Hands-On – Ace Combat 7: Skies Unknown Brings Pulse-Pounding Aerial Dogfights to PS VR

Hands-On – Ace Combat 7: Skies Unknown Brings Pulse-Pounding Aerial Dogfights to PS VR

I craned my neck back while wearing the PS VR headset to look above into the sky. At this angle, I could see an enemy fighter jet attempting to loop around behind me. Recognizing what was happening, I pulled the L2 trigger on my DualShock 4 to brake, pushed down on the left joystick to dive forward, flip around, and head off their loop before they got behind me. The maneuver worked and as I broke through the clouds, water droplets smearing the outside of my cockpit, I launched a rocket. It spiraled forward and destroyed my enemy, letting me boost through the flames and stab through the final layer of clouds, emerging victorious.

Ace Combat 7: Skies Unknown is an absolutely exhilarating and pulse-pounding game with immersive aerial dogfights. During a Bandai Namco press preview event in San Francisco this week, I got the chance to go hands-on with the flight combat game using the PS VR and came away with a giant smile on my face, excited to take to the skies once again when it finally releases later this year.

I was hoping the entire game would be playable inside of Sony’s headset when it releases, but alas, that’s not the case. Only a handful of specific missions will support the PS VR, similar to Gran Turismo Sport’s VR mode.

The original game in the franchise from over 20 years ago was actually known as Air Combat and first appeared in Japanese arcades. The brand has never been recognized as a hyper-realistic flight simulator by design, but instead attempts to combine its ultra-realistic visual style with accessible, yet intense, flight controls to help you orchestrate epic moments of aerial combat, like the ones seen in the trailer above. Ever since Ace Combat 2, the franchise has been synonymous with Bandai Namco and the PlayStation platform. Now, it’s making the leap into the immersive space with PS VR support on PlayStation 4. It feels like about as natural of an evolution as you could hope for.

“VR introduces a new form of expression that the traditional medium of gaming doesn’t really have access to,” said series Producer Kazutoki Kono during a translated in-person interview. “So when I try to create something for VR, I always bear in mind the feelings I had the first time I tried VR and saw a giant life-sized dinosaur towering above me.”

Ace Combat 7, as a full package, is aiming to be the most robust and engrossing entry in the franchise to date. After over two decades, the latest engine updates and graphical advancements have resulted in the most visually impressive entry thus far and that vision is clearly carried over into the limited PS VR content on display.

“For the VR aspect, we felt the most important element was to never interrupt the illusion that the player is the pilot,” explained Kono. “There are no cuts or weirdness going on, it’s always first-person. When you get to the campaign side of things in the non-VR mode, it comes down to using a lot more cinematography techniques like cutscenes and scene shifts to add more emotion and storytelling.”

Earlier this week we showed a video of supposed PS VR gameplay in action for Ace Combat 7 and after trying it for myself at this preview event, I can confirm that the below footage looks essentially identical to the mission I went hands-on with. There will be more than just a single mission to try in VR when the game releases across a variety of environments. Graphically it’s a downgrade from the non-VR version, as is the case in all instances of games that support both play styles, but the immersive factor more than makes up for the loss of visual fidelity.

I didn’t notice a screen door effect because I was too busy dodging rockets and bursting through clouds. Momentum felt appropriate as I nimbly banked and throttled through the air with a satisfying sense of velocity.

It’s a great experience that easily feels like one of the most accurate games I’ve tried in VR yet, at least from a purely photo-realism perspective. That being said, I couldn’t help but feel a bit disappointed that the entire game won’t be playable in VR.

“We took into consideration the development time and budget from a production standpoint as well as the need to craft a tailor-made experience when we made the decision of the amount of VR content we wanted to create,” said Kono. “What we realized very early on in the process is that we couldn’t just make a few tweaks to the standard version of the game and expect it to work properly in VR. The goals of the VR version and the flat-screen version were in completely different places in terms of what we were able to achieve and what users wanted to see. When we made this realization it almost became like a parallel development of two very different experiences. To reproduce the content in all of its entirety for two different platforms was just impossible. For the purposes of Ace Combat 7, the VR missions are a tailor-made experimental mode, whereas the non-VR campaign missions are the mainline experience.”

Anyone that’s played any other flight game in VR, such as EVE: Valkyrie, Elite: Dangerous, Call of Duty: Infinite Warfare’s Jackal Assault Mission, or the X-Wing Mission for Star Wars Battlefront, can attest to the fact that it’s a genre that feels right at home in VR. The seated cockpit setting and placement of your hands in real-life as well as in the game all do a wonderful job of tricking your mind into thinking you’re inside a virtual world. That’s a big reason why motion sickness isn’t as common as in other types of VR games.

“Fairly early on in development we had a number of focus groups that tried the game with the VR headset on,” explained Kono. “What we noticed as a pattern is that people’s awareness of what the plane was doing and what the physics were supposed to be, did not get sick. For example, if a player understands that you should bank and then pull up in order to ‘turn’ the plane, they handled the VR experience better due to understanding what their inputs were causing in VR. In addition, by including fixed elements like the cockpit and the HUD elements help the player orient themselves and help combat tendencies towards motion sickness.”

Ace Combat 7: Skies Unknown is launching this year for PlayStation 4, with optional PS VR-exclusive side missions, as well as on Xbox One and PC via Steam. When asked about PC VR support for headsets like Rift, Vive, or OSVR, Kono indicated that they currently have no plans to institute support. From the sounds of it, the VR missions were created in collaboration with Sony specifically for PS VR.

