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Virtual Reality

cOculus Rift photo
cOculus Rift

Which VR headset will win? Porn has already decided


Porn, porn always changes
Jun 25
// Jed Whitaker
There is plenty of debate about which virtual reality headset will "win the war" and be the last one standing, but porn has already decided. Where porn goes so does technology, as can be seen in VHS vs. Betamax and Blu-ray v...
Headmaster photo
Headmaster

Headmaster is NOT a VR porn game for Morpheus


Though its lessons may cross over
Jun 22
// Steven Hansen
"Though its lessons may cross over," get it? Crossover, like the soccer move? (We kicked it and I scored, soccer game). Because Headmaster is (sort of) a weird soccer game and not about giving virtual blowjobs (you'll only g...

Super Hypercube would be great even without VR

Jun 22 // Jordan Devore
[embed]294606:59196:0[/embed] This is coming exclusively to Morpheus as a launch title from Kokoromi and publisher Polytron. (We've gotten word that Fez designer Phil Fish is also working on the game. He's back!)
Virtual Reality photo
First-person puzzler for Morpheus
Super Hypercube is another leading Morpheus game. It's a puzzle title about twisting a block around, in three dimensions, so that it fits through holes in oncoming walls. Tension builds as new pieces are added and your simple...


My favorite Morpheus game so far is RIGS

Jun 22 // Jordan Devore
Combat isn't anything new for the genre, but after you take enough people out and pick up orbs from fallen foes, you're put into an overdrive mode. It's at this point you need to make a mad dash toward the top of the map where there are ramps leading up to a giant hoop. Jump down through the goal as if you were a basketball to score, but watch out for incoming fire and melee attacks. If and when your mech is destroyed, you'll eject and skyrocket to the top of the map. You can take in the scenery, or get straight back into the action by looking at one of a few colored spawn points and confirming with a button press. Given the immersion of VR, free-falling felt awesome. Had the game just been standard team-based combat centered on blowing up mechs, I wouldn't have thought much of it. This mode, Power Slam, really was the best way to introduce it. RIGS won't be a compelling enough reason to own a Morpheus by itself, but it's a good starting point.
Virtual Reality photo
'Basketball with guns'
Metal Gear Solid V: The Phantom Pain and virtual reality -- those were the two things, by far, I most enjoyed at this year's E3. Steven did an exceptional job of capturing the essence of the former, so now it's on me to ...

Nintendo VR photo
Nintendo VR

Reggie Fils-Aime doesn't think VR is fun enough yet


Virtual Boy's the face on his knocker
Jun 19
// Joe Parlock
Seemingly still haunted by the rattling, wailing ghost of the Virtual Boy, Nintendo of America's President Reggie Fils-Aimé has ruled out the company picking a side in the growing virtual reality war. In an i...
Summer Lesson photo
Summer Lesson

Summer Lesson looks like everything I want from virtual reality right now


S-sign me up?
Jun 17
// Josh Tolentino
OK, real talk: That headline makes me sound like a giant creeper because, in case you didn't know, Summer Lesson is a Sony Morpheus-based tech demo that involves you just sitting beside a girl, listening to her, an...
Minecraft Hololens photo
Minecraft Hololens

Wow, Minecraft on Microsoft's HoloLens looks hot


The power of Microsoft money
Jun 15
// Darren Nakamura
We have seen snippets of Minecraft on HoloLens in the past, but at Microsoft's E3 press conference today, a couple of presenters showed off something that had us putting up the respect knuckles. With a special camera showing ...
Microsoft VR photo
Microsoft VR

Microsoft outlines future VR plans, working with Valve on Vive


Also more about the HoloLens
Jun 15
// Joe Parlock
Microsoft has announced its plans for VR at its E3 conference. Alongside the already known partnership with Oculus for the Rift, Microsoft also announced it will be partnering closely with Valve to ensure the Vive headset is ...
Robinson: The Journey photo
Robinson: The Journey

Crytek is developing VR game Robinson: The Journey


Crash land on a dinosaur planet
Jun 15
// Darren Nakamura
Whenever a new Crytek game is announced, the comments go to the meme of "will it run on my machine?" For Robinson: The Journey, the answer to that question is likely "no," unless you are running a virtual reality headset. To ...

