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Oculus Rift

Kickstarter photo
Kickstarter

Ant Simulator dev quits, claims partners spent money on 'bars, strippers'


Game is canceled
Feb 01
// Chris Carter
[Update: Game Informer managed to get the other side of the story, which you can read here. Either way, Ant Simulator is dead.] For the past few years, fans of VR have been keeping an eye on Ant Simulator -- a promi...
Desert Bus photo
Desert Bus

Magicians are making a new Desert Bus


Virtual reality road trip
Jan 14
// Jordan Devore
Desert Bus has become an unlikely success as something people suffer through for hours on end to raise money for charity. The infamous mini-game -- a painful, realistically paced bus trip from Tucson to Las Vegas with no paus...
Ocluus drift photo
Ocluus drift

What virtual reality world is Oculus' founder living in?


Says VR will drive high-end PC sales
Jan 13
// Steven Hansen
Oculus founder Palmer Luckey was back on reddit this week with a second question and answer session, this time on reddit's subforum "PC Master Race." There he plays to the crowd, saying, "I started out my life as a console ga...
Oculus photo
Oculus

Oculus exec: PlayStation VR isn't as good as Oculus


Haha ok
Jan 11
// Chris Carter
Oculus Rift exec Palmer Luckey is in full backpedal mode after unveiling the $600 consumer headset price ($1500 with a PC, for "normal people"). While the price is absolutely expected, the fact that execs previously stated th...

Adr1ft photo
Adr1ft

Adr1ft hits Steam first on March 28


PS4 and Xbox One to follow
Jan 07
// Jordan Devore
The lonely first-person space adventure Adr1ft was previously confirmed as an Oculus Rift launch title, and that's still the plan. It will launch on March 28, 2016 for Steam (virtual reality is optional; you won't need a Rift...
Oculus Rift photo
Oculus Rift

Oculus Rift boss: 'shipping a consumer product is more complex than janking out a dev kit'


Lucky for some
Jan 07
// Vikki Blake
Oculus Rift boss Palmer Luckey has apologised for suggesting that the VR product would cost “in the ballpark” of $350, admitting that he “handled the messaging poorly.” Responding to comments on a leng...
Rift reactions photo
Rift reactions

Local man stunned to learn virtual reality requiring high end PCs is a niche luxury


To some, $600 is a lot of money
Jan 06
// Steven Hansen
Facebook-owned Oculus stopped playing coy today and announced the price and release date for its Oculus Rift "virtual reality" headset. At $600, the barrier to entry is steep, and that's if you already have a powerful persona...
Castle Vidcons photo
Castle Vidcons

Castle Vidcons comes out of semi-retirement with a haunting vision


A specter looming over us
Jan 06
// Nic Rowen
It takes a great disturbance to stir Castle Vidcons out of its torpor these days, but the high price point of the Oculus Rift seemed to strike a nerve with creator Tyler Rhodes. I suppose a $599 price tag is enough to give anyone nightmares, even Lord PC.
Aurai photo
Aurai

Could Aurai be competition for Oculus Rift?


Significantly less expensive
Jan 06
// Darren Nakamura
Sure, Oculus is making big waves at CES right now, but some lower-profile tech is also on display. Making its debut today is Aurai, another device that fits on your face and reminds me of LeVar Burton's character from Star Tr...

Oculus Rift up for pre-order right now, costs $599.99, out in March

Jan 06 // Chris Carter
[embed]332092:61753:0[/embed]
Oculus Rift photo
Do you want it?
[Update: All initial "day one" stock has been claimed, apparently selling out in 14 minutes. Further units for sale are now pushed back to May 2016.] This week, Oculus had a few announcements up its sleeve, including the...