I’m excited to climb back inside the cockpit again, but I just wish the full game were getting immersive VR support. Do you plan on picking up Ace Combat 7: Skies Unknown when it releases later this year? Let us know in the comments below!

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Sony Has Now Sold Over 53 Million PlayStation 4 Consoles To Date After Big Holiday Push

Sony Has Now Sold Over 53 Million PlayStation 4 Consoles To Date After Big Holiday Push

Sony’s PlayStation 4 continues to widen the gap between it and the Xbox One with a strong 2016. In a statement, the consumer electronics company announced that over 53 million PlayStation 4 consoles had been sold to date. After the launch of the PlayStation VR headset, the PlayStation 4 Pro, and the remodeled PlayStation 4 Slim all at the end of the year, as well as big software releases for the holiday season, Sony sits comfortably on top of the current generation sales charts, nearly doubling the Xbox One’s numbers so far.

While it can’t be confirmed at this time, we suspect the mid-October release of the PS VR — a device that has no comparable equivalent on Microsoft’s console yet — as well as the 4K-capable PS4 Pro have factored into the surge. Over the holiday season alone in 2016 Sony announced that more than 6.2 million PS4s were sold across all iterations of the console. During that same holiday time period, Sony stated that between both digital and retail, over 50 million games were sold. The most popular PS VR game digitally on PSN in 2016 was Job Simulator, which just announced surpassing $3 million in sales today.

“We are truly grateful for the tremendous support from our fans and partners, which has helped to make this holiday season one of the best in our history,” said Andrew House, president and CEO of Sony Interactive Entertainment, in a prepared statement. “We will aim to continue the momentum this year by broadening the PS4 title portfolio, further enriching the revolutionary gaming experiences on PlayStation VR and high quality gaming experience on PlayStation 4 Pro, while also expanding network services. We will remain steadfast in making the PS4 the best place to play.”

At CES 2017 this week, Samsung confirmed it has sold 5 million Gear VR headsets, which is one of the first times a major VR headset manufacturer has truly provided a specific and hard sales figure.

Firm sales figures have not been made publicly available at this time regarding the PS VR unit itself, but following its launch week, Sony did state it had sold better than expected in the realm of “many hundreds of thousand“. Since this was over two months ago, one can only speculate what that number looks like now.

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YouTube 1.10 Update On PS4 Adds PlayStation VR Support (Update)

YouTube 1.09 Update On PS4 Adds PlayStation VR Support

Update: The update has now been rolled out across all regions according to Sony. Users on Reddit have started recommending some of their favorite videos here. YouTube on PS VR currently supports both 2D 360-degree and 3D 360-degree videos. Enjoy!

Original 12/21/16: For a gaming-focused headset, PlayStation VR already has a surprisingly large number of 360-degree video apps available on the PSN Store, but it’s been missing the biggest one: YouTube. That appears to be changing.

Several Reddit users and a handful of Facebook and Twitter users are reporting that support for Sony’s headset landed on the YouTube PlayStation 4 app as part of update 1.09. While plenty of people appear to be using the app already, the update seemingly hasn’t rolled out everywhere. For example, no one at UploadVR in the US or UK is able to download it right now — we’re all stuck with the 1.08 version, even after running the ‘Check for Update’ process on the application.

With PS VR support, users should finally be able to watch YouTube’s wide array of 360-degree video content inside the headset. Those foreign to the format should definitely check out Google’s own Spotlight Series of 360-degree videos, which includes heart-warming short stories like Pearl.

Image Credit: Chris O’Neill

As you can see in the screenshots taken from a PlayStation VR-focused Facebook group, when you open the YouTube application while wearing your PS VR headset, you’re prompted with a choice to run either the Normal or the PlayStation VR version of the application.

Reportedly, when running the PS VR version, you’ll be able to watch 360-degree videos from YouTube natively inside the headset. Previously, you’d have to download videos and watch via a USB stick, or try to discover some other sort of workaround to get things working properly.

Image Credit: Chris O’Neill

In the screenshot above, you can see the abbreviated patch notes, simply stating that Update 1.09 adds “Support for ‘PlayStation VR’ to the application. If you haven’t gotten the 1.09 update yet, try running the “Check for Updates” process by pressing the “Options” button when your cursor is over the YouTube app on PS4 — you can find it under the TV & Video section on your dashboard.

We’ve reached out to Google and Sony to see whether the update is rolling out, or whether it has been pulled for some reason.

Have you gotten the update? If so, let us know what you think down in the comments!


Additional reporting help on this story was provided by Staff Writer, Jamie Feltham.

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New PSVR Mech Shooter ‘Starblood Arena’ Announced At PSX

New PSVR Mech Shooter ‘Starblood Arena’ Announced At PSX

At the Playstation Experience conference, it was expected that virtual reality games would have a more prominent role on the keynote stages. Setting the standard early, PS VR was mentioned with the Resident Evil 7 demo and the Ace Combat 7 trailer reveal. Soon after those, a new and original PlayStation VR game was revealed via trailer.

Starblood Arena drops you into the cockpit of your own highly maneuverable mech in an intense, first-person action shooter exclusive for PlayStation VR.

The trailer shows Battle Royale and Team Deathmatch modes and the player maneuvers around an enclosed arena with various objects obscuring your path or offering cover. There’s a variety of mechs with different strengths and weaknesses. The gameplay looks more geared toward a multi-player experience, but PS Plus is required for online play so the game will have to offer up a substantial single-player experience at the least. Online, there is also 2-4 player co-op combat mode where you face waves of enemies as a team.

