Sairento VR to Get Co-op Multiplayer Confirms Developer Mixed Realms

Released just before Christmas, Sairento VR quietly arrived for HTC Vive, bringing with it lots of gun and sword play action all set in a futuristic Japan. Developed by Singapore-based Mixed Realms, the videogame launched as an Early Access title on Steam and due to the positive feedback its received the studio has announced it’ll be adding co-op multiplayer in the near future.

Sairento VR is a sci-fi first-person shooter (FPS) in switch players can perform feats like leaping a few metres into the air, slow down time whilst unleashing volleys of gun fire, before landing in front of an enemy and cutting them down with a swipe of their katana blade. As with most early access titles on Steam the studio listed various features it plans to bring to the fully released version including: more maps, enemies, weapons, skills and improved enemy AI.

Sairento VR screenshot 1

But today its also announced another planned addition, increasing replay factor, multiplayer co-op. Due to the title’s early success – the first 4 days of release saw it garner more than a thousand purchases and received a 95% positive rating claims the studio – the team decided to reinvest the earnings from these early sales into a multiplayer. On top of that Mixed Realms has appointed a game writer to give the experience a story line and a composer to produce an original soundtrack for the game.

Aldric Chang, CEO of Mixed Realms said in a statement: “We are extremely encouraged with the positive response we are getting from the international gaming community. Our decision to reinvest whatever we’ve made so far into making the game even better is a natural and easy one to make. We see it that the gamers have given us their vote of confidence and we should repay them with an awesome full game.”

There’s no word on when these updates are likely to land, but Mixed Realms plans to complete the videogame by mid-July to August 2017. As VRFocus learns more about the upcoming development we’ll report back.

PleVR Is Like The Matrix Stockroom Scene For Your Movies, TV Shows And Music

PleVR Is Like The Matrix Stockroom Scene For Your Movies, TV Shows And Music

VR headsets are the gateway to incredible experiences, but they can alienate you from your other forms of media. Previously, unless you were using apps like BigScreen, you’d have to remove the headset and return to the real world when accessing your browsers, music, or movies but creators are regularly creating applications that bring a lot of your PC content into virtual space. Plex is a media server that was created so that you could stream the media on your PC or in a cloud to all of your devices including mobile. Now, PleVR (Plex for VR) is bringing media consumption to your virtual escape.

In mid-January, Alex Keybl showed off a Plex client in Beta form that showed off a virtual wall of media reminiscent of the stockroom scene from The Matrix. Keybl is the founder of FerVRLabs and what he showed off here was minimalist, but functional. In the video, Keybl starts by showing off a feature that allows you to mirror your virtual recliner to whatever seating area you’re utilizing in your physical space. You can scroll the wall from a seated position, but it’s built for you to choose while standing so that you can slide multiple rows comfortably. Once you’ve made your decision, you sling the selection to a screen where it starts to play and you can easily travel the video’s timeline with your VR controller.

A neat touch to the interface is that, when you grab a video from the wall, it attaches to your Vive controller and starts to play a clip or trailer while in your hand. It’s a small feature, but it really brings your collection to life as you filter through your choices. You can sign up for launch emails on the website and there’s no teases release date for the app, but it did get greenlit on Steam at the beginning of February so look for some news very soon.

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Close to the Metal Ep. 30: For Honor, Windows Game Mode, and the sharp rise in PC Gaming demands

PC games are more realistic than ever, but producing that quality at smooth frame rates is becoming more difficult than ever. This week on Close to the Metal, we'll look at how tough it is to run For Honor, and talk about Windows 10 Game Mode.

The post Close to the Metal Ep. 30: For Honor, Windows Game Mode, and the sharp rise in PC Gaming demands appeared first on Digital Trends.

Espire 1 May Be The VR Stealth Game Metal Gear Fans Are Waiting For

Espire 1 May Be The VR Stealth Game Metal Gear Fans Are Waiting For

Just like Michael Wentworth-Bell, I’ve often wondered why we don’t see more VR stealth games. Poking your head around cover and quickly ducking and diving to keep out of sight seems ideally suited to headsets. The difference, however, is that Wentworth-Bell is actually doing something about that absence.

Namely, he’s creating his own stealth game, Espire 1, for the HTC Vive and Oculus Rift, and you can see the first footage for the project below. At first glance this might look like any other shooter on its way to VR headsets, but Espire’s focus on keeping out of sight and avoiding confrontation makes it quite different from other games.

Wentworth-Bell wants to make this an immersive experience by gamifying the limitations of VR, in a sense. You play as the pilot of a drone operator, designed to take on military sneaking missions. While you’ll see through the eyes of a drone, your character is actually standing on a virtual holodeck, which mimics your tracking space in the real world. The idea behind this sort of VR within VR is to legitimize the compromises developers have to make right now; the field of view shrinks when you move with the trackpad/Touch sticks, but instead of darkness you’ll see the holodeck room around you.