Oculus Rift photo
Oculus Rift

Oculus Rift dev kit backers are getting a free finalized Rift


This guy's face
Jan 05
// Jordan Devore
Ahead of Oculus Rift pre-orders opening tomorrow morning (price still TBA), Oculus has a nice surprise: the thousands of Kickstarter backers who pledged for a Rift Development Kit 1 will receive a free Kickstarter Edition Ocu...
Or don't, who cares photo
Or don't, who cares

Pre-order the Oculus Rift VR headset this week


Still no price or date
Jan 04
// Steven Hansen
We still do not know how much the impending Oculus Rift virtual reality headset will cost or when it will be released, but we might know soon. Oculus just announced that the Rift will be open for pre-order this week, January ...
Oculus Touch photo
Oculus Touch

The Oculus Rift's Touch controllers need more time


Now targeting the second half of 2016
Dec 31
// Jordan Devore
The Oculus Rift's Touch controllers already weren't going to make it in time for the virtual reality headset's launch, but now they're even further off. Oculus VR expects to ship Touch in "the second half of 2016," noting tha...
Oculus Rift photo
Oculus Rift

Oculus Rift comes with a cool 3D platformer


Lucky's Tale
Dec 30
// Jordan Devore
Lucky's Tale convinced me that 3D platformers can make terrific use of virtual reality. I had my doubts going in, thinking the game looked decent at best, but came away impressed. So did Brett. It's good news, then, that it's...