The game has been in development for over a year with more than 40 people on the team. One of our writers got some hands-on time at PSX and didn’t experience any discomfort after taking on a few bots, despite the ability to . move the mech in any direction fairly quickly. So players with quicker reflexes are likely to stand above the crowd in the multiplayer engagements. The trailer says the release is pointed at Spring 2017, but our conversation with the team at PSX suggested a more specific launch date in March planned. We’ll update with more information as it comes and stay tuned for more coverage of the PlayStation Experience.

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PlayStation VR Headsets In Japan Live In Cute Little Prisons

PlayStation VR Headsets In Japan Live In Cute Little Prisons

To fully appreciate virtual reality, you have to try it yourself. That’s why retailers have demo stations set up for HTC Vive and PlayStation VR headsets throughout the United States. But that’s not what is happening for PSVR in Japan.

Sony Interactive Entertainment has released the impressive-but-flawed VR add-on system for its PlayStation 4 console in its home country, but the publisher is not pushing hard with in-person demonstrations. Instead, retailer outlets have a PSVR on display that they keep locked down at all times. It makes it look like Sony’s VR system is in a little cage because the technology is too dangerous or something. Mark Macdonald, vice president of business development at Rez Infinite (PSVR launch title) developer Enhance Games, noted that Sony hasn’t done much advertising at all for its $500 headset system in Japan.

We’ve asked Sony if any demo stations are hiding around Japan or if it has plans to roll them out, and we’ll update this post with any new information.

“So far, Sony hasn’t managed to set up actual VR demos in Japanese stores,” gaming-industry analyst Dr. Serkan Toto wrote in a tweet. “[Sony] chains their headsets and has them displayed at random points-of-sale.”

It’s possible that Sony is holding off on a full retail-marketing blitz until it can produce more VR units for Japan. As I mentioned, the publisher did have demonstrations at retailers like GameStop in the U.S., so it clearly understands the importance of letting people try the tech for themselves. Maybe once Sony feels like it has saturated stores in America for the holiday season, it will shift some of its resources back to Japan. The United States has more PS4 systems than any other country in the world, and Japan has lagged in terms of hardware sales as that country shifts more and more of its game-related spending to mobile devices.

This post by Jeff Grubb originally appeared on VentureBeat.

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Hands-On With The ‘Star Wars Battlefront X-Wing VR Mission’ From The Creators of ‘Burnout’

Hands-On With The ‘Star Wars Battlefront X-Wing VR Mission’ From The Creators of ‘Burnout’

I have a difficult time describing Star Wars Battlefront Rogue One: X-Wing VR Mission as anything but embarrassingly indulgent.

The PlayStation VR experience opens to a simple menu screen invaded by the descending foot of a massive AT-AT walker. The moment pushes me to crane my neck upward, using the replica to inform users to the magnitude of the space. I watch it slowly tread behind the ‘Settings’ menu option and stomp off into the distance. I start to realize that I’m watching a menu screen far longer than a normal person should.

I hold a button to begin, and the white space is filled with an X-wing. My own X-wing, I gather, by the friendly R2-D2 unit rolling around underneath, beeping and twirling with familiarity. I’m able to teleport to various vantage points around the garage, a feature meant entirely to engorge me in every architectural accuracy and storied ding of the ship. Again, I become awkwardly self aware. I’ve been ogling virtual metal for an objectively strange amount of time.

Perhaps the X-wing VR mission is best measured by how much shameless time I spent silently staring at it. Its vehicles and dogfights are a captivating blend of authenticity and fantasy.

“That is kind of Star Wars,” Criterion art director Kieran Crimmins tells me as I recount my experience to him. “There’s nothing hard to watch in Star Wars.”

“It is this kind of roller coaster ride of spectacle,” adds Criterion designer, John Stanley.

Criterion flourishes in this enchanting space between realism and enjoyment. Their past titles, including Need for Speed and the Burnout series, turn cars into arcade-like experiences they hope will be easy to pick up but difficult to master.

“Criterion are known for doing spectacular vehicle experiences,” says Stanley, “and you definitely don’t get more spectacular than an X-wing.”

Soon it’s time to hop into the cockpit, my R2 loads into the ship exterior just behind me, per protocol. I’m wearing the standard pilot garb and admiring a detailed arrangement of buttons and gauges, able to carelessly fumble with panel controls for the targeting computer and blaster configuration. A push of a button, and I’m in space. The R2 squeaks incoherently, but my character answers in just a way that both translates and responds, and I smile at the familiarity of the series’ dialogue pattern. The robot seems to be confidently doubting my piloting — the droid sass is also familiar.

I’m staring again, this time without care, for ages out of my cockpit as I glide towards my flight team. There’s no inaccessible angle, so I lift myself to peek over the edge of my fighter for a better view at a nearby galaxy. The distant stars and planets aren’t as visually crisp as the exceptional ship interior, but they surround me in a way that only virtual reality can.

The galaxy seems to care about its resolution as little as I do, because the backdrop never struggles to immerse me given the ships in my vicinity. Rebel allies crowd me with X-wings and runners identical to their canon counterparts. In fact, Criterion collaborated so closely with LucasArts that this VR mission is now an official entry in the Star Wars lore, they’ve told me.

