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Found 61 results

  1. Namco Bandai has announced that they will be offering Ace Combat 5: The Unsung War in its entirety as a pre-order incentive for Ace Combat 7: Skies Unknown. It will be available for both digital and physical editions of Ace Combat 7, though those who opt for the physical copy could miss out on a dynamic theme. Here's what's included in the pre-order bundle: Ace Combat 7: Skies Unknown dynamic theme - only available for digital pre-orders A McDonnell Douglas F-4E plane and three aircraft skins Ace Combat 5: The Unsung War Ace Combat 7 will be a full $60 at launch with a season pass available for $25 that includes three extra planes, three new stages, and an in-game music player. A deluxe edition will be sold digitally that packages the game with the season pass and will include the Lockheed F-104 Starfighter plane. Presumably, this means that Namco Bandai has updated Ace Combat 5 for modern systems, which might be worth the price of admission on its own. The hightlight of the PlayStation 2 run of the Ace Combat series, 5 puts players in the middle of a fictionalized version of our world, dubbed affectionately Strangereal, that has its two major superpowers on the brink of turning its Cold War into a hot one. The characters, flight controls, and scenarios are all excellent as each mission escalates in intensity. It's one of the best arcade flight sims out there, so seeing it in the air once again will be a real treat. We got some time to play with Ace Combat 7's VR features hands-on last year and it was a really amazing experience. Despite being the seventh numbered title in the Ace Combat series, 7 will be a direct sequel to 5. Sunau Katabuchi, the writer of Ace Combat 5, will return to write for Skies Unknown and has left open the possibility that characters from The Unsung War will return to fly again. The story will focus on the political conflict over the construction of a massive space elevator that spans multiple nations. Ace Combat 7: Skies Unknown will release on January 18, 2018 for PlayStation 4, Xbox One, and PC. The VR version will be exclusive to the PS4 version. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. Namco Bandai has announced that they will be offering Ace Combat 5: The Unsung War in its entirety as a pre-order incentive for Ace Combat 7: Skies Unknown. It will be available for both digital and physical editions of Ace Combat 7, though those who opt for the physical copy could miss out on a dynamic theme. Here's what's included in the pre-order bundle: Ace Combat 7: Skies Unknown dynamic theme - only available for digital pre-orders A McDonnell Douglas F-4E plane and three aircraft skins Ace Combat 5: The Unsung War Ace Combat 7 will be a full $60 at launch with a season pass available for $25 that includes three extra planes, three new stages, and an in-game music player. A deluxe edition will be sold digitally that packages the game with the season pass and will include the Lockheed F-104 Starfighter plane. Presumably, this means that Namco Bandai has updated Ace Combat 5 for modern systems, which might be worth the price of admission on its own. The hightlight of the PlayStation 2 run of the Ace Combat series, 5 puts players in the middle of a fictionalized version of our world, dubbed affectionately Strangereal, that has its two major superpowers on the brink of turning its Cold War into a hot one. The characters, flight controls, and scenarios are all excellent as each mission escalates in intensity. It's one of the best arcade flight sims out there, so seeing it in the air once again will be a real treat. We got some time to play with Ace Combat 7's VR features hands-on last year and it was a really amazing experience. Despite being the seventh numbered title in the Ace Combat series, 7 will be a direct sequel to 5. Sunau Katabuchi, the writer of Ace Combat 5, will return to write for Skies Unknown and has left open the possibility that characters from The Unsung War will return to fly again. The story will focus on the political conflict over the construction of a massive space elevator that spans multiple nations. Ace Combat 7: Skies Unknown will release on January 18, 2018 for PlayStation 4, Xbox One, and PC. The VR version will be exclusive to the PS4 version. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. Elijah Wood's company SpectreVision reminded everyone at E3 that their strange VR project Transference still exists and will be releasing later this year. While we didn't know much about it when it debuted in 2017, this year's showing revealed quite a bit about the game Wood described as a darkly twisted psychological thriller. Transference will tell the story of the unfortunate Hayes family whose minds have been linked by an experiment conducted by the father, Raymond Hayes. Players will flit between the three consciousnesses to see the perspective of each family member, but it rapidly becomes apparent that the data, their memories, are corrupted - and there's something else stalking through their minds. The darkly unsettling narrative hopes to achieve a disturbing atmosphere at least in part with its blended use of live-action and digital scenes. That's still not a ton of information to go on, but we will certainly learn more when Transference launches this fall for VR devices (PlayStation VR, Oculus Rift, HTC Vive) and the PlayStation 4, Xbox One, and PC sans VR.