First hands-on with Crytek's newest game The Climb

Dec 15 // Steven Hansen
The Climb is simple. Once you strap into an Oculus virtual reality headset, two disembodied hands appear in front of you. Pulling the left or right triggers on the Xbox controller clenches the respective fist. "Aiming" the hand at a divot in the cliff, by way of moving your head towards where you're trying to grab, prompts the hand to appear as if it's reaching a bit more urgently, signalling to you it's ready to grab. And that's it, hand over hand, you're climbing rock. I played a course in south east Asia on easy difficulty, which only necessitates two types of grips. The most technical thing I had to do was let go with one hand and quickly grasp the same hold with the other. That and you'll want to occasionally hold the bumpers to chalk your hands so they don't start bleeding down your players' hip fitness wristband. I might be stereotyping, but I'm pretty sure it read, "YOLO" at some point. But that was it. There was some hand over hand lateral movement across a plank and a jump or two to otherwise out of reach handholds, but it's mostly about the physical intimacy of climbing up a giant rock and occasionally physically turning your head around to soak in the beautiful vista. Miles of CryEngine rendered landscape juxtaposed against surrogate fingertips. "The engine gives us that ability to do the distance, the scale, the largeness and intimacy," Crytek's Director of Production David Bowman said. Crytek came out hot in 2013 with three big releases: Crysis 3, Warface (hah!), and Ryse: Son of Rome. The first and third were sales letdowns. The second has a name that gave me immense pleasure for a year or so and might have made money in Asian and European markets where is launched sexy female soldiers. Its 2014 announcements -- a Johnny Come Lately MOBA Arena of Fate and Darksiders follow up from former Vigil employees Hunt -- have been radio silent in 2015. Its other known project is a VR game with dinosaurs. Bowman noted that Crytek is, "going to continue to make traditional great, fantastic games," but said that, "VR gives us a new toolset, a new platform, a new media that plays to our strengths. It plays right into what we do better than anybody. This is our chance to really shine." Virtual reality is an important part of Crytek's future. Where Ryse was basically an Xbox One tech demo, a piece of impressive "next gen" looks, The Climb is something like that for VR, albeit with a lot more substance than the QTE-heavy movie knockoff. Bowman calls it, "one of the premier Oculus content experiences," and says it will be released "early" in the Oculus' life cycle. "They love it," Bowman said. Oculus made a smart decision pairing its still-not-dated, still-not-priced Rift VR headset with a strong piece of software in EVE: Valkyrie. The Climb may not have that pack-in position, but Bowman says the simplicity is what will sell VR to a wider audience. "The approachability of this, we have really high hopes for it as far as bringing in people who might not consider themselves gamers. And if you are a gamer, there's a lot of sport here. It's free climb solo. That level of danger in real life means you're not going to go out and do it probably yourself, but here you have this extreme sport that's now accessible to you. "What every hardware platform needs is that application that you can say, 'Hey, I bought this, I have fun with it, and now I'm sharing it with my friends and family, and I feel good about it because they're able to appreciate it.' And now all of a sudden they're going, 'I had fun doing that, so I'm going to buy one,' and it tends to snowball. That's how hardware adoption happens." And while Bowman maintains Crytek will continue to make "traditional" games, the company has, "probably the largest VR team, the largest that I'm aware of anyway." "We're trying to position Cryengine to be the best toolchain to work in VR," Technical Director Rok Erjavec added. More people using the engine for good VR experiences increases the likelihood of VR somehow catching on where something like 3D has failed. "2016: Early adopters. 2017: Friends and family of those early adopters going, 'I want one too,'" Bowman said. "By 2019, I'm saying this is going to be one of those ways you access all sorts of experiences, not just games, but data in general. We want to be riding that curve, that wave." It starts with The Climb. "When we started doing climbing originally during our tech demos...we realized, 'Hey, this is fun. This a fun thing to do, just inherently." It took some time to get there, of course. The Climb started with a full pair of disembodied arms, but testers of different size felt out of sorts with the one-size-fits-all proportions, so the team lopped the arms off and reduce the interface to floating hands.  "We thought it'd be really fun to fall and hit the rocks and bounce and stuff. Man that makes you so sick. Don't do that." The sweet spot for falling -- to put that knot in players' stomachs without leaving them retching -- turned out to be 2.3 seconds of freefall and then a fade to black. "A lot of our developers and our QA team, god bless them, they have had to endure some really fun experimentation," Bowman said. He was cagey on how many staffers puked, but noted that during early prototyping, the team had to account for the fact that a developer might have to get out of the thing after about an hour of work due to nausea. Now, level designers work in the visor all day. "We had people run to the bathroom, though." Well, if anyone did puke during those early phases of prototyping, it's between them and their porcelain god. Bowman was cagey on just how much stuff would appear in The Climb, too. "We have a set amount of content and we're well under control as far as delivering that...and we're going to be expanding that content hopefully in the future as well," is all I got when I asked about different regions, or weather conditions. As for changes to the time of day, "absolutely." Beyond the physical interaction and varying locales, the team seems excited for the latent speed run and otherwise competitive angle to satiate the hardcore or give greener climbers something to keep them coming back.  To that end, VR does offer technically bombastic experiences pared down in a way that "non-gamers" might find appealing without being patronizing -- like I said, The Climb was simple, but plenty of fun. "When I put a strange controller in your hand and say, 'Okay, I need you to press this combination of buttons,' you've instantly alienated a lot of people," Bowman said. The Climb also supports touch controllers and features a, "solution set that works for a variety of different input devices," so hopefully we'll be bringing you Donkey Konga free climb speed run videos next year. As for other simple experiences that turned out to be "inherently fun" in VR that Crytek might want to explore? "Can't talk about them yet because we're going to use them."
Preview: The Climb photo
Crytek goes in with engaging VR
Is free solo climbing cool? I'm sure there's been some virality in its danger in the YouTube era, but we've had, what, Cliffhanger, which was more about guns and biceps than cliff hanging, and then the arbitrary opening Missi...

Free EVE: Valkyrie photo
Free EVE: Valkyrie

Oculus Rift pre-orders come bundled with one of the best VR games


Free EVE: Valkyrie plus hint at release
Dec 10
// Steven Hansen
If you want to sell VR, you need the ardent early adopters to show it off and the people they show it off to to be impressed. To that end, it helps to have some dang good software support, so it makes sense that EVE: Valkyrie...