Unsurprisingly, the rebels need a small unit of ships to respond to a distress call in Imperial territory. Nobody seems to mind that I’m ceaselessly circling our fleet during the briefing, busy acclimating myself to the simple control scheme. The left stick controls throttle, the right is used for direction. The DualShock’s triggers are relegated to my shields and attacks. Best of all, I am my own camera control. First-person flight’s usual chaos, I found, melts away when you can easily watch it unfold around you.

We warp into an asteroid field and search for our objective, blasting a path through small debris and smoothly weaving through larger rocks with little maneuvering resistance. My charmingly voice-acted teammates banter and poke fun at the inexperience of my character, who’s designed to parallel the player’s own amateur state.

After convening with the target U-wing, a new ship introduced with the Rogue One film, a flock of enemy TIE fighters appear, howling in the distance, to kick off a dogfight at the perfect time. Criterion paces the X-wing Mission carefully, layering experiences in a way that will welcome fresh VR players. I had learned to observe thanks to the walker at the main menu, mastered controls while admiring the Rebel fleet, and found my firing footing while gleefully zooming between space rocks. Without noticing or trying, I’d become comfortable with Battlefront’s VR mode, Criterion using irresistible pieces of Star Wars to bait me through their subtle tutorial.

The seamless structure is a result of Criterion’s almost absurdly shotgun development style. This is the studio’s first released virtual reality game, yet they’ve made nearly 50 VR titles in-house.

“We’ve got this really amazing hackathon culture in the studio,” Stanley says. These frequent development marathons challenge members to create games within a short period of time, and produce what Crimmins calls a “smorgasbord of experiments.” A similar process led to DEXED from Ninja Theory, earlier this year.

“We love experimenting,” says Crimmins, and you wouldn’t doubt it by the smile on his face. “We put a big emphasis on prototyping and playing our games. We call ourselves game-feel experts, which basically means we don’t believe a feature or anything is worth anything until we’ve played it and see how it feels.” Their own connection with the material is the star of the process.

But back to the dogfighting, because that’s what really matters in an X-wing mission.

Thankfully, I’m happy to report it’s enjoyable. The immersive set and tight controls combine into an iconic battleground of weaving targets. Most memorable of the frenetic shooting is the eventual Star Destroyer, whose ominous appearance stirs the same “we’re screwed” feeling that’s core to the Rebel experience this is looking to recreate.

Helpful indicators point out enemies and objectives in the dauntingly dimensional world of space, and though I spent most of my time chasing after them upside down, I didn’t feel VR sickness creeping on me. Less experienced VR users will definitely want to take it easy on the rolling, but the game’s sitting position and stable cockpit elements manage most of the movement — similar to Call of Duty’s Jackal VR experience, or EVE: Valkyrie.

My biggest gripe is that I wish there were more. The mission feels relatively short, ending after the final moments of this battle, but this fact is remedied slightly by the arcade nature Criterion admires. The end screen hoists into view a scoreboard, your stats, and a list of bonus achievements for the enthusiast pilot. It all challenges you to jump back in and enjoy the experience a number of times.

The brevity is remedied yet again by the fact that once it releases on Dec. 6, Rogue One X-Wing VR will be free for all PS VR users who own Star Wars: Battlefront on PlayStation 4. Criterion assures me it will stay PS VR exclusive and coupled with the full game.

After I relinquish my headset, I question Stanley and Crimmins on their experience with VR development; the response is vividly optimistic, and no doubt Criterion’s belief in virtual reality lends itself to the impactful design of their project.

“There’s a certain rule book of kind of visuals we’ve developed over the years for flat screens,” Crimmins says of developers. “Half of it doesn’t work in VR, so it’s really frustrating for a lot of people, especially experts that are working in the field, and half of their expertise now becomes irrelevant.”

He likens the discord to the uninspiring first wave of mobile games, and emphasizes that creators need to develop a new language that understands what works best with the technology.

“But at Criterion, that’s kind of perfect,” Crimmins continues. Their atypical approach to development is equipped for “rewriting the language of VR.” They pull successful features from their many trial creations, and even find inspiration in the avant garde world of experimental theater. “They’ve [theater groups] been doing that kind of fully immersed experience and directing people’s attention – stuff like that – for a long time,” Crimmins explains. “A lot of the stuff they do is really, really relevant in VR.”

It’s the futility of the standard cinematic language that brings a chuckle from these two. The old paradigm spent years learning to manipulate 2D images and perfect techniques for utilizing screen space and corners.

Crimmins ends his pondering: “You can’t have any of that. You’ve got to rewrite it.”

Star Wars Battlefront Rogue One: X-Wing VR Mission is certainly a confident entry in VR’s sprouting lexicon. A headset and the push of a button launches you into the well-crafted dream of virtually every Star Wars enthusiast. It’s a bit brief considering how good it is, but when the experience is as carefully planned and fine tuned as this, the dream is as simple as noticeably tarnished metal, a familiar orange jumpsuit, a series of metallic squeaks ringing from over my shoulder, and a flurry of deadly lasers shooting over the other.


Sharon is a freelance games journalist and Editor-in-Chief of Twinfinite. You can follow her on Twitter: @Sharoogala.

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Latest Market Analysis: PS VR Sales Predictions Fall Under 1 Million For 2016

Latest Market Analysis: PS VR Sales Predictions Fall Under 1 Million For 2016

Citing a lack of dedicated evangelism from Sony, interactive media research firm SuperData is updating its earlier predictions concerning the company’s PlayStation VR hardware. Initially, SuperData predicted Sony would sell well over 2 million PS VR headsets by the end of 2016. Today, however, the firm is walking that herculean number back significantly. Now, SuperData expects Sony to sell only 745,434 headsets by the end of this year.

