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Virtual Reality

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...
HTC Vive photo
HTC Vive

The HTC Vive has been improved, details at CES


They've apparently made a 'breakthrough'
Dec 20
// Mike Cosimano
Recently, Engadget published a report from an HTC Vive-centric developer forum in China that claims HTC has made a "very big technological breakthrough" on its Steam VR-powered virtual reality headset. Originally, the headset...

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...

VR photo
VR

The Modern Zombie Taxi Co. shows why you should stick to Uber


Taxis are bad news
Dec 05
// Brett Makedonski
Two years ago at BitSummit, I saw a game called Modern Zombie Taxi Driver. It was a neat little VR game that I never really thought would turn into anything. Now, at PlayStation Experience, it has been slightly rebranded and...
Eagle Flight photo
Eagle Flight

Ubisoft's Eagle Flight is coming to PlayStation VR, Oculus Rift, and HTC Vive


Feel the breeze
Dec 05
// Zack Furniss
A couple months ago, Vikki wrote about this video where Ubisoft put a camera on a bald eagle to promote Assassin's Creed Syndicate. Looks like that same footage was used for Eagle Flight, Ubisoft's new VR game (PlayStation V...
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...
Back to Dinosaur Island photo
Back to Dinosaur Island

Crytek's VR adventure Back to Dinosaur Island free on Steam


Not the same as Robinson
Nov 18
// Darren Nakamura
Is it possible to go "back" to Dinosaur Island without ever having been there in the first place? Apparently it is, because Crytek just released a short virtual reality demo on Steam called Back to Dinosaur Island. From the r...
PS4 photo
PS4

Korean horror game White Day looks fantastic


Coming to PlayStation VR
Nov 04
// Kyle MacGregor
Today at a Sony Computer Entertainment media event in South Korea, a local studio Roi Games showed off an impressive-looking PlayStation VR project by the name of White Day. It appears to be a remake of White Day: A Laby...
Cat games photo
Cat games

VERY IMPORTANT: PlayStation VR has a game where you play as a cat


Smitten by the kitten
Nov 03
// Brett Makedonski
Thus far, Sony's South Korea presser has been predictably light on news. Shu has some sweet checkered pants. There was a lengthy dubstep dance routine. Only 3,200 people are watching on Twitch. PlayStation VR has hogged the s...
More Tekken photo
More Tekken

Tekken 7 will use PlayStation VR


But how? And why?
Oct 27
// Jordan Devore
When I slid out of bed this morning and started prepping for Sony's press conference at Paris Games Week, I didn't imagine the event would be home to so much Tekken stuff. First, there was a cute bit in which series producer ...
Robinson: The Journey photo
Robinson: The Journey

Crytek shows off its VR dinosaur game Robinson at Paris Games Week


Don't get squashed
Oct 27
// Darren Nakamura
There was but a whisper of Robinson: The Journey back in June, and now developer Crytek has shown off a bit more of it during the virtual reality portion of Sony's Paris Games Week press conference. The trailer features not o...
Until Dawn photo
Until Dawn

That Until Dawn virtual reality DLC is real


Real scary, probably
Oct 27
// Brett Makedonski
This news is a little bit old because we reported it last week, but now it's confirmed. Super scary horror game Until Dawn is getting an add-on, and that DLC will be playable on PlayStation VR. The expansion is called&n...
Until Dawn photo
Until Dawn

Rumor: New DLC coming for Until Dawn titled Rush of Blood


On rails, VR, and Wendigos
Oct 21
// Laura Kate Dale
[Update: Rush of Blood was announced as a stand alone VR title at Paris Games Week. Told you internet, it's legit]. According to an email received today by Destructoid, verified and confirmed through a second independent sour...
Square Enix photo
Square Enix

Square Enix plans to remake a lot of old games


Let's get milking
Oct 21
// Laura Kate Dale
Back at E3 this year, Square Enix announced probably the most-requested remake from the company's back catalog, a remake of Final Fantasy VII. According to a recently released annual report, Final Fantasy VII is just the star...
Movies photo
Movies

