Friday, July 31, 2020

The 20 Best Rated & Most Rated Rift Games & Apps – July 2020

While Oculus doesn’t offer much publicly in the way of understanding how well individual apps are performing across its VR storefronts, it’s possible to glean some insight by looking at apps relative to each other. Here’s a snapshot of the top 20 Oculus Rift games and apps as of July 2020.

Some quick qualifications before we get to the data dump:

  • Paid and free apps are separated
  • Early Access apps are not represented
  • Only apps with more than 100 reviews are represented
  • Some apps may have benefited from hardware bundling (like Robo Recall and Lucky’s Tale)
  • Rounded ratings may appear to show ‘ties’ in ratings for some applications, but the ranked order remains correct

Best Rated Paid Oculus Rift Apps

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by customers.

Name Rating (# of ratings) Price
The Room VR: A Dark Matter 4.91 (197) $30
Beat Saber 4.82 (14,783) $30
Moss 4.81 (861) $30
Trover Saves the Universe 4.72 (291) $30
Lone Echo 4.71 (4,602) $40
Brass Tactics 4.7 (733) $30
I Expect You To Die 4.68 (1,222) $25
Robo Recall 4.68 (11,258) $30
Five Nights at Freddy’s VR: Help Wanted 4.67 (580) $30
Electronauts 4.67 (102) $20
Racket: Nx 4.65 (109) $20
The Thrill of the Fight 4.65 (522) $10
Dance Central 4.64 (327) $30
Space Pirate Trainer 4.64 (721) $15
Vacation Simulator 4.61 (355) $30
Bending the Light 4.61 (171) $15
SUPERHOT VR 4.61 (3,525) $25
BlazeRush 4.61 (777) $10
Keep Talking and Nobody Explodes 4.59 (230) $15
Eleven: Table Tennis VR 4.58 (801) $20

Placements Compared to November 2019

Survivors
Beat Saber (↓1), Moss (↓1), Trover Saves the Universe (↓1), Lone Echo (↓3), Brass Tactics (↓1), I Expect You to Die (↑3), Robo Recall (↓2), Five Nights at Freddy’s VR: Help Wanted (↑3), Thrill of the Fight (↓3), Dance Central (↓4), Space Pirate Trainer (↓3), Vacation Simulator (↓2), Bending the Light (≡), SUPERHOT VR (↓2), BlazeRush (↓1), Keep Talking and Nobody Explodes (↓1), Eleven: Table Tennis VR (↓6)

Newcomers
Electronauts, Racket: Nx, The Room VR: A Dark Matter

Dropouts
Asgard’s Wrath, Witchblood, Final Assault

Stats Compared to November 2019

  • Among the 20 best rated Rift apps
    • Average rating (mean): 4.7 out of 5 (±0)
    • Average price (mean): $24 (−$1)
    • Most common price (mode): $30 (±$0)
  • Among all paid Rift apps
    • Average rating (mean): 4.1 out of 5 (±0)
    • Average price (mean): $22 (−$1)
    • Most common price (mode): $20 (±$0)

Continue on Page 2: Most Rated Paid Oculus Rift Apps »

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Elon Musk: August 28th Update to Further Detail Neuralink’s Brain-computer Interface

Elon Musk unveiled Neuralink nearly a year ago, and it appears we’ll be getting a progress update in August that further details the company’s research into brain-computer interfaces (BCIs).

Musk announced the event via Twitter earlier this month, however didn’t include any info as to what the progress update would entail.

Although the company is likely waiting for the big day to further details its research, Musk now says in a Tweet that the event will “show neurons firing in real-time on August 28th,” adding cryptically that it’s like “[t]he matrix in the matrix.”

Image courtesy Neuralink

The company’s ‘N1 sensor’ prototype implant was presented as a very small, implantable system on a chip (SoC) that has thin ‘threads’ that measure 4 to 6 ฮผm in width. The company’s first implant is targeting disabled and/or diseased patients with damaged brain functions, such as spinal cord injuries.

The implant, which is supposed to attach to an external device that can be easily removed when not in use, is said to be capable of measuring spikes in the brain’s electrical current. The end goal is reading, processing, and eventually ‘writing’ information back to neurons via these tiny, flexible threads.

What’s more, Musk said at the company’s unveiling that he wants Neuralink’s neural implants to one day become as common as LASIK outpatient procedures are today, something he continues to paint as the startup’s raison d’รชtre.

As mentioned last year, the startup hopes to facilitate this sort of outpatient procedure by creating its own neurosurgical robot capable of inserting six threads (192 electrodes) per minute, the company says in its first research paper.