The company believes that Sony has chosen to double down on its other major holiday product, the PlayStation 4 Pro. According to an email sent to UploadVR, Stephanie Llamas, Director of Research and Insights for SuperData believes that:

“Sony has taken a more prudent approach and held off on spending frivolously on marketing the PSVR to better position the Pro. Sony is making just enough units available to prove the case for VR, without seeking to fully saturate the market and, instead, build the offering more gradually to ensure a stronger life-cycle. They have also pointed out that VR looks even better on a Pro than a standard or slim PS 4, so the message to most gamers is: Get the Pro now, then the PSVR later. As a result, we won’t see them break 1M shipments until well into the new year.”

“Had Sony pushed the PSVR the way they’ve been pushing their other new hardware, the demand would have certainly fulfilled a supply of over 2M. However, given its quiet release it’s clear they’re being cautious before fully investing in the tech. Without the ‘killer app’ and the slow, steady release of AAA content, they will release less than 1M devices until they have content they feel confident will bring in the praise they want. They can afford to take it slow since they have no competition for now, so their supply and sales will rise steadily into 2017 as opposed to riding the seasonal wave.”

SuperData’s sales predictions have not been confirmed by any of the major VR headset manufacturers. Here’s how the firm arrives at its predictions:

 “SuperData’s approach to the market for consumer-centered virtual reality includes retail checks, executive interviews with decision-makers from all of relevant firms in the marketplace, pricing data, our survey-based consumer tracking panel, and digital content purchases collected from our data providers. We combine both proprietary and public data sources to arrive at an objective reading of the market, including financial information obtained through our client network. Analysts are expressly forbidden to buy, sell, hedge or otherwise deal in the securities of any of the following public companies whose primary revenues come from the creation, selling, or distribution of video games.”

The sales predictions previously reported for the Oculus Rift and HTC Vive remained the same in the new report. Google’s Daydream View, however, fell from over 450,000 units to around 260,000 units in terms of predicted sales. Llamas explains this shift by writing that…”Google needs phones and adopters that won’t exist until next year.”

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Review: VirZoom, The Virtual Reality Exercise Bike That Works With Rift, Vive and PSVR

Review: VirZoom, The Virtual Reality Exercise Bike That Works With Rift, Vive and PSVR

I once owned one of the greatest exercise machines ever made. It was a game controller called the Kilowatt Pro for the PS2, Xbox, GameCube, and PC.

This was back in 2002. I was new to college, the original Xbox had just released, and I was attending my second E3. Unfortunately, university had not been kind to my waistline. Even at my handsomest I could never claim much physical beauty, but since starting school I had fallen victim to the infamous “freshman 15” – the 15 lbs of extra weight new students tend to gain when they discover that, yes, as an adult you actually can survive entirely on donuts and frozen burritos, if you care to try.

I was acutely aware of this when I discovered the Kilowatt Pro being demoed by a small company in one of the more rustic corners of the E3 convention.

The Kilowatt Pro was an exercise controller. You stood on a metal platform and pushed and pulled on the controller to simulate the thumbstick on the gamepad.  Pushing forward really hard was like pushing the analog stick on the controller forward with your thumb.

I was enthralled. This could be my ticket to being the super-sexy nerd I knew I had been born to be. I immediately pre-ordered one and convinced the developers to send me an early unit so I could review it.

And it was amazing.

I loved it. I lost weight. I got stronger. My eyesight improved (not really), and my imaginary girlfriend became prettier. I felt like I was Clark Kent taking off my glasses for the first time. Finally, I realized, video games would be my salvation from slothdom and singlehood, not the cause of them. As a gamer, I would be more fit, chiseled, and Arnold-like than I had ever been. I even practiced his accent. It was going to be great.

Then the company that made Kilowatt went out of business, my unit broke, and I reverted to… well, what I am today. Not terrible, but I certainly don’t look like Conan the Barbarian.

Virtual Reality and Exercise

Fast forward about fourteen years, and along comes virtual reality fitness. Most of those best practices go out the window when it comes to VR fitness. In that case, you’re sort of a failure if you don’t make players both sticky and tired at some point.

As a result there are a limited number of games at the moment that are both fun to play and a decent workout. Even games like While more games will eventually come out that help fill that hole, there will almost certainly be room on the market for dedicated high-intensity VR exercise equipment.

VirZoom

One of the first – if not the first – such consumer available systems is the VirZoom exercise bike. The hardware for VirZoom looks much like a typical small-profile exercise bike, but syncs with your computer to control a VR experience while you ride. Much like I first discovered the Kilowatt Pro fourteen years ago at E3, I first tried the VirZoom bike at a VR conference in California. With the addition of their 30-day money back guarantee, I bought one of the units the next day, and enthusiastically dove in when it arrived shortly after.

As I’ve done with nearly all of my VR experiences for the past few months, I measured my heart rate while playing VirZoom. The basic concept is easy to understand – peddling and leaning on the exercise bike translate into controls in the game. How exactly it translates depends on which game you’re playing, but in all cases you can expect VirZoom to offer a workout equal to other exercise bikes.