The coolest thing about VR space dogfights? The menus

Dec 10 // Steven Hansen
You can start a game, look behind you at the space bar, head to the hangar to look at your ships and "pimp your rides." I went with gaudy army camo all day, even though there are no trees in space, unless you consider trees on planets to be in space, technically. The hangar is where you peruse your ships and pick your four options in the Launch Tube (basically loadouts chosen when you respawn). There are Fighter, Heavy, and newly shown off Support ships. [embed]325655:61472:0[/embed] The latter can shoot spherical webs into space. If your enemies fly through them, they get debuffed and vision obscured by nanobot spiders on the cockpit; if your friendlies fly through, they help them out. The supports ended up being the higher-scoring ships in most of the games we played, which went from team deathmatch to an objective capturing mode wherein you deploy drones to capture one of three points, rather than needing to hover in place, freeing you up to continue on. Or you destroy enemy drones and deploy your own. But the drones have a cool down upon destruction, so loosing one and leaving it unprotected might not be the best idea. EVE: Valkyrie has no single-player, but it does have PvE introductory segments that focus on the backstory as well. There are short objective modes, a free-fly just for zooming around learning maps and maneuvers, and a survival mode with increasing AI waves. Given its eSports ambitions, the team is pulling the old, easy to learn, whereas, "over a period of months you can be a master." There are also ships to unlock and ways to mix the three classes. Progression milestones unlock blueprints, and there are overall Pilot Reputations as well as class breakdown. Once you land a blueprint, new ships are paid for in salvage, which is collected from dead opponents during matches and split evenly between all players and differentiated into three rarity types. Aside from gaudy army camo, you can also customize the UI colors, cockpit controls, and other aspects from the first-person view you'll spend most of your time in. The flying is smooth and simple, with a boost and barrel roles mapped to the triggers. Looking around the cockpit rather than straight down the sights will help you keep track of enemies zipping around in vast 3D space, and the lock-on missiles are actually mapped to where you're looking to encourage you to keep your head on a swivel and allow you to lock on to opponents just by line of sight. Plus, it's pretty neat to look down at my surrogate mannequin VR body and suddenly have boobs. While sensitivities will vary, I was happy that could spend over an hour ensconced in VR without issue. And the partnership with Oculus to launch with all Rift pre-orders is a smart one on both accounts: Oculus gets software to sell the very idea of VR while Valkyrie ensures a more robust early player-base.
EVE: Valkyrie preview photo
Hands-on, eyes-on with EVE: Valkyrie
EVE: Valkyrie has been one of the best full-game showings for virtual reality (versus novel tech demos, which are still my favorite use of VR) for a while now and as we edge towards the early 2016 wave of VR release (Rift, Vi...

Rock Band VR photo
Rock Band VR

Harmonix is doing Rock Band VR for Oculus Rift


Huh, okay
Dec 03
// Jordan Devore
As announced this evening during Geoff Keighley's The Game Awards, Harmonix and Oculus are partnering for Rock Band VR. A rough clip with first-person footage of a player holding a guitar was shown, as well as a bit between Oculus founder Palmer Luckey and the band DragonForce. He wore flag pants, you guys. The Oculus Rift launches in Q1 2016, and Rock Band VR will be out sometime next year.
Virtual Reality photo
Virtual Reality

Samsung's $99 Gear VR headset out now in US


International release to follow
Nov 21
// Kyle MacGregor
Oculus and Samsung's $99 Gear VR headset is now available in the United States. The attractive price point comes with one caveat: the device is only compatible with this year's line of Samsung smartphones (the Galaxy Not...
Adr1ft photo
Adr1ft

Here's some raw Adr1ft gameplay footage for you


Help me space cops, space cops help
Oct 19
// Joe Parlock
Want to go to space? Want to float around in space and look at space and generally take in the spaciness of it all? Want to do that with an Oculus Rift? Want to be the best at space? Well, you can’t just yet because Ad...
Capcom eying VR photo
Capcom eying VR

Capcom building new engine with VR support


That horror tech demo was just the start
Oct 13
// Jordan Devore
If Capcom plans to mix Resident Evil with virtual reality, you can sign me right up. In its 118-page annual report, the company described what its various development groups have been up to lately. Development Division 1, the...
Holy shit! photo
Holy shit!