Neuralink’s ambitions are fairly clear: start a company that will one day serve neuro-typical users, and not just those with disabilities. What isn’t clear is how the company will get there, which is something we hope to learn more about on August 28th.

In the meantime, if you want to learn more about Neuralink, check out our wrap-up of the startup’s inaugural event which covers everything from the N1 sensor to the surgical robots the company unveiled last year.

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‘Gadgeteer’ to Leave Early Access in August, Including Most Requested Features

Gadgeteer, the Rube Goldberg-inspired physics VR game, is set to leave Early Access on PC VR headsets and Oculus Quest on August 27th, which is slated to arrive with a host of new features.

The game’s developer Metanaut says players can expect their “most requested features in the full release.” One of the most requested without a doubt has been the ‘Online Sharing’ function, which will let users share and play other people’s machines.

Online Sharing will also include the ability to ‘Like’ and bookmark a machine, filter between Puzzle and Sandbox machine types, and sort through ‘Hot’, ‘Popular’, and ‘New’ categories, Metanaut says.

Another feature coming to the 1.0 release is ‘Puzzle Designer’,  which lets players create and share puzzles both locally and online. It basically sounds like Super Mario Maker, but with a crazy assortment of physics-based objects.

Metanaut says ‘Puzzle Designer’ will let you create obstacles, limit the number of usable gadgets, and test solutions for machines before uploading them online.

One of the other big features to arrive with the game’s full launch is 40 new gadgets, which are currently being tested in the open beta.

The studio is offering up beta access of the 1.0 version of Gadgeteer at some point in mid-August, which will be available to owners of the game. If you own a PC VR headset, you can fill out this form if you want to go hands-on with the new features before they go live.

You’ll find Gadgeteer on Steam (PC VR), and the Oculus Store for Rift and Quest, priced at $15.

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Thursday, July 30, 2020

‘Onward’ for Quest Early Access Review – Lower Friction, Lower Res, Same Great Core Gameplay

Onward has come a long way since it first launched into Early Access on Steam back in 2016. While we’re still waiting for a ‘full release’ of the game four years later, indie studio Downpour Interactive has managed to tighten up the team-based shooter to fit onto Oculus Quest, replete with PC VR cross-play. Although it notably suffers in the visual department, and could do with more polish, Onward offers the same intense gameplay, making it generally feel at home on the standalone headset.

Onward for Quest Details:

Developer: Downpour Interactive
Publisher: Coatsink
Available On: Oculus Quest
Release Date: July 30th, 2020
Price: $25

Note: This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.

Gameplay

Onward is the archetypal mil-sim VR shooter: no crosshairs, no mini maps—just you, your five-person fire team, and a limited amount of ammo to eliminate the opposing force, be it the NATO-style ‘MARSOC’, or the Soviet Bloc-style ‘Volk’.

In its time on PC VR headsets, Onward has attracted a hardcore player base—a noteworthy feat considering many multiplayer VR games seem to be easily abandoned by both studios and players alike. Not so with Onward. Downpour Interactive has been gradually growing the game to offer up a good array of real-world weaponry, accessories, and smartly designed maps of varying sizes, all of it framed around a game that rewards users for marksmanship, communication, and team-based tactics. It’s easy to see why this uncompromising penchant for realism has garnered it a solid userbase, as some VR users just want to play War. Now Quest users can jump in and experience it all, of course with a few caveats worth mentioning.

Image courtesy Downpour Interactive, Coatsink

Like the PC VR version, the Quest port offers both online multiplayer (co-op and team-based modes) and single-player mode play with variable AI number and difficulty. Not all maps are available on the Quest version at the time of this writing, so there seems to be some more work to be done in bringing the Quest version up to parity with the PC VR version. For example, there’s no Workshop on Quest just yet, which allows users to create their own maps.

There are a few other things to know about before jumping in, which distinctly separates it from its PC forbear.

The Quest version is notably lower res than its bigger brother on PC VR, and can leave you squinting more than if it were being driven by a full-sized gaming PC and not the Quest’s SoC.

Although it may have more to do with the Quest’s displays, far field objects appear pixelated and are hard to distinguish without a scope attached to your rifle. Of course, this really only effects large-size maps where you’d be at a disadvantage without a scope anyway. Outside of this, it seems many of the maps currently available have a muddiness about them that makes target acquisition somewhat difficult, something that may be due to a lack of color contrast. As opposed to the PC version, playing Onward on Quest feels like the brightness has been turned down significantly. What was once a more vibrant mix of whites, yellows and blacks seem to be morphed into blues, reds, and browns. Some levels also seem to be too large to render all at once, so far field objects pop in and out depending on where you’re looking, which can be annoying.