Where it differs is in how you perceive that exertion. The VirZoom is designed to interface with a computer, and just launched the ability to connect to the PSVR as well. As you would expect, VirZoom offers a bike riding game, complete with motivational milestones and the ability to compete against other players. But in addition to the expected use of being able to ride a bike through a virtual environment, VirZoom’s creators have invested equal time into surprising the user with new experiences. You can also drive a tank, fly a helicopter, paddle a kayak, drive a racecar, lasso bandits while riding a horse, and fly on a pegasus. VirZoom’s creators are quick to emphasize that they are first and foremost building a platform that enables many types of experiences; the initial software package will improve over time.

This is exercise, they believe, that enhances your gaming experience. It’s complementary. Why play a game about biking with a joystick when you can bathe yourself in the immersion of actually peddling your bike through exotic locations around the world? And why exercise on a regular bike in your living room when you can do the same thing through a virtual Paris, with friends around the world?

While the first generation of software for the VirZoom doesn’t yet offer the ability to bike through exotic locations like New York, Rome, or the beaches of Greece – its makers clearly have those goals in mind for the future. At the moment, the biking game is still early in its lifecycle, and lets you bike through a fairly basic wilderness with other computer and real players. Let me talk about the hardware first, and the software second – the software being the place of both greatest potential and greatest pitfalls for VirZoom.

Hardware

The VirZoom feels sturdy enough to me for its size, and the footprint is small enough to easily fit in the corner of virtually any apartment. It folds conveniently for storage, and weighs less than 40 lbs. The handle bars include a heart rate monitor, and the software can be integrated with Strava and Fitbit, which is pretty cool. To me, the hardware is the most fundamental part of this experience, simply because it can’t be updated after purchase. The software package can improve with subsequent software releases, but the hardware has to be able to support all the future things that are yet to come, as is.

The VirZoom connects to your computer via a USB dongle. The range seemed adequate, but a little weak – it consistently had difficulty connecting to the computer if I had the bike more than about 10 feet from my desktop. It’s a little ironic, actually, that the wireless bike was a greater limit to range than my Vive or Rift’s tethered cord. That aside, the bike was easy to set up and connected consistently when just a little bit closer. As early adopters of VR, anyone with an HMD will be familiar with making your space work for the optimal experience, so this shouldn’t scare you off.

After the bike is connected, the software translates your pedaling into motion in the games. You don’t actually turn the handlebars to steer; instead, you lean left or right to control your side-to-side movement. The handles of the controller have both buttons and triggers, similar to a typical game pad, complete with two small analog sticks.

It’s worth noting that while VirZoom is being marketed primarily as a VR controller, it actually also comes with a plugin that allows you to control regular games as well. I wasn’t able to try this feature myself in time for this write-up, but I would think that it would be a lot of fun to hook the controller to an SNES or retro-emulator. If pedaling is required to move your character forward, I could see it being a blast to play top-down games like Zelda: A Link to the Past.

Unfortunately, this generation of VirZoom doesn’t include what I think could be one of the coolest and most important hardware features of VR exercise bikes of the future. It can’t automatically adjust the pedaling resistance based on conditions in the game. Instead, resistance is adjusted by turning a dial manually at any time while playing.

What this means is that going up a virtual hill feels the same from a resistance standpoint as going downhill. This quickly broke immersion for me, because I have been trained in real life on how I expect a bike-shaped device to behave, whether I’m riding a bike in the game or driving a tank. I expect it to be harder pedaling up a hill than down. There is an in-game mechanism the developers try to use to make this less obvious, by making you pedal faster on inclines in order to maintain your speed going up hills – but it doesn’t feel the same to me. The solution was helpful, but never managed to replicate the feeling like I was actually riding a bike through a real world.

This is coupled with an interesting design decision in the biking game to not have realistic coasting, or 1-to-1 pedaling. Even on downward slopes you slow to a stop if you stop pedaling, as if you have your brakes on. And changing the resistance, which I’d expect to feel like the equivalent of changing your gears on a bike in the game, doesn’t appear to have the impact on the gameplay that I’d expect. For example, I couldn’t see any evidence that pedaling harder on the higher resistance made me able to achieve a higher top speed than doing the same thing on a lower “gear” of resistance. I consistently felt like I should be able to reach a higher top speed in the games with the same level of effort as a real bike, and I never really got that sense.

I think the balancing of these systems will have to evolve, and I’m sure they will as the VirZoom team gets more feedback from users. The advantage of a VR team that is highly responsive to the community is that they’ve been quick to make changes and release updates based on feedback, and I fully expect that to continue.

My guess is that some of these decisions were made to encourage players to keep exercising in order to play, but it highlights for me something that I absolutely don’t want in my VR exercise. I don’t want to be reminded that I’m exercising, nor do I personally want to be visibly “pushed” to get a better workout. I want to be experiencing something that keeps my mind focused on other things, and get exercise as a side-effect of the game, just like when I play an actual sport. I’m not riding the bike for exercise, exactly – I’m playing VR, and just happen to have chosen a controller that both requires exercise, and enhances the immersion of the biking experience by making it more realistic.

When I ride a real bike, I like being able to coast down one side of the hill after I’ve climbed the other. I like the rest, and it gives me a moment to look around, take in the scenery, and enjoy the experience of being out someplace new. At the moment, I don’t get an equivalent experience from VirZoom. The bones are here; they just need to fill them out over time.

Unfortunately the ability to adjust resistance as a reaction to in-game events is a hardware limitation that won’t be fixed with this round. According to VirZoom, that functionality would have made it hard to keep the cost of the unit down to its consumer-friendly price. I look forward to when these sorts of functions do appear in future generations, though, as it’s one more obvious and cool step towards greater immersion.

