks to artificially lock out Rift users.

As with Skyrim VR and Fallout 4 VR, Bethesda tends to professionally ignore Oculus products despite offering defacto support for Rift thanks to Steam’s OpenVR API. There’s a whole story about that, but we won’t get into here.

Image courtesy Bethesda

We got a chance to go hands-on with Wolfenstein: Cyberpilot at E3 last year, and while visually impressive, the demo seemed to be more of a surface look at the game, as it didn’t offer much depth in gameplay outside of controlling the Nazi Panzerhund and roasting Nazis alive with the integrated flame thrower.

We’ve also seen other mechs besides the Panzerhund in recently published images though, so we assume there’s also going to be some sort of vehicle progression.

Image courtesy Bethesda

Here’s the story in case you missed it: it’s been 20 years since the events of The New Colossus. You’re a hacker in the 1980s living in the series’ alternate WW2 history where the Nazis are still jackbooting around Paris. As a cyberpilot, you take control of Nazi mechs in aid of the French resistance by slaying Nazis.

Check out the trailer below:

The post ‘Wolfenstein: Cyberpilot’ to Launch on PSVR & SteamVR Headsets in July appeared first on Road to VR.

Wolfenstein: Cyberpilot erscheint Ende Juli für PlayStation VR (PSVR), Oculus Rift und HTC Vive

Wolfenstein: Cyberpilot wurde erstmals auf der E3 2018 als eigenständiger VR-Titel angekündigt. Daraufhin wurde es vorerst still rund um die VR-Adaption der beliebten Shooter-Reihe, doch nun gibt es Neuigkeiten zu berichten. Entwicklerstudio Arkane Studios und Machine Games mit Publisher Bethesda kündigen den Release für den kommenden VR-Shooter an, um mit Panzerhunden und Flammenwerfer auf virtuelle Nazijagd zu gehen. Der VR-Titel erscheint am 26. Juli für PlayStation VR (PSVR) im PlayStation Store und für Oculus Rift und HTC Vive auf SteamVR sowie im Oculus Store.

Wolfenstein: Cyberpilot – Release für Ende Juli für PSVR, Oculus Rift und HTC Vive angekündigt

Innerhalb des VR-Shooters Wolfenstein: Cyberpilot übernehmen die Spieler die Rolle eines französischen Elitehackers, um die Widerstandseinheit Résistance im Paris der 80er Jahre zu unterstützen und sich dem fiesen Regime in den Weg stellen. Entsprechend nutzt ihr eure technischen Fähigkeiten, um die Kontrolle der Kampfpanzer, Mechs und Panzerhunde der Feinde zu übernehmen und die Unterdrücker mit ihren eigenen Waffen zu schlagen. So ballert ihr mit Maschinengewehren und Flammenwerfer in die Reihe der Feinde und hinterlasst ordentlich verbrannte Erde. Zeitlich ist die VR-Adaption 20 Jahre vor den Geschehnissen von Wolfenstein II: The New Colossus angesetzt.

Bisherige Tester berichten, dass der VR-Titel in den vorgeführten Demovarianten wenig Storyelemente enthielt, viel mehr sollen sich die Spieler als übermächtige Kampfmaschinen fühlen, um reichlich Zerstörung in den besetzten Städten anzurichten. Allerdings sollen am Ende der Level stärkere Bossgegner warten, die deutlich fordernder als das übliche Kanonenfutter sein sollen. Dafür sollen die grafischen Elemente des Spiels durchaus überzeugen, denn die verantwortlichen Devs haben viel Liebe ins Detail gesteckt.

Wolfenstein-Cyberpilot-PlayStation-VR-PSVR-Oculus-Rift-HTC-Vive-Steam-Bethesda

Image courtesy: Bethesda | via: Steam

Wie die finale Vollversion letztlich aussehen wird, erfahren wir im Juli. Die Veröffentlichung findet zeitgleich mit dem neuen Titel Wolfenstein: Youngblood statt.

Wolfenstein: Cyberpilot erscheint offiziell am 26. Juli für PlayStation VR (PSVR) im PlayStation Store für 19,99 Euro sowie für Oculus Rift und HTC Vive auf Steam sowie im Oculus Store zum selben Preis. Die Vorbestellungen wurden bereits eröffnet.

(Quellen: Upload VR | Twitter: Bethesda)

Der Beitrag Wolfenstein: Cyberpilot erscheint Ende Juli für PlayStation VR (PSVR), Oculus Rift und HTC Vive zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Wolfenstein: Cyberpilot Gets July Release, Rift Support Confirmed

Wolfenstein: Cyberpilot Gets July Release, Rift Support Confirmed

Put another big VR game down on your release calendar. Betheda’s Wolfenstein: Cyberpilot just got a release date, and it’s a few months away.

The series’ first VR spin-off will arrive on July 26th 2019. Word comes by way of a new Steam listing that also confirms it will support HTC Vive and Oculus Rift. The latter hadn’t previously been confirmed, no doubt due to Oculus and Bethesda owner ZeniMax getting into a recently-settled legal scuffle.

There’s also a PlayStation Store listing that confirms the PSVR launch will be on the same day. That’s also the same day as the new co-op shooter, Wolfenstein: Youngblood arrives. That means we’ll probably get another look at it during Bethesda’s upcoming E3 2019 press conference in June.

Cyberpilot is a very different beast to Youngblood, taking you to 1980’s Paris. This time you hack into Nazi war machines and charge through the city streets causing as much havoc as possible. We tried the game when it was announced at E3 last year but we weren’t too taken with it. Whilst it has more polish than a lot of other VR games out there, the lack of threat and variety made it pretty dull to play. Hopefully that’s been changed up for the final release.