E3 2015 Preview: Pink eye and treadmills, VR is here

Jun 11 // Jed Whitaker
Tell me which of the following has you pumped for the future, as you surely are: ANTVR KIT - The All-IN-ONE Universal Virtual Reality Kit (ANTVR KIT), was independently researched and developed by ANTVR, launched on kickstarter, and raised over $260,000 -- exceeding its goal. The ANTVR headset features a 100 degree field of view, tracks head movements 360 degrees, provides vivid 3D images, and produces a non-distorted immersive virtual reality effect. It is compatible with PC/PS/XBOX and other platforms, as well as existing 3D/2D games and movies. TAW - TAW is a foldaway VR headset for smart phone which can bring you into the virtual world anytime while working with a smart phone of 4.5-6 inches. ANTVR Camera - ANTVR Camera is a 3D sports camera featuring 3D shooting with a 180 degree viewing angle and first-class image. It can be used with a VR headset. Guided Meditation VR - Experience an endless virtual vacation with Guided Meditation VR by Cubicle Ninjas. This virtual reality application provides powerful relaxation in exotic locations across the globe. Find your happy place as our "Relaxation Artificial Intelligence"walks through proven meditation and mindfulness techniques. Virtualizer - The Virtualizer is an advanced omnidirectional treadmill that allows users to walk, run, strafe, jump and crouch in virtual reality. Based on its third generation design, the Virtualizer is the first to offer 360 degree tangle-free rotation and a vertical free-motion ring for full freedom of movement in VR. Manus Data Glove - A data-glove for the common man. The Manus is an affordable data glove that tracks hand movement through various sensors integrated in to the glove. This data is then sent to our software -- which allows the user to play any game. With our open-source software you can program the Manus for other uses such a controlling drones, mobile games and more of your favourite devices. All of the above are real products that will be at E3 next week. Add these to Valve's Vive, Sony's Morpheus, and the Oculus Rift, and I assume you become The Lawnmower Man. Personally I'm looking forward to the Power Glove made for man ass. But for real, as cynical I've been about all this I'm very excited for E3, for the potential of VR, and to making as many informative (read: silly) videos I can from the show floor next week!
Yay eye cooties photo
The future is awesome?
As E3 approaches we here at Dtoid have been getting our inboxes filled with emails wanting us to check out new games and products, a large portion of which are virtual reality based and not just of the headset variety. O...

Edge of Nowhere photo
Edge of Nowhere

Insomniac's Edge of Nowhere is an Oculus Rift exclusive


Third-person adventure in the Antarctic
Jun 11
// Jordan Devore
During today's Oculus Rift stream, Insomniac Games announced a third-person action-adventure game, Edge of Nowhere, exclusively for the Oculus Rift virtual-reality headset. Here's the teaser. "What appears to be a rescue mis...
Oculus Rift photo
Oculus Rift

These are the Oculus Rift's proper controllers


Played like a damn fiddle
Jun 11
// Jordan Devore
Virtual reality enthusiasts were not exactly enthused by the news that Oculus Rift would come with a wireless Xbox One controller as its default input method. The goal there is to give "developers something they can target," ...
Oculus Rift photo
Oculus Rift

The Oculus Rift comes with an Xbox One controller


Xbox One games will be streamable, too
Jun 11
// Jordan Devore
When the Oculus Rift virtual-reality headset releases in Q1 2016, it will include a gamepad -- a familiar one, at that. Oculus has partnered with Microsoft to bundle the wireless Xbox One controller and adapter (usable with W...
Adr1ft photo
Adr1ft

Things get real bad real quick in this Adr1ft trailer


The loneliest number
Jun 10
// Brett Makedonski
As Jordan learned recently, space has the potential for all sorts of mishaps. Things can be going perfectly smoothly when, all of a sudden, everything's exploded and everyone else is dead. Also, you're suffocating because th...