As cross-play servers go live, it will be interesting to see what effect the Quest port’s more humble visuals will have on gameplay, and whether PC VR players will have a leg up or not as a result. Since I was only able to play against fellow Questers, I can’t say for sure for now, although the decreased visual fidelity didn’t stop the core game from truly shining in its online mode for me personally. Much of that fits into the ‘Immersion’ section below, so read on to learn more.

All said, the single-player portion of the game has a few goodies to keep you coming back when you aren’t in the mood for people (or losing constantly). It has a dedicated shooting range, a ‘free roam’ mode so you can check out all of the available levels, and a few game modes, including PvE ‘hunts’ and an infinite wave-based ‘evac’ mode where you battle against AI of variable difficulty and number. The AI can be a overpowered at moments, and always seemed to spot me before I was even capable of seeing them coming, although that seems to be the case on the PC version as well.

Immersion

What the game lacks in environmental realism—structures have a blocky, low-poly aspect to them—it makes up for in core mechanics.

It’s worth noting that the Quest version (predictably) strips away a bunch of the visual effects that have come to the game over the years, including dynamic lighting and certain particle effects such as smoke. At the same time, it ramps up immersion by letting you go wild and free without cables, which truly feels like how the game was meant to be played in the first place. I won’t spend any more time on the visuals, as we all know visuals are only a piece of the larger Immersion Puzzle.

Getting into a prone firing position is liberating; the level of friction inherent to the PC VR version is just enough to make me want to either stand or slightly crouch, but on Quest I’m way more apt to make full use of body to get the best, most stable shooting position for the job. If it weren’t a blazing 38 degrees outside, I would love to play in a wide, open field with grass underneath my feet.

Another liberating aspect of Onward is the ability to toss a gun or ammo to a friend. If you and a buddy choose the same gun, say an AKM rifle, you can easily just hand them a new mag if they run out and you’re in a tight spot. It’s these moments when the world acts like you think it should, that you start to lose yourself in the action. And there’s plenty of action to be had when a well-trained group of hardcore Onward players are expertly zeroing in on your hiding spot.

Image courtesy Downpour Interactive, Coatsink

Personally the inventory system isn’t my cup of tea. Things are so densely packed on your body that you need to physically look down to differentiate between a mag, rifle, pistol, or otherwise. I get it: you need to carry everything with you and have easy access to it too, but I feel like new users will have a harder time developing that specific muscle memory over a more ‘gamey’ way of holding all your necessities.

There’s some things you may gloss over too, such as the game’s sound design. It’s actually super clever, and shows a keen ear for realism. Shooting from inside a house sounds very different to shooting outside. You’ll hear flies when you walk past a dumpster. A low level din of distant gunfire and alarms pervades nearly all levels, keeping the user on their toes as you listen for enemy chatter and the origin of gunshots.

Image courtesy Downpour Interactive, Coatsink

One thing I really love is the game’s radio, which is one of the smartest things I wish more FPS developers used. As soon as you’re out of direct vocal range, the radio becomes the only way you can communicate, and it requires you to physically hold down a button on your left shoulder, adding to the game’s realism. Once you’re out of vocal range you also lose the directional information of where your buddy is, making it necessary to call in where you are and keep the information flow tight and relevant to the task at hand.

Comfort

Onward is, for an FPS, an extremely comfortable experience. Walking and running are generally at a slow pace, and variable snap-turning is available if you prefer to stay front-facing—otherwise you’ll physically face the direction you want to head in.

The game has been a staunch supporter of hand-relative locomotion. I much rather prefer head-relative, which unfortunately isn’t an option here. Keeping your leading hand on the foregrip of your rifle mostly assures you’ll be walking in your intended direction, although I really wish head-relative was an option so I could play how I’m most comfortable.

Onward expects you to get up out of your chair, as there’s no dedicated seated mode. The more physical movement you’re able to do, the better.

Conclusion

Onward on Quest seems to keep all of the most important bits from the base game on PC VR. Gameplay is intense, and largely unaffected by the necessary cuts the studio had to make in order to shove the game onto Quest’s modest Snapdragon 835.

Once cross-play servers are open we’re guaranteed to find out whether those visual changes have helped, hurt, or kept the game neutral across all supported platforms. Whatever the case, you should always rely on your teammates, and there’s sure to be no shortage of them as Onward sallies forth with a muddy, but confident foot forward onto Quest.