  4. Elijah Wood's company SpectreVision reminded everyone at E3 that their strange VR project Transference still exists and will be releasing later this year. While we didn't know much about it when it debuted in 2017, this year's showing revealed quite a bit about the game Wood described as a darkly twisted psychological thriller. Transference will tell the story of the unfortunate Hayes family whose minds have been linked by an experiment conducted by the father, Raymond Hayes. Players will flit between the three consciousnesses to see the perspective of each family member, but it rapidly becomes apparent that the data, their memories, are corrupted - and there's something else stalking through their minds. The darkly unsettling narrative hopes to achieve a disturbing atmosphere at least in part with its blended use of live-action and digital scenes. That's still not a ton of information to go on, but we will certainly learn more when Transference launches this fall for VR devices (PlayStation VR, Oculus Rift, HTC Vive) and the PlayStation 4, Xbox One, and PC sans VR. View full article
  5. A new VR game releasing today that pits players against a horde of increasingly silly zombies. Your only weapons? Your bare hands and anything else that might possibly be thrown as a projectile. Players will have to defend themselves by throwing items at the encroaching zombie horde - hopefully driving them back from a variety of ridiculous locations. In Throw Anything, players are able to grab items in their environment to appropriate them as thrown weapons. Of course, players might run short on throwables and might be forced to resort to breaking apart large items in their vicinity, or even use the NPCs around them in a pinch! The Early Access game launching on Steam today will include five levels for players to master. These levels are filled with zombies, four mid bosses, and five intimidating main bosses to overcome. Kalev Jung, the CEO of developer VisualLight released a statement saying, “Throw Anything is not for the faint of heart. Action tower defense takes on a whole new meaning in VR! Suddenly, the threat is right in front of you – and you need to be quick on your feet to avoid getting your face eaten.” Throw Anything will be available for HTC Vive starting today via Steam Early Access with PSVR and Oculus Rift support coming later this year. View full article
  6. A new VR game releasing today that pits players against a horde of increasingly silly zombies. Your only weapons? Your bare hands and anything else that might possibly be thrown as a projectile. Players will have to defend themselves by throwing items at the encroaching zombie horde - hopefully driving them back from a variety of ridiculous locations. In Throw Anything, players are able to grab items in their environment to appropriate them as thrown weapons. Of course, players might run short on throwables and might be forced to resort to breaking apart large items in their vicinity, or even use the NPCs around them in a pinch! The Early Access game launching on Steam today will include five levels for players to master. These levels are filled with zombies, four mid bosses, and five intimidating main bosses to overcome. Kalev Jung, the CEO of developer VisualLight released a statement saying, “Throw Anything is not for the faint of heart. Action tower defense takes on a whole new meaning in VR! Suddenly, the threat is right in front of you – and you need to be quick on your feet to avoid getting your face eaten.” Throw Anything will be available for HTC Vive starting today via Steam Early Access with PSVR and Oculus Rift support coming later this year.
  7. BowieMoonen

    What happens at the Events ?

    Just a Quick Question , As i was Wondering if people stream or what going on.