Adr1ft is going to give someone a panic attack

Jun 10 // Jordan Devore
Late last year, Brett covered Adr1ft and detailed its unlikely inspiration. What I saw and played at a pre-E3 event was much of the same content, only more polished. There was no puzzle solving in this initial chunk of game, only death. I strayed to investigate a distant lifeless body and the trip proved too lengthy. I suffocated. Horrible way to go, but my last sight, the earth, was majestic. Given how little of the game I experienced, I'm unsure what shape Adr1ft will ultimately take. Movement feels right, though, that I can assure you. Plenty of freedom, but not so much control that it's overwhelming. You have to be mindful of your surroundings. The sound design -- the stuff that actually makes gasping for air so damned horrifying -- is similarly great. Enthralling. I'd say I'm looking forward to playing the finished game but, well, I'm dreading it. Even without a virtual-reality headset, it's that nerve-wracking. Space doesn't need Xenomorphs to be scary.
Adr1ft photo
Stave off suffocation in space
I'm anxious about playing Adr1ft again. Every moment I spent with this lonely, immersive, surprisingly vivid game about an astronaut stranded on a damaged space station with an equally damaged suit was full of tension. Will m...

Virtual reality photo
Virtual reality

You'll need about $1,500 to go all in with Oculus Rift


Still no price for the actual unit
May 27
// Robert Summa
While we're still waiting for a final price on the retail version of the Oculus Rift, the company's CEO Brendan Iribe said that users will need to pony up about $1,500 for both a computer that will run the device and the actu...
Oculus photo
Oculus

Oculus founder Palmer Luckey accused of fraud


Allegedly
May 25
// Vikki Blake
Oculus VR founder, Palmer Luckey, is being sued for breach of contract. According to The Recorder, Hawaiian virtual reality company Total Recall Technologies “seeks compensatory and punitive damages” aga...
Arizona Sunshine photo
Arizona Sunshine

Arizona Sunshine: The (Steam) VR revolution will, unsurprisingly, have zombies


Virtual reality zombie shooter
May 21
// Steven Hansen
I sometimes feel like I'm less on board with VR than most. It's a fun novelty to show a family member for 20 minutes, not something I'd like to be cocooned in for hours . Maybe that's why there's expectation of it doing gang...
Oculus photo
Oculus

Oculus has something to show us in June


Step into the Rift
May 20
// Vikki Blake
Oculus is inviting selected press to a special event in San Francisco on June 11. The plain invites merely bear the words "Step into the Rift" and an image of an Oculus Rift headset. What exactly the event will cover remains ...
Free 2 porn photo
Free 2 porn

Oculus won't be blocking virtual porn


Ecosystem as open as your Friday night
May 19
// Steven Hansen
While I still haven't gotten my own anime mascot, one more surefire thing happened: the Oculus Rift bore a lot of porn experiments. There were fake boobs to grab, real-life sex toys to hump in calibration to the anime girls g...
Sony photo
Sony

Sony opens first-party VR-focused studio, names it after Kanye's baby


Probably, I think
May 18
// Brett Makedonski
Sony's sure taking virtual reality seriously. It wasn't long ago that we weren't completely positive if Project Morpheus was meant for a retail release, or if it were just a research and development project to show off emergi...
Oculus photo
Oculus

Oculus Rift's recommended specs aren't as bad as you'd think


They're not exactly low-level either
May 15
// Brett Makedonski
What kind of supercomputer is needed to transport a human from their realm of existence to some sort of virtual reality? Probably a ridiculously expensive one, right? Well, not quite. It isn't exactly cheap, but it's doable. ...
Horror photo
Horror

This new AR project wants to turn your house into a horror game


Is this the real life? Is it just fantasy?
May 04
// Vikki Blake
If just wandering down the corridor in P.T. was enough to send you screaming from the room, how would you cope if a Lisa-like entity came at you in the hallway of your own house?  Night Terrors -- a "highly immersive, ph...
HoloLens demo photo
HoloLens demo

Microsoft HoloLens looks like the future


Make your games follow you!?
Apr 29
// Jed Whitaker
Holy shit! Call me a nerd, but this makes me excited for the future. Picture this: yours truly walking around the house naked while my videogame follows me -- a virtual pet here, a leaderboard of my friends scores there, a l...