The video shows several neat ideas for stealth games, many of which are logical evolutions of mechanics from other titles like Splinter Cell and, of course, Metal Gear Solid. You can use a camera to peak around doors, for example, but you’ll actually have the device in your hand to freely move it. There’s also a tranquilizer gun that has to be manually readied after every shot, which seems like a nod to a similar weapon that was introduced in Metal Gear Solid 2.

Wentworth-Bell explained to UploadVR that he’s still working on core systems like the game’s AI, but is aiming to produce something similar to current game mechanics. That means enemies might not immediately spot you if you poke out from behind cover at a distance, and physically crouching might reduce visibility.

You’ll even have to think about the speed of your psychical movement; collide with a wall too quickly and someone might hear. It’s bringing your body into VR in ways you might not previously have thought of.

“When first alerted (sight or sound), the AI will investigate the location,” the developer explained. “If a player stands 30 metres away from a guard, the guard will walk towards the player and if the player did not move out of sight, the guard will then begin combat, alerting nearby guards. Currently the guards will engage the player until they loose sight for 10 seconds straight. They will then search for the player before returning to their patrol.”

Currently, Wentworth-Bell is looking for funding and partnership to help develop the game, and he plans to release not only a version for Steam but an arcade experience that could be used for location-based VR.

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Warum VR auch Gamepad-Spiele braucht

Motion Controller sind nicht wirklich eine neue Erfindung. Den größten Durchbruch erreichte die Art der Eingabe wohl mit der Veröffentlichung der Nintendo Wii. Endlich sollten Spieler ihre Spiele absolut intuitiv bedienen können und völlig neue Zielgruppen wurden erschlossen. Doch das Interesse der Gamer ging auch schnell wieder zurück, da die Eingabe zum einen nicht besonders präzise ausfiel und zum anderen nicht wirklich zum Entspannen geeignet war. In VR wird nun erneut auf Motion Controller gesetzt – aber ein Titel ohne entsprechenden Support wird schnell von der Community abgelehnt. Deshalb stellt sich die Frage: Sind Motion Controller immer wichtig und nötig?

Warum VR auch Gamepad-Spiele braucht

Landfall bringt das Gamepad zurück

Seit der Nintendo Wii hat sich natürlich einiges getan. Die aktuellen Controller für die HTC Vive und die Oculus Touch Controller lassen sich wesentlich besser tracken, die Position im Raum kann bestimmt werden und die Haptik ist deutlich fortgeschrittener als früher. Dennoch bringen uns die Motion Controller in die gleiche Situation: Wir müssen aufstehen oder uns zumindest merklich mehr als mit einem Gamepad bewegen. Auch wenn es wunderschön und atemberaubend sein kann eine Welt mit den eigenen Füßen zu durchqueren, so gibt es auch Momente, an denen möchte man einfach gemütlich auf seinem Sofa sitzen.

Während Sony viele Spiele für eine Steuerung mit dem Controller veröffentlicht, erscheinen kaum noch neue Titel mit Gamepad-Steuerung für die Oculus Rift oder die HTC Vive. Ausnahmen bestätigen zwar auch hier die Regel, doch die Gamepad-Freunde kommen seit dem Release der Oculus Touch Controller deutlich zu kurz. Ein kurzer Blick auf Steam reicht, um diese These zu untermauern. Aktuell gibt es 1000 Spiele mit einem Support für Motion Controller und nur 269 Spiele mit einem Support für das Gamepad. Wenn man die Spiele abzieht, die beide Steuerungsarten unterstützen, dann bleiben nur noch 134 Spiele übrig, die speziell auf das Gamepad ausgelegt sind.

Der Trend hin zu Motion Controllern ist also eindeutig vorhanden. Und wenn das Tracking des PlayStation VR Systems besser wäre, würde sicherlich auch Sony verstärkt auf eine Einbindung der Move Controller setzen. Doch letztendlich hat Resident Evil 7 auch bewiesen, dass es genügend Menschen gibt, die auch Spaß an einem First-Person-Spiel mit dem Gamepad haben. Insgesamt haben bereits 129.801 Menschen der Baker Familie die Hand geschüttelt. Ohne Motion Controller.

Wilson´s Heart für Oculus Touch

Wilson´s Heart für Oculus Touch

Innovationen sind großartig und Motion Controller können einiges verändern. Und viele Dinge besser machen als ein Gamepad. Dennoch sollte das Gamepad noch nicht in Vergessenheit geraten: Denn manche Spiele spielen sich auch in VR mit dem Gamepad einfach besser. Ein Virtual-Reality-Spiel muss nicht immer die große Immersions-Maschine sein. Denn nach einem stressigen Tag ist manchmal auch nur etwas Unterhaltung gefragt. So passiv und dennoch einbindend wie möglich. Deshalb muss Virtual Reality sowohl als Attraktion als auch als Relax-Programm funktionieren.