Spielberg to direct Ready Player One


Expected to release December 2017
Oct 14
// Vikki Blake
Steven Spielberg will be directing Ready Player One, a movie based upon the novel of the same name. The sci-fi film is expected to release on December 15, 2017.
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."
Noon VR photo
Noon VR

Noon VR is a neat home experience, but the tech is very limited


Far from true VR
Oct 02
// Chris Carter
As most of you know, I'm not completely sold on VR yet. I mean, I actually really like the tech, it's very cool, but I'm literally not sold on it. I've had a full-time job basically since I was 15, so I could genera...
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...
No more motion sick photo
No more motion sick

Valve: If VR makes you sick, it's the developer's fault


Blame the carpenter, not the tools
Sep 28
// Steven Hansen
Fear of motion sickness and living room ruining vomit is one of the sticking points surrounding the definitely-happening-and-not-at-all-actually-unlikely VR revolution. And while I kind of dislike the relative sensory depriva...

Virtual reality never worked for me until I got to try the HTC Vive

Sep 28 // Joe Parlock
It’s worth noting at this point that this was the second day of a very loud, badly-lit event, and I was absolutely knackered. My eye was about as bad as it could be without being totally blind, and so I was in the prime condition to try and prove Valve wrong with its absolutist claims. I even took my glasses off, I was so ready to catch them out. I was getting ready to feign interest in the game as the goggles were lowered over my head. I’d had practice with the Rift after all: politely try and finish the demo and contain my disappointment at yet another bad VR experience. But as my eyes adjusted to looking out into space, I realised that holy shit... It worked. Me and my janky eye (powered purely by the godawful energy drink they were handing out to EGX visitors) were able to actually enjoy VR for the very first time. It was strangely emotional, looking around with nigh-on perfect head tracking and seeing a whole world which wasn’t the one I was sat in. I’ve heard plenty of reactions to using the Vive: people crying, people shaking, but it felt different to me. A part of me was impressed with the technology, but a bigger part of me was relieved that my condition maybe hasn’t precluded me from the VR future after all. I couldn’t quite breathe, and every time I managed to talk it was peppered with swearing and “oh my god”s. Those reactions were not earned by the game itself, as fun as Elite may be I had no god damn idea what I was doing, but by how VR had just been opened up to me at last after spending the last year convinced I would have to let it pass me by. I found myself completely immersed in my little spaceship, and I totally forgot about the huge convention going on just outside that room. I wasn’t in that small, cramped booth any more, I was in space. I would try and find the enemy by leaning over the back of my chair (and almost falling off), the HUDs of the spaceship flickering on as I turned to look at them… it wasn’t the small cinema experience I’d had with the Rift, and it wasn’t blurry even without my glasses. It was the VR experience I had built up in my head during the last year of people bragging about it to me, and holy fuck it worked. After Laura and I had played Elite on the Vive, all I could really do was stare at her in disbelief. I had felt slightly left out when she reacted in the exact same way ten minutes before, when coming out of the previous demo. There was a weird mix of “holy fuck that tech is amazing” and “holy fuck that tech works for me.” I was still thinking about it well into playing other games throughout the day. So while I can’t really confirm or deny Valve’s claim the Vive works for everyone, I can confirm it worked for me, the guy who even blue-red 3D glasses don’t work for. The Vive’s technology is amazing for everyone who’s at all interested in virtual reality I’m sure, and for VR connoisseurs it’s probably the best headset currently in development, but that doesn’t really matter to me. I’m just relieved something finally works for me. Thanks, Valve. You’ve done well with this. Remember, you can read Laura’s impressions on the HTC Vive too. She’s got way more experience with VR than I do, and she still thinks the Vive is a game changer.
HTC Vive photo
Me and my broken eye were in space
A long time ago, Valve and HTC boasted that their upcoming VR headset -- the HTC Vive if you’ve somehow managed to miss it -- would cause nausea for "zero percent of players." That sort of absolute statement got me inte...

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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