Note: This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.

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Super Stylish Rhythm-shooter ‘Pistol Whip’ Finally Arrives on PSVR

Pistol Whip (2019), the VR rhythm-shooter from Cloudhead Games, has been available on Oculus Quest and SteamVR-compatible headsets since late last year. Although it’s a few days shy of its originally planned July 28th release date, Pistol Whip is now here on PSVR.

Update (July 30th, 2020): Cloudhead has finally launched Pistol Whip for PSVR. The stylish rhythm-shooter is now live on the PlayStation Store, priced at $25. If you’ve never heard of Pistol Whip, check out why we gave it Road to VR’s 2019 SteamVR Game of the Year Award to learn more.

Original Article (April 29th, 2020): Cloudhead hasn’t said specifically when it will arrive on PSVR this summer (see update), however the studio says it will continue supporting the game in the months following its release on PSVR with fresh content updates, new levels, customization options, “and more to be revealed,” the studio teases in a PS blog post.

In case you haven’t heard of it before, or seen the game’s cinematic-style action, we gave Pistol Whip Road to VR’s 2019 SteamVR Game of the Year Award for good reason. It has an uncanny ability to marry rhythm and shooting, and does so with a really unique flair. It’s one of those games that inspires the flow state, where you sync up with the game and simply react; you shoot baddies on the beat and automatically move forward at a constant, frenetic clip to the punchy beats of each level.

Cloudhead has been issuing regular monthly updates since its release in November 2019 that bring new content to the game, much of it inspired by different film genres each time. This comes part and parcel with new game modes, weapons, skins, etc—all of it free.

Make sure to check out our review of Pistol Whip to find out why we gave it a really solid [8/10].

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‘Microsoft Flight Simulator’ VR Support Coming This Fall, Arriving Near Launch of HP Reverb G2

Microsoft Flight Simulator is officially getting VR support, the studio today revealed. It’s not coming day-one, but VR support is expected to arrive alongside (or very near) the launch of HP’s upcoming Reverb G2 headset, which is slated to arrive sometime this fall.

Update (July 30th, 2020): Microsoft today announced in a blog post that official VR support for the new Microsoft Flight Simulator will arrive as a free update to the base game sometime this fall with the release of HP Reverb G2.

An official HP retailer was spotted clearly advertising a September 15th release date for the headset, however HP confirmed with Road to VR that it hasn’t announced a date any more specific than ‘Fall 2020’. Whatever the case, it appears VR support will come fairly close to its late summer launch on August 18th.


Update (July 13th, 2020): Pre-orders for Microsoft Flight Simulator 2020 are now live, with a launch date slated for August 18th. A new FAQ posted on the game’s official Discord channel stated today that while still unconfirmed at this time, VR support is still a “top wish list item post-launch.”

We were hoping for more news regarding when VR support can be expected, however the studio is staying mum on any further talk of VR support.

Original Article (October 10th, 2019): Speaking to AVSIMhead of Microsoft Flight Simulator Jรถrg Neumann reveals that although VR support wasn’t initially on the drawing table, that they’re trying to make it a possibility.

“It honestly wasn’t our plan [to support VR], but we are listening, and we heard it, so we will try our darnedest to make it happen,” Neumann explains. “Whether or not we’re going to pull it off for launch, […] we can’t commit to that at this point in time, but we have the desire.”

Microsoft Flight Simulator is slated to release on Xbox One and Windows 10 PCs sometime in 2020 (see update).

“Given that we genuinely want to make the sim that simmers want, we will try to prioritize that over other things,” Neumann continues. “In general, that is our outlook. We made a plan years ago of what we’re making, and we’ll adjust our plans based on feedback that we’re getting.”

You can listen to the entire audio of the interview with Neumann and CEO and co-founder of Asobo Studio Sebastian Wloch here, which touches how the project started in 2016, and more details on the inclusion of real-world weather, traffic and imagery to the sim.

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Indie VR Gem ‘COMPOUND’ Gets Fresh Demo Following a Year of Content Updates

Indie VR gem COMPOUND has taken its Early Access status to heart. Over the last year, the game has seen consistent updates every month which have added new enemies, weapons, bosses, and more to the game. Developer Bevan McKechnie says the game’s demo has been recently updated allowing new players to get a glimpse of the changes.

Compound is an impressive but lesser-known roguelite VR shooter with a deliciously authentic pixel-art aesthetic. Having launched in Early Access on Steam back in 2018, developer Bevan “NotDead” McKechnie has been busy bringing new content to the game ever since.