Narcosis explores the horrors of the deep ocean with intense VR gameplay

Apr 14 // Alessandro Fillari
[embed]283983:56360:0[/embed] Narcosis (PC)Developer: Honor Code, IncPublisher: Honor Code, Inc  Release: Fall 2015 Set at the bottom of the Pacific Ocean at an underwater research center, you play as an industrial diver who must fight for survival after a sudden and catastrophic accident leaves him stranded and alone. With the research center mostly destroyed and its crew killed, the lone survivor must retrace his steps and find a way to the surface. But with horrifying underwater predators roaming the surroundings, and a damaged diving suit with diminishing oxygen, the diver must keep a strong head -- or else nature or even his own wavering psychological state could overcome him. Referred to as a "slow-burn" experience by the creatives behind the game, this 'survivor-story' features a more atmospheric take on traditional horror titles, blending the show-don't-tell school of storytelling from Gone Home with the dread and somewhat other-worldly feel from Silent Hill. Humanity has only explored a small percentage of our planet's oceans, and with many aquatic environments and creatures left undiscovered, it's an incredibly interesting and captivating place to explore for a horror experience. On the surface it seems just like the film Gravity set underwater, and while that's not too far off, there's a strong focus on setting and interaction with the elements. We don't really get too many games set in the depths of the ocean, let alone a horror game taking place on the sea floor. And Narcosis definitely does a lot to play up the mystery and isolation to a very tense and anxious effect. Speaking with David Chen, the lead writer for Narcosis, he spoke at length about how they sought to convey their interpretation of survival horror. "We're kinda struggling to label the game, as it has many of the hallmarks of survival horror," said lead writer David Chen. "There are no zombies or a viral outbreak, it's really about seven or eight hours of this guy trapped at the bottom of the ocean. So we think it's a really, relatively unique premise for a game, as a lot of other titles have you saving the world, revenging your family, or bottling up some ancient evil -- but here, you're trapped alone in the dark on the bottom of the ocean." While underwater gameplay is almost notoriously awful in most games, Narcosis does the smart thing by keeping it simple. Movement is slow and hulking, which makes sense as you're wearing a heavy diving suit under large amounts of pressure from the ocean. Walking is your top-speed, but with the aid of charge pack, you can boost for short-distances. As you maneuver around the ocean floor and the ruins of the research center, you'll have to be mindful of your surroundings as there are many dangers ahead. With only your suit lights and some flares giving you clear vision, you'll often times find yourself in total darkness. Moreover, you'll have to monitor your oxygen and health levels, which can be restored by pickups found in the debris. By far the biggest threat is the presence of underwater predators. Resembling nightmarish squids and over-sized crabs, these creatures stalk for prey, and they see the diver as their next target. Some creatures are large in size, which may require you to evade their gaze. While you have a knife to defend yourself, attacking with it is slow and somewhat clunky -- which of course is by design, as the weight of the ocean and your suit makes movement slow. During one encounter, I came across a squid creature that nearly destroyed the diver's helmet with its powerful tentacles. Using a well-timed knife attack, I was able to strike it down as it charged at me. But of course, there's yet another issue to contend with. Given his perilous situation, and the fact that the diver only has his thoughts to keep him company, his psychological and emotional state can often become compromised. As you maneuver through the disturbing, alien landscape of the dark and claustrophobic