  8. There's a lot of weird, experimental things happening in VR these days *cough* VRChat *cough*. One game on the horizon seems like it might be attempting to find more conventional success - with a bit of a twist. Playful Corp has been hard at work on Star Child, a game exclusive to PlayStation VR, following the release of Super Lucky's Tale for Xbox One and PC. Star Child offers up a narrative focused platformer with a cinematic edge. It follows a woman named Spectra on a mission of utmost importance that crashes her on a hostile planet, uncovering a threat to the entire universe. Interestingly enough for a game dedicated to VR, Star Child isn't a first-person game. Instead, it embraces the perspective offered by side-scrolling platformers. How exactly that will translate into a unique virtual reality experience remains to be seen, but Playful Corp has teased that their use of virtual reality will shine a new light on the familiar genre and interact with Spectra's evolving abilities in novel ways. Paul Bettner, the CEO and founder of Playful Corp, explained in a recent blog post how the developer has approached their project: With Star Child, we were drawn to the elegant simplicity of the side-scrolling platformer genre, which can convey an incredible amount of narrative through non-traditional means. There’s a subtle power to telling a story through continuously changing environments and cinematic visuals, as well as character animations, especially the way players can move Spectra forward and learn to master their surroundings through gameplay. Enhanced by the magic of virtual reality, these elements take on a new dimension as Spectra’s powers grow and she pushes deeper into a strange, immersive world full of dark secrets. Inspired by countless science fiction adventure classics across games, books and movies, Star Child is at its heart both a mystery and journey of self-discovery. Star Child launches some time this year for the PlayStation 4's VR setup. View full article
  9. There's a lot of weird, experimental things happening in VR these days *cough* VRChat *cough*. One game on the horizon seems like it might be attempting to find more conventional success - with a bit of a twist. Playful Corp has been hard at work on Star Child, a game exclusive to PlayStation VR, following the release of Super Lucky's Tale for Xbox One and PC. Star Child offers up a narrative focused platformer with a cinematic edge. It follows a woman named Spectra on a mission of utmost importance that crashes her on a hostile planet, uncovering a threat to the entire universe. Interestingly enough for a game dedicated to VR, Star Child isn't a first-person game. Instead, it embraces the perspective offered by side-scrolling platformers. How exactly that will translate into a unique virtual reality experience remains to be seen, but Playful Corp has teased that their use of virtual reality will shine a new light on the familiar genre and interact with Spectra's evolving abilities in novel ways. Paul Bettner, the CEO and founder of Playful Corp, explained in a recent blog post how the developer has approached their project: With Star Child, we were drawn to the elegant simplicity of the side-scrolling platformer genre, which can convey an incredible amount of narrative through non-traditional means. There’s a subtle power to telling a story through continuously changing environments and cinematic visuals, as well as character animations, especially the way players can move Spectra forward and learn to master their surroundings through gameplay. Enhanced by the magic of virtual reality, these elements take on a new dimension as Spectra’s powers grow and she pushes deeper into a strange, immersive world full of dark secrets. Inspired by countless science fiction adventure classics across games, books and movies, Star Child is at its heart both a mystery and journey of self-discovery. Star Child launches some time this year for the PlayStation 4's VR setup.
  10. First-person puzzler/philosophical journey The Talos Principle received acclaim when it first released on PC in late 2014. After being ported to console and mobile, the game makes the next logical leap: virtual reality. The Talos Principle VR is available now on Steam for Oculus Rift and HTC Vive. According to developer Croteam, the game has been entirely redesigned for VR and features fully customizable controls. This version runs for $39.99 but owners of the original game receive a 25% discount (knocking it down to around $29.99). Additionally, the four-episode Road to Gehenna expansion is included with The Talos Principle VR. Any of you Oculus or Vive users plan on to taking a look at The Talos Principle?
  11. First-person puzzler/philosophical journey The Talos Principle received acclaim when it first released on PC in late 2014. After being ported to console and mobile, the game makes the next logical leap: virtual reality. The Talos Principle VR is available now on Steam for Oculus Rift and HTC Vive. According to developer Croteam, the game has been entirely redesigned for VR and features fully customizable controls. This version runs for $39.99 but owners of the original game receive a 25% discount (knocking it down to around $29.99). Additionally, the four-episode Road to Gehenna expansion is included with The Talos Principle VR. Any of you Oculus or Vive users plan on to taking a look at The Talos Principle? View full article
  12. The sky-high price tag for VR has been one of the primary barriers keeping a majority of gamers away from the technology. At Oculus' Connect 4 event earlier today, Facebook announced plans to remedy that situation by dropping the price of its original headset as well as introducing a significantly cheaper model. In with the new first. Oculus Go is a standalone, "all-in-one" headset retailing for $199. Similar Samsung Gear VR, no PC (or phone) is required; just strap it on and play using the Wii nunchuck-esque single palm controller. Oculus Go arrives in early 2018. As of today, you can purchase the standard Oculus Rift model for $399.That package includes two touch controllers, two sensors, and seven free games. That's one whole Benjamin down from the $500 price that went into effect earlier this year, which in itself was a cut from $600 launch tag. If you've been eyeing VR but haven't taken the plunge yet, are these announcements enough to entice you? Does VR interest you at all? View full article
  13. The sky-high price tag for VR has been one of the primary barriers keeping a majority of gamers away from the technology. At Oculus' Connect 4 event earlier today, Facebook announced plans to remedy that situation by dropping the price of its original headset as well as introducing a significantly cheaper model. In with the new first. Oculus Go is a standalone, "all-in-one" headset retailing for $199. Similar Samsung Gear VR, no PC (or phone) is required; just strap it on and play using the Wii nunchuck-esque single palm controller. Oculus Go arrives in early 2018. As of today, you can purchase the standard Oculus Rift model for $399.That package includes two touch controllers, two sensors, and seven free games. That's one whole Benjamin down from the $500 price that went into effect earlier this year, which in itself was a cut from $600 launch tag. If you've been eyeing VR but haven't taken the plunge yet, are these announcements enough to entice you? Does VR interest you at all?