Now *that's* how you defuse a bomb


Learn from the best
Oct 09
// Jordan Devore
Keep Talking and Nobody Explodes is a game about defusing bombs. And teamwork. One person is presented with a randomized bomb that no one else can see or touch. The other players are blind, but they have access to the game's ...
Sci-fi adventure photo
Sci-fi adventure

Pollen is a sci-fi thriller without jump scares


VR optional but recommended
Oct 05
// Jordan Devore
Another game for the "best played in virtual reality" list. Pollen, as you might recall from that time Brett ran a story about bees, is a sci-fi exploration game set on the largest moon of Saturn. You're on a research station, pulling and prodding things to solve puzzles, take in the environmental storytelling, and find out "what hides under Titan's surface."

Underwater VR in Narcosis might wreck my shit

Oct 05 // Zack Furniss
Oculus Connect 2 was simultaneously exciting and nerve-wracking for me. Sure, I'd be able to step into worlds I could hardly fathom, but one of those worlds was the bottom of the gods-damned sea. Scrambling from a prior appointment to the event's seventh floor, I came across the room that contained Honor Code's Narcosis. Steven and Alessandro had both spent time with the demo at previous events, but it was my turn to explore the depths of his survival horror experience. I knocked on the door, expecting someone named Lawrence (making the rookie mistake of confusing the PR person for the game developer). When an excitable, charismatic Frenchman named Quentin opened the door, I started to apologize and walk away, thinking I had intruded on someone's private quarters. He assured me I was in the right place and led me to a computer, placing the Oculus Rift on my head and an Xbox One controller in my hands. The Los Angeles fire-air threatened to break my immersion from the start, but I wanted to be afraid, and I tried to block out my surroundings as best as I could. Another developer from Honor Code, the measured and engaging David Chen, came in as I was adjusting to the controls. They both made sure I understood how to maneuver my diver and then respectfully remained quiet as I made my way through an aquatic facility. Since you're wearing a helmeted diving suit, the Rift feels thematically appropriate. Having this gadget on your head is less distracting and more of a natural extension. Being able to lean forward and see oxygen gauges just beneath your eyes helps you accept you're really in this environment. I was peeking around corners as I approached them, sure that some ungodly being, whatever was responsible for the flooding of this base, was going to drag me even further into the depths. My demo was largely similar to the one Alessandro saw, though I spent more time slowly wading through a cave infested with long-limbed crabs the size of cars. I launched flares at them, watching them flinch into the darkness. How I hated having to slowly approach them to sidle past them to progress. Wandering around the sea floor is what messed with me most, though. Looking up and having no ceiling (be it cement or stalactites) to protect me was all it took for the stomach-eels return. I could no longer just stare ahead and keep progressing; I was turning around to make sure nothing was chasing me every few steps. Heat-induced sweat on my brow and the acute awareness that I was alone in a room with two men I didn't know was enough to keep me from full immersion, but if I had been at home, I'm not sure how I'd fare. An hour of wandering through sea caves as murderous cuttlefish tried to latch onto my face might be enough to break me. Coupled with the "Narcosis Moments" that the developers mentioned (hallucinations stemming from oxygen deprivation), I might not survive long enough to write about this again. But as much as digital submersion frightens me, finishing these games is my way of conquering this bizarre fear. I hope to play Narcosis when it releases next year for the entertainment, horror, and catharsis it could bring me.
Narcosis photo
Digital submersion is my one true fear
The ocean has never been particularly terrifying to me. Contemplating on a beach and staring at the blue sprawl fills me with a sense of calm, not horror. Snorkeling in a Hawaiian crater was one of the awe-inspiring mome...

Virtual reality photo
Virtual reality

Oculus Rift will be 'at least $300'


Higher end of previous price range
Sep 29
// Steven Hansen
Forget possible implementation and motion sickness: the hill to climb for VR acceptance is paying hundreds of dollars for a goofy ass pair of goggles. It's not like smart phones, where increased functionality was mapped on to...