The Games

Let’s talk about VirZoom’s strength, and it achilles heel.

Software and game design is what will make VirZoom sink or swim. If you love the software, you will use VirZoom a lot. If you don’t, it will quickly become another place to hang your clothes after your showers, next to your elliptical, treadmill, bowflex, or whatever your personal choice of purchased-and-never-used exercise equipment happens to be.

On one hand, software is their strength and primary selling point. Why else buy VR exercise equipment if not for the fact that the software has the potential to radically change your perceptions of what you are doing and where you are doing it. Unlike almost all other home exercise equipment, the experience can be updated to provide players with an endless supply of interesting, healthy environments and exercises to explore. The developers behind VirZoom are very responsive and eager to improve, and they released several enhancements throughout the course of my review. VirZoom has set out to make exercise more interesting, and it’s clear that they are in a position to pull that off.

In fact, one of the selling points of the hardware is that VirZoom will be releasing additional levels, games, and enhancements for free as time goes on. This is not just talk – from the point that I first tried the VirZoom to the point I’m writing this, VirZoom has introduced two additional games that were not originally there. All the experiences have multiplayer and social support, including head-to-head matches, ghost multiplayer competitions, and leaderboards for ranking yourself against others.

There is a tremendous amount of potential in the work VirZoom is doing, and they have the foundations in place to build something very powerful.

At the same time, software is also the potentially the system’s initial greatest weakness. Almost everyone knows how to ride a bike, and so there’s a lot of preconceptions about how things are supposed to move and feel. Even when playing an experience that is not biking, like driving the tank or race car, the nature of the device sets the base expectation of how things will go. No matter what you do in the game, pedaling the bike is how you power it, and so the uncanny valley of VR is a risk. If the in-game mechanics don’t work to expectation, it’s really clear very quickly.

Worse, when they don’t work as expected, it can lead not just to the breaking of immersion, but to actual motion sickness. I had some issue with this in my early testing, and quickly found that it was better for me to avoid some games (discussed below). Thankfully, VirZoom is very aware of this potential barrier for their users, and their games offer a variety of experiences for users all along the “sensitivity” spectrum for VR sickness. This continues to be an issue for me in a way that I have not had difficulties with in other VR experiences on the Vive. That said, as with all the software changes, I think this can be addressed by a number of careful design decisions in future software improvements.

As important, VirZoom will also need to make sure that interesting and engaging games exist for the system, either by making them, or finding others to make them. This is where VirZoom’s early efforts show some blemishes. At the time of this writing, there are seven experiences that come with the unit:

  • Cycle le Tour
  • Cowboy
  • Racecar
  • Pegasus
  • Tank
  • Chopper (attack helicopter, not a motorcycle)
  • Kayak

It’s clear from the first launch of their Steam app that diversity of environment has been their primary focus. The biking game, Cycle le Tour, was added after the others because the team wanted to demonstrate variety before focusing on the obvious use case. I’m not sure I think that was a good move, as before anything else I really wanted the biking experience to be top notch. I’d love to see them really polish the bike game, add a variety of locations that I can explore, and make that their flagship title; right now, none of the games really feel as if they’re showing off the hardware to its full potential.

Of the seven, Chopper and Kayak are my clear favorites, for similar reasons. Both Chopper and Kayak don’t rely on the resistance of going up and down hills in the gameplay. The attack helicopter in Chopper flies up and down, but not with a mechanic that you would expect resistance to play a factor. And the Kayaking is on flat water, so it’s not an issue. I found Kayaking through the pond and collecting gems in the water to be very relaxing. I occasionally ran into other players kayaking around the same pond, but never interacted with them – the multiplayer does exist, and will become more powerful as more people buy the VirZoom and begin playing. I’m not personally motivated by competition, but I’m a minority in that. For those of you who are, those multiplayer modes absolutely do exist.

Chopper is the most entertaining for me personally as a game. Its gamification is the best executed for my personal tastes. You look at anti-air turrets and can shoot missiles at them using the trigger finger. It is as close as I came to forgetting that I was deliberately trying to torture my body into better shape. The first time Pegasus takes off while you’re riding his back is great – and the experience that sold me on the unit when I was demoing it at the conference – but it doesn’t have enough of a gaming mechanic to keep me engaged for long.

In fact, my biggest concern in terms of software design is that the game mechanics are not quite “fun” yet – they feel more like activities with a different primary goal. In the same way that early edutainment games often felt as if the gameplay was second to the lessons being taught, the initial experiences for VirZoom feel like they put too much emphasis on being an exercise machine over a gaming machine – and I personally prefer it the other way around. I have no idea if I am an outlier in this regard. I’m clearly a gamer that’s interested in exercise, and not an athlete interested in games, if that makes sense.

VirZoom’s success will depend somewhat on making sure they understand and speak to that difference in consumer expectations. My personal belief is that most people that own VR hardware at this point will be more like me than not, but I have no way to know, really.

Until that happens, though, I expect I’ll have the same problem with VirZoom that I do with my other less powerful, more traditional exercise equipment – holding my attention. In contrast, I regularly use my Vive for exercise in other ways. I use games like Thrill of the Fight, and at the moment I play these longer – and subsequently get better and more regular exercise – than I do from the VirZoom software at the moment. At the same time, though, I’m constantly trying to figure out ways to “trick” my favorite games into giving me a more intense workout, so I definitely look forward to VirZoom’s evolution into filling that gap.