In the last year alone Compound has seen 17 updates which have added six new weapons, five new mini-bosses, and two major bosses to the game:

Weapons: Dart Gun, Revolver, Sticky Grenade Launcher, Sonic Pulse Generator, Blast Pistol, Laser Pistol

Mini-bosses: Giant Rat, Accountant, Spider Tank, Booster Bruce, Lab Director

Major bosses: CEO Helicopter, Gold Leader

There’s also been feature updates and fixes along the way. v0.5.1 added new hand models to the game with support for Index finger-tracking. v0.5.3 added ‘Mutators’ which change the gameplay in challenging ways:

Mutators:

  • Gun Magnet (enemies drop weapons but you can’t reload)
  • Damage Amplifier (all enemies die with one shot but so do you)
  • People Populator (enemies have less HP, bullets move faster, and more enemies spawn)

v0.5.14 updated the game’s weapons to support ‘momentum reloading’ meaning that you can now articulate many of the hinged weapons (ie: swing shut the Revolver’s cylinder) by swinging them naturally; it also added a new enemy (‘KANi’ Reception Security bot).

v0.5.16 was a key update which added a Save & Continue feature. Compound is all about surviving as long as you can, but that meant that longer runs could become a time investment. With the Save & Continue feature, players can now store their progress between levels and resume at a later date.

Image courtesy Charmander

The game’s latest update, v0.5.17, which went live today, brought balance changes to the game which its creator says were focused on “improving the smoothness of the difficulty curve while also giving Easy and Medium players access to more of the mini-boss content.”

According to today’s update, the game’s free demo has also been updated to bring it in line with the latest version of the game; it’s available on the Compound Steam page.

We spoke with Bevan McKechnie about Compound’s latest updates and what he has planned for the future. In the near-term he expects to focus on adding more Mutators to the game, bringing the total count to “at least nine,” he said.

“Being a solo dev, my style of development is very organic. I like to add, remove, and change ideas all the time. This means I can never be 100% sure of how the game will turn out,” McKechnie told us as a caveat before listing some of his longer term goals for the game “in no specific order:”

  • More map specific ‘hazards’, like the explosive barrels in the sewers.
  • More variation to the early game.
  • An overhauled unlock system
  • A completely new tutorial system with audio and video instructions for clarity, with a bit of fun world building thrown in. The current one has always been a placeholder as no-one wants to sit around reading pages of instruction text.
  • AI improvements, overall polish, and misc. QOL features.
  • Many more story elements and multiple unlockable ‘endings’
  • Some fun secret items for completionists

We awarded Compound the ‘Excellence in Indie Development’ award in our 2018 Game of the Year Awards and are happy to see that McKechnie has continued to show that it was well-earned recognition.

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Wednesday, July 29, 2020

Set to Launch in August, ‘Time Hacker’ Will Let You Wreak Havoc by Freezing Time

Indie VR studio Joy Way has announced an August release date for their upcoming title Time Hacker and published a new trailer which shows the game’s time-freezing gameplay.

Joy Way, the same studio behind the upcoming VR parkour action game Stride, plans to launch Time Hacker by the end of August. A new trailer shows the game’s core gameplay which allows you to freeze time and manipulate the world in dastardly ways before letting it all play out. Seemingly inspired by lighting fast superheroes like The Flash or Quicksilver, it’s a concept that seems uniquely well fit for exploration in VR.

Joy Way has been exploring the concept in VR since last year. Initially the studio released a prototype version of the time freezing mechanics in a short demo called Revenge. This was later followed by a more substantial demo earlier this year called Change Ranger.

The studio presents the game as something like a spatial puzzle; players must figure out how to dispatch their foes and save hostages using the environment around them.

Image courtesy Joy Way

The full version of the game will launch as Time Hacker by the end of August, the studio tells Road to VR. Until then Joy Way is running a closed beta of the game which interested players can sign up for here.

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‘Phantom: Covert Ops’ Earned $1M in “a few weeks,” Studio Teases “Big announcements” by Year’s End

Phantom: Covert Ops, the latest Oculus exclusive game, has reached the $1 million revenue mark “a few weeks” after launch, according to developer nDreams. The studio has also teased post-launch content planned for the game and dropped hints of brand new VR projects in the works.

$1 Million Revenue

Following the game’s launch last month on Oculus Quest and Rift, nDreams CEO Patrick O’Luanaigh confirmed that the title quickly passed $1 million in revenue.