ocean floor, and through the horrific aftermath of the destroyed research center, the diver's mental state will begin to decay, which gives rise to horrifying hallucinations. During my exploration of the research center, I had to trek through the remains of the station to look for clues to reach the surface -- all the while avoiding predators that have taken up residence, and finding the floating remains of the scientists and divers that died in the accident. With oxygen getting low, and finding many empty diving suits eerily standing up in hallways, as if they were looking at me, I finally came to a small room which housed four suits. Once I stepped in, I looked around for any clues, but I soon realized that the door had disappeared, and I was suddenly surrounded by diving suits, all staring back at me with their blank and empty helmets. As I kept turning, looking for a way out, I found that the room had suddenly given rise to a narrow hallway, with parallel rows of diving suits on each side. Each of them were facing each other in a somewhat ceremonial fashion, as if they were greeting me or welcoming me back home. Once I reached the end of the hallway, I finally found my destination: a small room housing computers with sensitive data. Once I turned around, the hallway and many diving suits weren't there; the lone survivor had just simply stepped into the room. Referred to as "Narcosis moments," there will be times when the diver's paranoia warps his perception, resulting in surreal moments that blur the line between reality and imagination. Bare in mind, I playing with the Oculus Rift during the demo, which made me so incredibly anxious. Moreover, this was all happening in real-time with no cutscenes or breaks. It was like witnessing some strange trip that wouldn't end. As I got more nervous, the sense of dread kicked up significantly, which made exploration all the more tense. While Narcosis is totally playable without the use of virtual reality, the developers found that the new technology helped to amplify a lot of the visual and atmospheric moments they created. "We describe it as a very understated use of VR, as in it's not flashy or flamboyant, but the core fiction of the game really lends itself to the use of VR as it accurately shows your limitations," said Chen while discussing their use of the tech. "It really lends itself to the sense of immersion, a sense of place, and the feeling of suspense." "It's a narrative-driven game, it's a story-based game, so we want to have appropriate emotional beats," Chen continued. "It's not intended to be a relentless freakout, but as the game has developed with VR, we discovered ways to try new things with it, as opposed to the more obvious 'aaaaaahhh' [motions jump-scare] moments. [...] While we definitely have some freaky stuff, we're trying to be more tasteful." Even during my fairly brief session with Narcosis, I was quite impressed with the VR. As opposed to relying on horror tropes and gimmicks, such as jump scares or stalking foes that appear all-knowing and invincible, this title lets the environments and its clever visual tricks do all the talking. I felt nervous during key sections, and knowing that only a few hits from predators could destroy my suit, simply hesitating and watching my oxygen meter sink was stressful. Set for release later this year, Narcosis is an intellectual and subdued take on survival horror. Which isn't all that common today, given that we're often using guns and other gadgets to overcome enemies. Going more for a general experience rather than a super 'gamey' affair, it seeks to show that the horrors of the deep ocean, and nature itself, are an uncaring and unwavering force that outmatch man on nearly every level. And there's certainly no greater foe than nature itself.
Narcosis preview photo
Deep deep down
Last year during Game Connection Europe, Steven had some special hands-on time with developer Honor Code, Inc's upcoming underwater survival horror title Narcosis. As a psychological-horror survival game, players find themsel...