As VirZoom narrows their focus to polish the game mechanics of a few, key flagship titles, I’m hopeful the system will begin to shine. Once its gameplay becomes more… well, game-like… it will easily be able to provide a more intense workout than most general VR games can.

An Additional Caveat About Motion Sickness:

The first time I played a number of games on VirZoom, they were in pre-release or early release status. I was as much a beta tester as I was an actual early customer, and I immediately had issues with feeling ill. The car racing game specifically was very challenging for me, and I’ve found that VR sickness like that tends to stick with you for half the day afterward. For context, I generally have an average susceptibility to VR sickness. I don’t like games like Onward because of its motion mechanic, but most other games don’t give me any issues.

After a lot of user testing, VirZoom has aggressively improved their games to minimize the risk of this. I still have troubles with the car racing game, and I avoid playing it. The kayak, chopper, and horse riding games are generally fine for me, and I have a little bit of difficulty with the tank game. I’d highly recommend you have a sense of how sensitive you are to VR illness when considering the VirZoom. Luckily, this will soon be very easy to do, as VirZoom now has a 30-day money back guarantee, which should take 99% of the risk out of giving it a shot. Nothing beats some hands on experience when trying to decide how best to burn your calories.

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NBA 2KVR Experience Mini-Game Collection Is Launching Tomorrow

NBA 2K17 Is Getting A ‘VR Experience’ According To Leaked Trophy List

When I first played Carnival Games VR [Review: 6/10] at PAX West, the 2K PR representative was very friendly. He handed me the Oculus Touch controllers and I played a round of Swish, the carnival version of basketball, that tasked me with shooting as many hoops as possible in 45 seconds. After playing the demo I remarked that 2K should add VR features to arguably its most popular franchise: the NBA 2K basketball game series. The PR representative laughed and agreed, that would be a great idea.

Mr. PR Man was perhaps being a bit coy after all, because the min-game collection experience launches tomorrow for PlayStation VR, HTC Vive, and Samsung Gear VR.

Simply titled NBA 2KVR Experience, you’ll be tasked with completing a series of challenges and short game modes. The trophy list, previously leaked on Exophase, is titled NBA 2KVR Experience as well and includes achievements such as Skill Challenges, Three-Point Games, Party Events, and a Time Attack mode. This will not be a fully-fledged basketball title, but instead a new VR-focused downloadable experience, similar to Call of Duty: Infinite Warfare’s Jackal or the X-Wing Mission for Star Wars Battlefront.

According to the game trailer, gameplay consists of aiming with your face and shooting baskets in the various game modes. At the end, it does look like motion controllers are used to actuall throw the ball rather than just using only gaze-based aiming. Hopefully the gaze controls are just for the Gear VR edition of the experience.

VR Sports Challenge [Review: 8.5/10] is releasing soon for the Oculus Rift with Touch and includes a slew of basketball mini games and game modes, and other experiences such as Hoops VR exist on Vive already, but NBA 2KVR should be a big step forward for the sport, and the publisher. This is now the very first licensed sport video game to offer any sort of VR integration. Stepping onto one of the iconic courts (such as the Indiana Pacers, shown in the trailer above) from the actual NBA or donning the sneakers of your favorite sports star is something that could dramatically improve the marketability of VR as an industry.

NBA 2KVR is releasing tomorrow, November 22nd, rerportedly for $14.99 on PlayStation VR, HTC Vive, and Samsung GearVR. An Oculus Rift release is not yet dated. It’s developed in collaboration with Gatorade.

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‘Time Machine VR’ and ‘Space Rift’ Are Both Landing on PlayStation VR This Week

‘Time Machine VR’ and ‘Space Rift’ Are Both Landing on PlayStation VR This Week

Sony’s flagship virtual reality headset has been on the market for a little over a month now and first debuted with an impressive launch lineup of games. From competitive and cooperative shooters to silly simulation titles and terrifying horror entries, there was something for everybody. The slow drip of new content has been a bit difficult to bear for most, as releases have been few and far between, but two beefy titles are landing this week for intrepid early adopters.

Last week saw Robinson: The Journey, an immersive and captivating adventure title, but it lacked the depth and length to engross players for more than just a few hours, and Eagle Flight, a game that can be both soothing and intense depending on the game mode. This week, we’ve got both Time Machine VR, an educational and contemplative adventure title through the annals of history, as well as Space Rift, a more narrative-focused space adventure, compared to EVE: Valkyrie’s sharp competitive teeth.

While we haven’t written formal reviews of either title’s previous PC entries on Rift and Vive, they’ve been around for quite some time. Time Machine VR is an excellent entry if you are truly and honestly enamored by prehistoric life. When watching episodes of The Magic School Bus, if you ever wished you could hang out underwater with giant, aquatic dinosaurs, or soar around exploring ancient landscapes, then this is the experience for you. The voice acting is solid and there are enough species of fish and dinosaurs to discover to keep you busy for quite some time.

Space Rift on the other hand somewhat feels like the missing piece of the EVE: Valkyrie puzzle. CCP’s spaceship dog fighting simulator is fantastic for competitive multiplayer gameplay, but it lacks in the single player department. Luckily, that’s the only aspect that Space Rift — Episode 1 focuses on. The captivating, but brief, story will put you in the cockpit as you fight for freedom.


Are you happy with each of these games releasing on PS VR this week? What type of content do you hope to see in future weeks for Sony’s headset?

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