The game’s being developed by both series developer Machine Games and Dishonored creator Arkane Studios. What we don’t know is just how much content the full experience will offer. Will we be getting a full campaign or is this more of an experience?

Wolfenstein: Cyberpilot will cost $19.99. If you want to get the full Wolfenstein experience in VR, though, might we recommend this brilliant mod for the original classic?

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E3 2018 Roundup – Sony’s Positioning of VR, New PSVR Titles Hands-on, Ready at Dawn Interview & More

Following the wave of pre-show announcements and conferences, here’s a final roundup of all our E3 2018 coverage. Vive Wireless Adapter news, Wolfenstein: Cyberpilot platforms clarified, Ready at Dawn interview, and we go hands-on with Astro Bot Rescue Mission, Trover Saves the Universe, Blood & Truth, Megalith, Beat Saber, and Firewall: Zero Hour.

Hands-on With Astro Bot Rescue Mission

Image courtesy Sony Japan Studio

Featuring the cute bots first seen in The Playroom (2013), Sony Japan Studio’s upcoming platformer Astro Bot Rescue Mission uses similar controls and gameplay mechanics as any other 3D platformer, but it has been created from the ground up with VR in mind. Our hands-on time at E3 2018 left us impressed and wanting more; the title launches exclusively on PSVR in the Fall. The game is one of many PSVR titles shown at Sony’s E3 booth.

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Vive Wireless Adapter Launches Late Summer

Photo by Road to VR

HTC’s official Wireless Adapter for the Vive was first announced earlier this year, and made an appearance at the DisplayLink booth at E3 2018. An HTC spokesperson confirmed that the device was on track for a late summer launch. They also said that up to three Wireless Adapters could used in the same space without interference, with an ideal range of up to six meters from the transmitter.

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Trover Saves the Universe Hands-on

Image courtesy Squanch Games

Announced at Sony’s main E3 2018 showcase, Trover Saves the Universe is an action platformer presented with the unique comedic style of Justin Roiland, creator of Rick and Morty. Our hands-on time revealed a game with more ‘serious’ platforming than you might imagine, and plenty of fourth-wall breaking gags along the way.

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Wolfenstein: Cyberpilot Confirmed for PSVR and Vive

Image courtesy Bethesda

This standalone VR experience initially revealed at the early Bethesda E3 2018 showcase has now been confirmed to launch on PSVR and HTC Vive sometime in 2019. The game takes place two decades after the events of Wolfenstein II: The New Colossus (2017); you can check out the new trailer here.

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Sony’s VR Announcements Were on the Sidelines at E3

Photo by Road to VR

Following Microsoft’s more traditional (and VR-free) E3 presentation, Sony’s event got off to an unusual start, switching venues and generally avoiding the ‘on stage’ style of delivery. But perhaps more surprising was the distinct lack of PSVR information within the main showcase. Aside from Trover Saves the Universe and a brief montage, the focus was entirely on non-VR, blockbuster titles. In this article we consider the significance of this decision.

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Hands-on With the Latest Preview of PSVR Exclusive Blood & Truth

Image courtesy Sony

VR action shooter Blood & Truth left a great first impression when we tried the game in October, so we were keen to take an updated look at E3 this year. Fleshed out from the ‘London Heist’ experience in PlayStation VR Worlds (2016), Sony’s London Studio has been given more time to fully realise their vision. The new demo also impressed, and introduced a new ‘bullet time’ mechanic.

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First-person MOBA Megalith Hands-on

Image courtesy Disruptive Games

Launching as a timed exclusive on PSVR later this year, Megalith is a first-person arena brawler employing many familiar mechanics of popular MOBAs like Dota 2 (2013) and League of Legends (2009), with different heroes to choose from, each with unique abilities. Our hands-on left us keen to see the final game, as it has potential to deliver fun co-op brawling. The demo featured free locomotion plus ‘snap turn’, with other options being investigated.

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First Look at Beat Saber on PSVR

Image courtesy Hyperbolic Magnetism

We’ve enjoyed many hours of Beat Saber on PC VR systems via the game’s Early Access program on the Steam and Oculus stores, but this was our first try with the PlayStation VR version, which is set to launch later this year. This fast-paced VR rhythm game naturally benefits from motion control tracking accuracy, and we were pleased to find that the Move controllers were largely up to the task, but players will want to make sure their tracking setup is set up perfectly to avoid frustration.

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Firewall: Zero Hour Hands-on

image courtesy First Contact Entertainment

This four-vs-four, objective-based shooter from First Contact Entertainment is shaping up well, delivering team-based multiplayer action similar to series such as Counter-Strike and Rainbow Six, but in an immersive style (particularly when played with the Aim controller) that PSVR users have been waiting for. The game is due to arrive some time in 2018.

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Ready at Dawn CEO Talks Echo Combat, Commitment to VR

Image courtesy Ready at Dawn

We caught up with Ready at Dawn CEO Ru Weerasuriya on the E3 show floor to talk about the upcoming Echo Combat open beta, and the studio’s commitment to the medium. By the time the game launches, Weerasuriya says they intend to add “more functionality, potentially more modes, but more ways to play.” He said that the studio was “currently exploring a lot of ideas” to move the VR medium forward in the long term.

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The post E3 2018 Roundup – Sony’s Positioning of VR, New PSVR Titles Hands-on, Ready at Dawn Interview & More appeared first on Road to VR.