Air Accident Experience photo
Air Accident Experience

Air Accident Experience released with the worst timing


So uncomfortable
Mar 27
// Jed Whitaker
[Update: Looks like the video was removed from YouTube as well as being removed from the front page of the Oculus VR Share site, but you can still see Air Accident Experience's page here.] In what has to be the worst ti...
Virtual nose in VR photo
Virtual nose in VR

Having trouble with VR nausea? Just follow your nose!


Snap, crackle, barf
Mar 26
// Darren Nakamura
With more people trying out virtual reality headsets these days, an increasingly common issue is motion sickness brought on when visual information and motion don't match up. For simulators that involve walking, it can confus...

EVE: Valkyrie wants to be the leader in VR eSports

Mar 20 // Brett Makedonski
[embed]289262:57848:0[/embed] Odds are decent that Valkyrie might hold that ambitious mantle because of the inherent nature of VR. One thing that O'Brien's CCP Newcastle team quickly found out is that VR works best when there's a minimal disconnect between the real and the immersive world. "For every bit of immersion that you're getting in this other world, there's less and less of the real world there. We're going for full immersion, because if you end up somewhere between the two, that can make simulation sickness worse and you'll feel weird. Like, we really avoid, for example, big hand movements or your character doing something that your brain tells you you’re not doing. Even our controller is positioned not in a joystick position, but in the position of the console controller. We very minimally move the pilot. I mean, the ship moves, but we don't do any touching other screens because that really jars you out of the experience. So, I actually think in our experience, the more immersed you are, the less likely you are to get simulation sickness." That's the kind of learning on-the-job that CCP (and, really, all VR developers) have had to deal with. As O'Brien says "It's becoming less and less true, but a year ago, there were no real VR experts. We're kind of learning, and talking to the manufacturers, there aren't any hard and fast rules. They have guidelines of what to try to do or what to try to avoid, but really, we're all still learning." And, it's that learning curve which hamstrings a current eSports favorite: first-person shooters. Developers are working on integrating FPS to virtual reality, but no one's done it particularly well yet. O'Brien thinks it'll eventually happen, but he's not sure when. "I'm sure at some point, someone will crack FPS, but they haven't yet. FPS in VR is very disorientating because your body is doing things that you're not doing. There are set ups that you can get where you're walking on a treadmill, but one of the disconnects that breaks immersion is when your body is doing something in the immersive world that you're not doing in the real world. It's little things, like in most first-person shooters, the gun is your hands, but in real life, you could be looking around. There are a lot of things to solve there. But, the main thing is locomotion. You're running and jumping in the virtual world, but you're really seated in a sofa. That's very disorientating for the body." For all the extra time that CCP has had to spend on Valkyrie, it legitimately seems like time well-spent. The game running on the new Crescent Bay headset is a significant upgrade over what we've seen in the past. Despite being a space dog-fighting game, the world is now filled with enough debris and objects to feel occupied. There's also a new emphasis on color that makes the world vibrant and enjoyable to cruise around in. Even dying is neat because the respawn screen puts you inside a pod that seems like it's ripped straight out of Alien's Nostromo. However, even if Oculus launched, say, six months ago, O'Brien is confident that Valkyrie would've eventually ended up where it is today (and, further, where it'll eventually go). "We would've shipped a smaller experience and built on it," he said. That building could go in any direction, but an obvious one is to connect it to the greater EVE universe. O'Brien would like to eventually do that, but it's not a priority now. "We have a small team, and I want to stay focused on making a great competitive multiplayer game," O'Brien stated. He continued, "I think you need to focus on one thing: the game, rather than what's the link to the EVE universe. I think once the game's up and running and working well, then we can look at longer term things. Ultimately, I don’t know how many years hence it'd be, but it'd be great if the battle you just saw was real capsuleers there, as well. But right now, I want to give that experience in the EVE universe without actually getting hamstrung by a direct connection." He's right; talking about melding Valkyrie into EVE Online is kind of putting the cart before the horse. For the time being, getting this game into people's hands is the main priority. O'Brien acknowledges that it won't be easy, but that road is getting less rocky. "There are more and more people coming into the arena, and that can only be good for VR in general. There are a lot of people that are starting to invest because the tech does work now," O'Brien commented. "I think the key to adoption is going to be facilitating easy trial, because I haven't met anybody yet who has tried one of these headsets and gone 'eh, it wasn't great.' Once people have done that, as long as it's at the right price point and not too hard of a tech setup – right now, I think it's more about making it easy for the consumer rather than the quality of the experience, because the quality of the experience is definitely there." But, virtual reality is nigh impossible to convey second-hand. It really is something that needs to be personally experienced. O'Brien concluded the interview by empathizing with anyone who's VR-wary, even if he's a believer. "There are two types of people in the world: There are people who have tried a VR headset and those who haven't. People who have tried are all converts, and people who haven't are all skeptics because VR has already been the next big thing so many times."
EVE: Valkyrie preview photo
Ambitious, for sure
It was almost a year ago (ten months, more accurately) when I sat down with EVE: Valkyrie's developers, and they told me "We're ready to ship when Oculus is ready to ship." At the time, Valkyrie was considered a flagship...