I used the Oculus Rift to high-five a dead alien in Surgeon Simulator

Sep 27 // Zack Furniss
The Oculus Connect 2 event felt very rushed, so I hurried to my demo appointment for some hands-on time with the Rift. A Hollywood-looking Oculus employee charmingly asked what type of genre I wanted to start with. "Horror," I quickly blurted out, anxiously wanting to experience some spooky VR. He looked taken aback, and quietly said "Well, we don't -- well, I guess aliens are scary..." and booted up Surgeon Simulator. It's not what I would have picked, but I went with it anyway. After fitting the headset onto my noggin and the Oculus Touch controllers onto my meathooks, I opened my eyes and found myself aboard a space station. There was an extraterrestrial splayed out on a table, its midsection an open maw hungry for my hands and tools. Beyond the corpse was a window peering out into the void of space. Glancing about the room, I took stock of what surgical instruments I would require. I needed to remove an explosive, glowing orb from the alien's stomach before it destroyed the station. As I used my real-life hands to direct their in-game counterparts towards my first tool, Hollywood began recommending I grab the bonesaw. I turned my head in his general direction (remember there was a whole reality between him and I) and told him "Quiet, nurse. I am the doctor now." I heard a combination of a grunt and a giggle and continued on my way. I grabbed a hatchet and began cutting into the alien. Again, he protested and I cut him off with a "Shhh..." I let go of the hatchet and realized I was in a zero-g environment. It casually drifted away from me as I turned to my next tool, a four-pointed device that looked like a shuriken. With all my might, I flung it into the alien's stomach(?) and watched as it began ricocheting off of the various surfaces in the room. Glass was now floating all around me, but I waved it away in annoyance. Next, I grabbed a clock and started smashing it into the alien just to see what would happen. All that happened was a mess that I told Nurse Hollywood to clean up when we were done. Time was beginning to run short, and I begrudgingly reached for the bonesaw. I hacked into the ribcage-looking protusion and used both hands to grab the orb, and chucked it out the garbage shoot. It drifted outside the window and exploded non-chalantly. To celebrate, I grabbed my alien friend's cold (I assume) dead hand with my left hand, and gave him a high five with the right. His hand drifted back slowly and without purpose, and Nurse Hollywood, sounding quite afraid, whispered "What just happened? Did you just..." And I nodded triumphantly. I took off the headset and handed it back to the wide-eyed man who wasn't sure what he had just watched. The combination of the Oculus Rift and Touch lent Surgeon Simulator more presence, and it helped me role-play (something I don't really do outside of D&D) even with a stranger staring at me the whole time. Something about shutting out the rest of the world makes you feel more involved, though it's tough to ignore outside factors. That's why Nurse Hollywood became one of my surgical instruments; if I was going to look ridiculous in front of him, he was going to be part of it, dammit. 
Surgeon Simulator photo
Up high! Down low! ...Alien?
Surgeon Simulator is the type of game that easily lends itself to stories. The precise mechanics involved provide anecdotes wherein each player can fondly recall specific moments of their playthrough. Though my time as a...