  14. Earth has been destroyed. The century following the apocalypse saw to a massive shift in the planet's ecosystem as the world grew cold and dark. What remained of humanity entered into a new ice age known as the Great Freeze. To survive, humans retreated to the narrow equatorial band around the planet and set up remote colonies over highly valuable resources outside of the habitable zone. ARKTIKA.1 focuses on a mercenary sent to defend one of those colonies in the ruins of old Russia. Known as ARKTIKA.1, the colony finds itself besieged by raiders, robots, and horrifying creatures that have adapted to the harsh climate. Players must use tactics, quick reflexes, and an array of customizable weaponry to combat those threats and discover what happened to ARKTIKA.1. This VR title comes to us courtesy of 4A Games, the developers of the Metro series. They've developed a new engine for use with VR tech that they tout will have "some of the most impressive visuals ever seen in VR." They've taken steps into the VR world while also working on the upcoming Metro Exodus slated for release next year. ARKTIKA.1 releases on October 10 for the Oculus Touch. It will be accompanied by a simultaneously released ebook titled ARKTIKA.1: My Name is Viktoria. View full article
  15. Earth has been destroyed. The century following the apocalypse saw to a massive shift in the planet's ecosystem as the world grew cold and dark. What remained of humanity entered into a new ice age known as the Great Freeze. To survive, humans retreated to the narrow equatorial band around the planet and set up remote colonies over highly valuable resources outside of the habitable zone. ARKTIKA.1 focuses on a mercenary sent to defend one of those colonies in the ruins of old Russia. Known as ARKTIKA.1, the colony finds itself besieged by raiders, robots, and horrifying creatures that have adapted to the harsh climate. Players must use tactics, quick reflexes, and an array of customizable weaponry to combat those threats and discover what happened to ARKTIKA.1. This VR title comes to us courtesy of 4A Games, the developers of the Metro series. They've developed a new engine for use with VR tech that they tout will have "some of the most impressive visuals ever seen in VR." They've taken steps into the VR world while also working on the upcoming Metro Exodus slated for release next year. ARKTIKA.1 releases on October 10 for the Oculus Touch. It will be accompanied by a simultaneously released ebook titled ARKTIKA.1: My Name is Viktoria.
  16. In a world where robots can control the skies as effectively as pilots, what's the point of human aviators? Ace Combat 7 brings its Strangereal universe (the term given to the grounded, but entirely fictional world portrayed in the majority of Ace Combat titles) into the near future to explore that very scenario. Ace Combat 7: Unknown Skies takes place several years after the events of Ace Combat 6: Fires of Liberation and takes the series back to Osea, the main location from Ace Combat 5: The Unsung War (with the possibility of characters from 5 reappearing in 7). The Osean Federation has undertaken a massive construction project to create a space elevator. Unfortunately, that construction spilled over into the Kingdom of Erusea, and they don't take too kindly to the project. That leads to a declaration of war from their ruler, Princess Rosa Cossette D'Elise. The writing and story are being handled by Sunao Katabuchi, who also wrote the highly acclaimed Ace Combat 5. I had a chance to play with the PSVR version of Ace Combat 7 recently. The VR setup for the combat flight sim places players directly in the pilot's seat, leading to one of the greatest VR experiences I've personally had to date. The demo constituted one of the early missions from the game, tasking players to launch themselves from an aircraft carrier to engage several incoming waves of adversaries. Being able to look out of the cockpit at various angles to identify bogies as I did barrel rolls and loops through the air was incredibly freeing. While Ace Combat 7 will release on Xbox One and PC as well as PlayStation 4, the PSVR version of the title will release with unique missions. Outside of the VR experience, Ace Combat 7 sticks to the classic Ace Combat gamepad control scheme. While the series might strive for realism in the graphics department, the moment to moment gameplay resembles an arcade flier more than anything else. Players take to the skies in aircraft that are sometimes armed with upwards of 100 missiles. Simple controls make learning the ropes relatively easy for newcomers, while veterans will find enough depth and difficulty to keep themselves hooked for a long, long time. Players can take to the skies in two player local co-op or multiplayer. Ace Combat 7, originally slated for a 2017 release, will now become available sometime in 2018 on PS4, Xbox One and PC.