“We did it! Phantom: Covert Ops has smashed $1m in gross revenue within the first few weeks from launch. I think it’s a sign of how far VR has come in the last few years, and shows that it is now a very viable, commercial and exciting space to be in,” he said.

At $30 per game, $1 million in revenue would translate to 33,333 units sold so in a month or less. A good start, but probably not yet enough to break even on the game’s production costs.

Phantom: Covert Ops appears to be faring better with users than its critical reception would have suggested. While the game scored an average of 75% from critics, according to review aggregator Metacritic, user reviews currently stand at 90% on Quest and 86% on Rift.

Quest vs. Rift

Between the two platforms, it looks like the game has sold much better on Quest than Rift, at least as much as can be inferred by the number of reviews; Phantom: Covert Ops has been reviewed 637 on Quest and 81 times on Rift. Indeed, O’Luanaigh seems quiet happy with the standalone version of the game.

“We’ve been particularly delighted with the Quest version of the game. The headset is phenomenal, but I’ve been blown away with how hard the team have pushed it technically and what we managed to achieve,” he said.

While the Quest version may be impressive compared to other games on the headset, some Rift users assert that it came at the cost of underwhelming graphics on the Rift version of the game, highlighting the challenge of maximizing the potential of two headsets with vastly different levels of computing horsepower.

Phantom: Covert Ops offers cross-buy, meaning that purchasing either version also unlocks the game on the other headsets. That gives Quest players the option of playing with the headset’s onboard processor or plugging into a capable computer to play the PC VR version of the game with enhanced graphics.

Post Launch Content Coming to Phantom: Covert Ops

Image courtesy nDreams

nDreams also teased more content coming to Phantom: Covert Ops. “[…] this is only the beginning… We’ve got some exciting plans for post-launch content which we’ll be announcing more on very soon!” the studio wrote in a post on its website.

Exactly what that content will look like isn’t clear just yet, but there’s a few obvious forms it could take. For one, the game’s ‘Challenge’ missions are short mini-games which challenge the player’s aim, maneuvering abilities, and more. Players are scored on each challenge and ranked on a global leaderboard. It would be relatively easy to add more challenges with an update to the game.

Less likely, but still possible, would be to add additional content to the game’s short four hour campaign. Phantom: Covert Ops is structured in a way that sees players traversing around different areas of a single large map; building more missions around the same space without needing to create a brand new environment seems like it could be an efficient approach to creating more content for the game.

nDreams Teases New VR Games

It sounds like the studio has plans well beyond Phantom: Covert Ops. As a studio with 110 people that’s now “hiring rapidly,” according to O’Luanaigh, nDreams is very large compared to most VR game studios. All of those people have to be working on something

“I wish I could share a little something on some of the exciting new VR projects that we’re currently working on, but for now all I can say is we’ll likely have a couple of big announcements between now and the end of the year,” he said. “[…] we’re investing an increasing amount in R&D as we explore new mechanics and VR gameplay, and come up with new original VR concepts and prototypes.”

That’s good news, as one of the things we liked most about Phantom: Covert Ops was its totally unique locomotion concept which has the player gliding around in a kayak throughout the course of the game. The whole industry will benefit if nDreams continues to explore innovative movement and game structures in their future VR titles.

The post ‘Phantom: Covert Ops’ Earned $1M in “a few weeks,” Studio Teases “Big announcements” by Year’s End appeared first on Road to VR.



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‘The Mage’s Tale’ Studio Announces Team-based Shooter ‘Frostpoint VR’

InXile Entertainment, the studio behind The Mage’s Tale (2018) and The Bard’s Tale series, today announced Frostpoint VR: Proving Grounds, a team-based shooter for PC VR which takes place in a mysterious frozen wasteland.

Frostpoint VR is set in a dilapidated military training base in Antarctica where “strange biomechanical creatures now roam,” the studio says.

The game, which will be published by Thirdverse, the successor to Japan-based company Yomuneco, is said to include over a dozen weapons which not only help you fight off the opposing team of players, but also the so-called ‘Reclaimers’, which seem to spawn from the ground.

Check out the announce trailer below:

The studio appears to be honing in on a level of realism—at least with its guns—as you can “realistically hold each with one or two hands, and load, rack, fire, and clear them, as well as change firing modes,” the studio explains. “Tools and munitions help round out your arsenal, including grenades, health kits, armor upgrades, turrets, and tracking upgrades.”

Both a Steam and Oculus Store version are coming; supported headsets include Oculus Rift, HTC Vive, and Valve Index. An open beta is said to arrive “in the near future” in preparation for a launch later this year.