Bullet Train is the ultimate 10-minute light gun game

Sep 27 // Zack Furniss
My brief time with Bullet Train had me equipped with and Oculus Rift and Oculus Touch. The Touch had a pleasant heft to it that I wasn't expecting, and it didn't do that weird clicksquish thing that some controllers do when you squeeze them. A cheery Oculus representative gave me a brief tutorial as the demo began, but her instructions made it seem more complicated than it actually was. I began on a moving subway. An authoritative man spoke to me through the headset, telling me that as an agent, I needed to become acquainted with teleportation technology. Using a face button on the controller in my left hand, I could simultaneously slow down time and aim at a (Oculus) rift and quickly warp through space. After this, I was taught how to pick up weapons (by using a button near my ring and middle fingers with either hand), which felt natural in a way I hadn't anticipated. Since teleporting and dudeshooting are all I was going to be doing, I was ready. Fwiiiish. The subway doors slide open, the two pistols in my hands becoming deleterious paintbrushes capable of crossing out whoever I came across. I dilated time, various rifts opening for me, beckoning for me with large text decrying SHOTGUN or GRENADES, as if I was window shopping for more murderous methods. Like an inexperienced lover, I initially chose to deal death in the most simple yet effective ways I knew how. Point, shoot, teleport, repeat. Once I acclimated to not having traditional movement, I realized that without the use of my feet, it was up to my hands to bring satisfaction to this gunfight. Some of the best first-person shooters are about circle-strafing, jumping, positioning -- the spaces in between every trigger pull -- but Bullet Train doesn't occupy that same space. Here, it's about holding a pistol in one hand and a pump-action shotgun in the other, firing each, then slowing time to throw the pistol into the air, racking the action of said shotgun, catching the pistol, and resuming the bullet buffet. These moments are what make Bullet Train work. Racking a shotgun with one hand à la Terminator 2. Freezing time, pinching bullets, and flicking them at your enemies. Snatching rockets out of the air and flinging them back at the flying robot boss. Unloading pistols at two enemies and then dispatching a third by hurling your guns at him. It'd all make you feel incredibly cool if there wasn't someone holding a cable attached to your head. If I was at home, I'd probably be barking out horrible one-liners with a dumb grin on my face. What doesn't work is that the teleporting is disorienting, but not in the way one usually associates with the Oculus Rift. While everything felt incredibly intuitive (and I didn't get sick), teleporting doesn't make you face the direction you're pointing toward. The rifts are basically set up in a circle so that you can fight the steady trickle of men as they spawn in the center of the room. But something about teleporting across the room and abruptly turning around doesn't feel right. I don't think warping is the solution to fast-paced movement in all first-person games. It gives Bullet Train a Time Crisis feel, which isn't necessarily a negative, but would make it difficult to play something like this for longer than a few hours. I simultaneously hope this concept develops into something more refined, but also pray it isn't the template other studios follow. At Oculus Connect 2, I heard attendees complaining Bullet Train was getting too much attention when virtual reality has the potential to be a portal to so many different worlds. To me, first-person shooters were inevitably going to be a highlight for goggles that can take you to alternate dimensions. So long as we see these places through prisms other than down the barrel of a gun, I don't see the harm in highly-polished festivals of testosterone. P.S. Here's a bonus of picture, Rift-clad and full of sex appeal:
Bullet Train photo
Be a badass for 10 minutes
The other day at Oculus Connect 2, Epic Games announced its newest VR demo, Bullet Train. Instead of a simulation following legislators dealing with the political red tape surrounding the bullet train between Los Angeles to S...

Adr1ft photo
Adr1ft

Adr1ft will be an Oculus Rift launch game


Delayed to Q1 2016
Sep 24
// Jordan Devore
Stranded in space, alone, and low on oxygen. That's the setup for Adr1ft, a nerve-wracking exploration game in development at Three One Zero. It's now releasing in Q1 2016 for PC. As revealed alongside today's Oculus Rift dev...
Minecraft x Oculus photo
Minecraft x Oculus

Minecraft is coming to Oculus Rift after all


Even if Notch thinks Facebook is creepy
Sep 24
// Kyle MacGregor
Today at Oculus Connect 2 in Los Angeles, company founder and Rift inventor Palmer Luckey announced Minecraft's Windows 10 Edition will support the Oculus Rift virtual reality headset.  The move represents an about face ...
Gear VR photo
Gear VR

Samsung unveils new Oculus-powered $99 Gear VR


Cheaper, lighter, and more comfortable
Sep 24
// Kyle MacGregor
Today at the Oculus Connect 2 conference in Los Angeles, Samsung Mobile Senior Vice President of Technology Strategy Peter Koo unveiled the company's next generation of Gear VR headsets. Koo stated the device will b...

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