  17. In a world where robots can control the skies as effectively as pilots, what's the point of human aviators? Ace Combat 7 brings its Strangereal universe (the term given to the grounded, but entirely fictional world portrayed in the majority of Ace Combat titles) into the near future to explore that very scenario. Ace Combat 7: Unknown Skies takes place several years after the events of Ace Combat 6: Fires of Liberation and takes the series back to Osea, the main location from Ace Combat 5: The Unsung War (with the possibility of characters from 5 reappearing in 7). The Osean Federation has undertaken a massive construction project to create a space elevator. Unfortunately, that construction spilled over into the Kingdom of Erusea, and they don't take too kindly to the project. That leads to a declaration of war from their ruler, Princess Rosa Cossette D'Elise. The writing and story are being handled by Sunao Katabuchi, who also wrote the highly acclaimed Ace Combat 5. I had a chance to play with the PSVR version of Ace Combat 7 recently. The VR setup for the combat flight sim places players directly in the pilot's seat, leading to one of the greatest VR experiences I've personally had to date. The demo constituted one of the early missions from the game, tasking players to launch themselves from an aircraft carrier to engage several incoming waves of adversaries. Being able to look out of the cockpit at various angles to identify bogies as I did barrel rolls and loops through the air was incredibly freeing. While Ace Combat 7 will release on Xbox One and PC as well as PlayStation 4, the PSVR version of the title will release with unique missions. Outside of the VR experience, Ace Combat 7 sticks to the classic Ace Combat gamepad control scheme. While the series might strive for realism in the graphics department, the moment to moment gameplay resembles an arcade flier more than anything else. Players take to the skies in aircraft that are sometimes armed with upwards of 100 missiles. Simple controls make learning the ropes relatively easy for newcomers, while veterans will find enough depth and difficulty to keep themselves hooked for a long, long time. Players can take to the skies in two player local co-op or multiplayer. Ace Combat 7, originally slated for a 2017 release, will now become available sometime in 2018 on PS4, Xbox One and PC. View full article
  18. This is Quill. She's the protagonist of an upcoming VR title called Moss and has enraptured thousands of gamers across the United States. How did she achieve that feat? Simple. She introduced herself - in American Sign Language. Last week, Polyarc animator Richard Lico made a routine tweet about his work bringing Quill to life. He'd had a bit of inspiration and decided that the voiceless mouse might be able to use sign language to communicate. "Since she can only squeak, I figured I'd play around with ways she can communicate with the player. Also a great perk for our deaf players," he tweeted. Seeing an endearing mouse using American Sign Language in a video game understandably caught a lot of attention, snagging tens of thousands of likes on social media. "Quill often needs to communicate with her guide, [the player], and I'm exploring ways in which she can do so. I came up with the idea of using ASL in conjunction with her existing pantomime methods, and wanted to test the idea," explained Lico in a short video posted the next day. "I had never animated sign language before, so I did some homework, and created this as a test example of what she could do in game. The response has been positive, and we're super excited about the opportunity to help support those who rely on ASL." In Moss, players take on the role of a spirit guide for Quill as she embarks on a heroic journey. The plan for Quill was always to have her communicate wordlessly with the player. She would use squeaks and broad pantomiming motions to get her points across. However, the strong reaction from the gaming community toward Lico's animation seems to have cemented the use of various ASL signs in Moss. “Sometimes she’ll pantomime if there’s not a good sign for it, and other times she’ll flat-out sign language what she wants you to know. This tweet really confirmed that we should do this,” Lico elaborated to Kotaku. “I’ve been blown away by the responses. Especially the ones where you get actual deaf people saying ‘Thank you.’ I just had no idea, being able to emotionally connect with something like that.” While this might seem like a small thing, sign language has largely been absent from video games. In fact, searching for any other results for sign language in games only turns up results for games that help people learn sign language, a barren Reddit thread from 2016 that mentions how some sign language is used in the background of Fullbright Company's Tacoma, and articles about Quill. There was some buzz way back in 2009 that Half-Life 2: Episode 3 would include a deaf character and sign-language, but... well... it's a Half-Life game and Valve, so we might not be seeing that any time soon. It's pretty incredible that Quill might just be the first video game character to communicate with predominantly via sign language in video game history. Moss is set to release sometime this winter for PlayStation VR. View full article