InXile says it’s been working on Frostpoint for a number of years in secret, and that it represents a first for the studio in a number of ways. It’s certainly the studio’s first team-based FPS, which boasts 10v10 gameplay entirely targeted at VR players.

Large-scale VR multiplayer games are risky moves since the pool of potential players is small in comparison to traditional monitor and console games. If the studio can’t manage to bring anything significantly new to the table in terms of gameplay, Frostpoint VR could be at risk of ending up like many (many) multiplayer VR titles before it by either becoming cult classics that manage to attract a hardcore group of players, or a veritable ghost town. We’re certainly hoping for the former.

The post ‘The Mage’s Tale’ Studio Announces Team-based Shooter ‘Frostpoint VR’ appeared first on Road to VR.



Ream more: https://www.roadtovr.com/mages-tale-frostpoint-vr-shooter-oculus-vive-valve/

Tuesday, July 28, 2020

Should You Wait For Oculus Quest 2? All Rumored Specs & My Speculation



Many photos of the NEW Oculus Quest headset was leaked. Today, we’re covering all the rumored specs & speculations thoroughly! ► Check out our VR equipment → https://www.amazon.com/shop/caschary ► Subscribe to see more videos like this one → https://goo.gl/bSJ6L8 Last week, we had an exciting VR week as many new details of the new Oculus Quest 2 headset was leaked. In this video, we take you back to last week and cover every photo and speculation in detail. TIMESTAMPS 00:00 Intro 00:48 Leaks on July 22 02:13 Leaks on July 24 06:56 Leaks on July 25 08:44 Hardware Specs Leaks 09:57 My Speculations 12:48 What are your predictions? 13:13 Should You Wait For The New Oculus Quest? LINKS * - Get Oculus Quest here (US): https://bit.ly/oculusquest-cc - Get Oculus Quest (UK): https://amzn.to/2Jip6Zg - Get Oculus Quest (NL): http://bit.ly/2QlCpd2 (Coolblue) SUPPORT THE CONTENT ► Become our Patron (includes exclusive rewards) → http://bit.ly/PatreonCasandChary ► Become a Sponsor on YouTube (includes exclusive rewards) → http://bit.ly/JoinCasandChary ► Check out our VR Merch → http://bit.ly/casandchary-merch USE OUR LINKS TO SUPPORT US ► VRcover → http://bit.ly/CCVRCover ► VR Prescription Lens Adapters (5% discount code: "CAS&CHARY") → http://bit.ly/CCWidmoVR ► Oculus Quest Comfort Counterweight (5% discount code: "CAS&CHARY") → https://bit.ly/studioform500 ► Play PC VR games with your Quest (10% discount code: "JWGTCASCHARY") → http://bit.ly/CCRiftcat ► More on our website → https://casandchary.com/discount-codes-affiliate-links/ OUR GEAR Our VR equipment → https://www.amazon.com/shop/caschary Full PC Specs → https://casandchary.com/vr-equipment/ GET LATEST UPDATES Twitter → https://twitter.com/CasandChary Facebook → https://www.facebook.com/casandchary/ Instagram → https://www.instagram.com/casandchary/ Join our Discord → https://discord.gg/YH52W2k A special thanks to these Patreon Champs for their support: - BaxornVR: https://www.youtube.com/channel/UC1tmq8Y3jC7gNGvW7asmv1Q - Wintceas - Studioform VR - Andy - Albert - Ben P. - Steve Dunlap - Thomas M. Rice - Andy Fidel - VR Balance - Nathan Schmidt MUSIC Music we use is from Epidemic Sounds → http://bit.ly/CCEpidemicSound DISCLAIMER This video was not sponsored. Links in this description may contain affiliate links. We may earn from qualifying purchases from these links (without costing you more). VR on! - Cas and Chary VR #newoculusquest #oculusquest2 #casandchary