Hier lässt sich auch schön eine Brücke zu der Killer-App schlagen, die immer gesucht wird. Wenn es diese wirklich geben sollte, dann muss diese Anwendung die Spieler mit Motion Controllern und die Spieler mit dem Gamepad gleichermaßen abholen. Doch wie ein Spielkonzept aussehen könnte, welches für beide Seiten trotz unterschiedlicher Steuerung fair ist und Spaß macht, verraten wir euch nicht. Eventuell wissen wir es auch nicht. Eventuell. Denn Entwickler dürfen zumindest nicht vergessen, dass Gamer sehr konservativ sein können. Auf ein bewährtes Konzept lässt man halt schwer etwas kommen. Und etwas Neues muss sich erst beweisen.

Der Beitrag Warum VR auch Gamepad-Spiele braucht zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Spend Valentine’s Day The Right Way With Alien Makeout Simulator

Spend Valentine’s Day The Right Way With Alien Makeout Simulator

Spend this Valentine’s Day with the one you really love. Yes, that’s right, your virtual multi-mouthed alien girlfriend that you can smooch to your heart’s content.

Oculus Rift DK2 owners may well remember Alien Makeout Simulator, a bizarre and hilarious little demo that released on the now-defunct Oculus Share platform back in 2014. Introducing players to the then-new concept of positional tracking, the experience had you lean forward to kiss one of the many set of lips on a googly-eyed extraterrestrial. There were really no words for it other than intimate, atmospheric, and deeply romantic.

Well, it was if you were into this sort of thing…

Fast forward nearly three years and the creators, a group of developers from Rock Band VR studio, Harmonix, have updated the piece to support both the consumer Oculus Rift and HTC Vive. The experience has been integrated with room scale VR, and also includes a choice between both female and male aliens now. One’s dressed in a fancy suit while another in a red dress. To be honest, we don’t know which is the man and which is the girl.

There’s even a little minigame to it; you have a set amount of time to kiss as many mouths as possible in order to thrill your suitor. Do well enough and you might even leave with them (not pictured, thank the lord).

You can download it here for free. Make sure to grab it and spend your Valentine’s evening the right way; pretending to kiss an imaginary creature and then maybe looking in the mirror and pretending you’re Captain Kirk. That’s what this holiday is all about, right?

In all seriousness, software designer Mike Mandel explained that the game was originally designed on prototype Valve hardware — which would later form the foundation of the HTC Vive — as part of the 48 hour Boston VR Jam. In a way this is almost a piece of VR history, then.

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Framestore Expanding VR Operations to Montréal Office

VFX specialist Framestore, which first began virtual reality (VR) development back in 2014, has today announced the expansion of its VR studio. VR operations will also take place at its Montréal office in Canada.

Framestore’s VR studio has already created some well known VR experiences including 19x Cannes Lion Winner Field Trip to Mars, 2014’s Game of Thrones’ Ascend The Wall, Fantastic Beasts and Where to Find Them VR for Daydream View and SAAM VR.

Framestore VR_FantasticBeasts_12

“Everyone is looking to VR right now,” said Amy Small, Global Head of VR in a statement. “We’re working unilaterally with so many industries that it only made sense to expand our global offering and explore in-depth creative and technological solutions for our partners at every office.”

The company hasn’t said what VR projects the Montréal office will be working on, but since opening four years ago it’s produced work for films such as PaddingtonFantastic Beasts and Where to Find Them and Arrival. Current film projects include Beauty and The Beast, Blade Runner 2049 and Alien Covenant.

As VR operations are due to begin in the Spring, VRFocus will bring you further details as we get them.

Underwater Musical VR Experience Seabed Prelude Heading to Oculus Rift and HTC Vive Next Week

Polish indie developer MythicOwl has announced today that’s first virtual reality (VR) title Seabed Prelude will launch next week for HTC Vive and Oculus Rift with Touch support.

Bringing some musical flair to VR, Seabed Prelude is set in a post-apocalyptic underwater future where players find themselves as Captain of a bathyscaphe. Gameplay revolves around clearing the ancient tracks between forgotten underwater cities using a powerful pipe organ as a weapon. By playing notes correctly they’ll advance from station to station and in doing so uncover a dark plot hatched by a group called the Constructors.

Seabed Prelude screen_01

 

“We’ve had an itch, to mix an underwater VR experience with music since the first time we saw modern VR”, said Tomasz Mularczyk, CEO of MythicOwl. “Seabed Prelude immerses players in a beautiful underwater world as they ‘play’ their way from station to station to unravel a mystery, simultaneously learning to read music as their journey progresses.”

Seabed Prelude is set to launch on 24th February for HTC Vive and Oculus Rift via Steam, retailing for $7.99 USD/€7.99 EUR/£5.59 GBP. Checkout the first teaser trailer below and for any further updates, keep reading VRFocus.