CCP's found the best use for Xbox One's Kinect so far

Mar 20 // Brett Makedonski
The Atlanta studio put together three demos, and used Rift DK2 and Microsoft's Kinect for all of them. While it's a suitable use of the VR peripheral, it's the integration of Kinect that pushes everything to the next level. Taking the controller out of your hands and replacing it with actual movement goes a long way toward achieving the ever-sought-after "immersion." I dare say that these three demos are the best use of Microsoft's Xbox One Kinect yet. Speaking with Atlanta's executive producer Morgan Godat, he shed some light on the developer's decision to make use of the Kinect. "We said 'What comes next?' Our assumption was that the Xbox controller was kind of the first generation of VR like you're seeing with Valkyrie. But, what might come after that?" he said. The result was what Godat described as a "Frankenstein setup." The team started with a PC, Oculus Rift, PlayStation Move controllers, and a Kinect. It just threw everything together to see what worked and what didn't. As Godat put it "Some of the hardware has fallen off, but Kinect has made the long haul. It's really impressive." It's the piece that, for now, is crucial in taking that next step in VR development. When standing in front of the Kinect with an Oculus strapped to your head, it's apparent how important that proverbial (and, in this case, literal) next step really is. Hands-down, the most impressive and enjoyable game was a player-versus-player contest named Disc Arena. The only way to paint a mental image of the aesthetic is to call it "overtly Tron." Standing across from another person in the futuristic corridor, you're tasked with flicking a disc toward your opponent. If you hit them, you get a point. The challenge comes from the fact that you're both "equipped" with a shield that can be held up with the left hand. Blocking will break the disc; swiping at the disc with the shield reflect it back. At first, it's easy to get caught up in the simple exchange of flick a disc, block a disc. It's boring, simple, and basic. But, then a disc goes astray and you learn that the walls can be used to bounce the disc and disorient your opponent. Suddenly you have to watch all directions for incoming projectiles, throw your shield everywhere, and still find time to shoot off your own discs. When you score a point, it feels like an actual accomplishment. It's just great. (And, I won six points to five, by the way.) Ship Spinner was the most experimental of the three titles. There wasn't an objective, but rather exploration was the focus. With a detailed spaceship hovering in front of you, you were asked to swipe it around to change the orientation. From there, leaning into the ship completely changed the view and offered insight as to what's actually happening aboard. All the rooms were detailed in their own special way. At one point I triggered lounge music. A colleague of mine found a dead guy. I raised the ship as high as I could, and explored the underbelly and furnace of the ship. There wasn't really any point, but that's what made it great. The last of Atlanta's demos, called The Workshop, let me grab fire and throw it. Putting elements on a literal pedestal, I just picked up fire or electricity and lobbed it about as I felt fit. Then, a stack of boxes appeared and I kicked them as far as I could. It was neat, but nothing on the level of Disc Arena or Ship Spinner. The Shanghai studio went in a very different direction and ended up developing an untethered VR experience. Using GearVR, it created an on-rails shooter named Project Nemesis. Originally codenamed Invaders, it's simple to grasp where it draws inspiration from. It's essentially a VR conceptualization of Space Invaders which requires tapping on the side of the headset to dispose of waves of ships circling in patterns. Admittedly, there's a good chance that none of these demos will ever see the light of day as some sort of consumer release. That's fine with CCP, though; that was never the intent. As Godat emphasized, the point of making these one-off experiences was to get creative and see what the developers could do with virtual reality. It's all a part of CCP's ultimate goal of "finding a future vision within the EVE universe with a laser focus on VR."
CCP does VR A-OK photo
CCP's VR Labs
It’s no secret that virtual reality is quickly making its mark on the videogame industry. If that weren't evident before, GDC 2015 kicked the door wide open. That's why, with numerous developers turning their attention ...

EVE Valkyrie trailer photo
EVE Valkyrie trailer

New EVE: Valkyrie trailer starts with a routine escort mission


'See you in the next life'
Mar 19
// Darren Nakamura
EVE Valkyrie has come a long way since the footage from last year's EVE Fanfest. The trailer above shows a more fleshed out mission, beginning with a mundane escort and ending with, well, something a little more exciting. Th...

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