Friday, July 24, 2020

Dreams VR Mode Released!! Gameplay First Impressions On PSVR



In Dreams, you can create your own worlds or play those of others, and there are some INCREDIBLE worlds out there. VR mode was just released, let's check it out together! ► Check out our VR equipment → https://www.amazon.com/shop/caschary I know, we usually live stream on Friday, but we have to move it this week too because we're celebrating our 6 years anniversary tomorrow. We didn't want to miss out hanging out with you so we decided to move it to Thursday one more time. Hope to see you tonight! Today's topic(s): Dreams VR update gameplay first impressions on PlayStation VR LINKS - Dreams on the PS Store: https://www.playstation.com/en-us/games/dreams-ps4/ NORMAL SCHEDULE (except today) Every Friday at: ๐Ÿ•› 12 PM PT ๐Ÿ•˜ 9 PM CET ๐Ÿ•— 8 PM UK Time SUPPORT US Subscribing and watching our videos is by far the biggest support you can give us. However, if you want to do more - you can also donate. All donations go to improving the channel. BUY US A COFFEE & BOOST THE CHANNEL ► One-time donation → http://bit.ly/DonateCasandChary BECOME A CHAMPION (LONG-TIME SUPPORTER) ► Become our Patron (includes exclusive rewards) → http://bit.ly/PatreonCasandChary ► Become a Sponsor on YouTube (includes exclusive rewards) → http://bit.ly/JoinCasandChary USE OUR LINKS TO SUPPORT US ► VRcover → http://bit.ly/CCVRCover ► VR Prescription Lens Adapters (5% discount code: "CAS&CHARY") → http://bit.ly/CCWidmoVR ► Play PC VR games with your Quest (10% discount code: "JWGTCASCHARY") → http://bit.ly/CCRiftcat ► More on our website → https://casandchary.com/discount-codes-affiliate-links/ OUR GEAR Our VR equipment → https://www.amazon.com/shop/caschary Full PC Specs → https://casandchary.com/vr-equipment/ GET LATEST UPDATES Twitter → https://twitter.com/CasandChary Facebook → https://www.facebook.com/casandchary/ Instagram → https://www.instagram.com/casandchary/ Join our Discord → https://discord.gg/YH52W2k A special thanks to these Patreon Champs for their support: - BaxornVR: https://www.youtube.com/channel/UC1tmq8Y3jC7gNGvW7asmv1Q - Wintceas - Studioform VR - Andy - Albert - Ben P. - Steve Dunlap - Thomas M. Rice - Andy Fidel - VR Balance MUSIC Music we use is from Epidemic Sounds → http://share.epidemicsound.com/zqM3g DISCLAIMER This video is not sponsored. Links in this description may contain affiliate links. We may earn from qualifying purchases from these links (without costing you more). VR on! - Cas and Chary VR #psvr #dreams #casandchary

Thursday, July 23, 2020

Somebody Already Made ‘Beat Saber’ Inside of ‘Dreams’

Well that didn’t take long. Dreams, the game-within-a-game-maker, has had its newly updated VR feature for hardly more than 24 hours, but someone has already made a fully functional Beat Saber clone.

Dreams launched earlier this year as the latest creation from developer Media Molecule, whose prior Little Big Planet games thrived thanks to a community of creators that built new levels and completely new content with the in-game tools.

Dreams takes that idea of community-made content and makes it essentially the heart of the game. In fact, the actual ‘campaign’ that you can play out of the box is entirely made with the in-game tools.

This week the game was updated to include PSVR support, which means that existing and new creations can be played in VR. The game also allows creators to make ‘VR Only’ content which requires a headset to play and there’s even a comfort rating system for VR experiences.

Of course, creators making experiences in Dreams are going to start with what’s familiar. And what is more familiar than Beat Saber, one of the most popular VR games to date?

Hardly less than 24 hours after the debut of the PSVR update, creator MonocledRobot has made a functional ‘Beat Saber’ experience which is played with PSVR and the PS Move controllers. It features music, cuttable blocks synced to the beat, and even a working scoring and multiplier system.

What’s especially interesting about Dreams is that almost anything made in the game can be expanded by other players or used as building blocks for other creations. Creator MonocledRobot made his ‘Beat Saber’ experience with community expansion in mind, including the creation of new songs and maps. A 10 minute tutorial by the creator on YouTube overviews how the experience was constructed and how others can add their own songs and beat maps.

Of course, this isn’t a proper replacement for the real Beat Saber. Not only does it not look or feel quite the same, it also lacks many features of the real game. But more than an imperfect facsimile of a full game, it goes to show the breadth of what can be achieved in Dreams. In the creator portal you can already find players building everything from VR FPS and horror games to driving and puzzle games.

With enough time, we wouldn’t be surprised to find some seriously worthwhile VR content inside of Dreams.

The post Somebody Already Made ‘Beat Saber’ Inside of ‘Dreams’ appeared first on Road to VR.



Ream more: https://www.roadtovr.com/somebody-already-made-beat-saber-inside-of-dreams/

At $600K, Tundra Tracker Smashes Kickstarter Goal in Less Than 24 Hours

Tundra Tracker, the SteamVR Tracking tracker in development by Tundra Labs, has well exceeded its $250,000 Kickstarter goal in less than 2...