  19. This is Quill. She's the protagonist of an upcoming VR title called Moss and has enraptured thousands of gamers across the United States. How did she achieve that feat? Simple. She introduced herself - in American Sign Language. Last week, Polyarc animator Richard Lico made a routine tweet about his work bringing Quill to life. He'd had a bit of inspiration and decided that the voiceless mouse might be able to use sign language to communicate. "Since she can only squeak, I figured I'd play around with ways she can communicate with the player. Also a great perk for our deaf players," he tweeted. Seeing an endearing mouse using American Sign Language in a video game understandably caught a lot of attention, snagging tens of thousands of likes on social media. "Quill often needs to communicate with her guide, [the player], and I'm exploring ways in which she can do so. I came up with the idea of using ASL in conjunction with her existing pantomime methods, and wanted to test the idea," explained Lico in a short video posted the next day. "I had never animated sign language before, so I did some homework, and created this as a test example of what she could do in game. The response has been positive, and we're super excited about the opportunity to help support those who rely on ASL." In Moss, players take on the role of a spirit guide for Quill as she embarks on a heroic journey. The plan for Quill was always to have her communicate wordlessly with the player. She would use squeaks and broad pantomiming motions to get her points across. However, the strong reaction from the gaming community toward Lico's animation seems to have cemented the use of various ASL signs in Moss. “Sometimes she’ll pantomime if there’s not a good sign for it, and other times she’ll flat-out sign language what she wants you to know. This tweet really confirmed that we should do this,” Lico elaborated to Kotaku. “I’ve been blown away by the responses. Especially the ones where you get actual deaf people saying ‘Thank you.’ I just had no idea, being able to emotionally connect with something like that.” While this might seem like a small thing, sign language has largely been absent from video games. In fact, searching for any other results for sign language in games only turns up results for games that help people learn sign language, a barren Reddit thread from 2016 that mentions how some sign language is used in the background of Fullbright Company's Tacoma, and articles about Quill. There was some buzz way back in 2009 that Half-Life 2: Episode 3 would include a deaf character and sign-language, but... well... it's a Half-Life game and Valve, so we might not be seeing that any time soon. It's pretty incredible that Quill might just be the first video game character to communicate with predominantly via sign language in video game history. Moss is set to release sometime this winter for PlayStation VR.
  20. The potential for the Hololens was recently showcased by a fan creation. Abhishek Singh recreated the infamous World 1-1 from Super Mario Bros. using the Unity 3 engine and then tried it out in a very public location: Central Park in New York City. Singh donned the very famous plumber's iconic outfit and a headset to walk the level in real life. Goombas and green pipes sprawled out on the trail. Although Singh walked around some of the articles, he still jumped for mushrooms, stomped Goombas and leaped over trippy looking gaps. When consuming the mushrooms, the world shrank in reaction. People in the area didn't seem too concerned about a real-life Mario hopping around. This could be viewed as a small experiment in augmented reality's impact in real life perhaps? What retro games should be made in augmented reality? Would you play the Hololens in public?
  21. The potential for the Hololens was recently showcased by a fan creation. Abhishek Singh recreated the infamous World 1-1 from Super Mario Bros. using the Unity 3 engine and then tried it out in a very public location: Central Park in New York City. Singh donned the very famous plumber's iconic outfit and a headset to walk the level in real life. Goombas and green pipes sprawled out on the trail. Although Singh walked around some of the articles, he still jumped for mushrooms, stomped Goombas and leaped over trippy looking gaps. When consuming the mushrooms, the world shrank in reaction. People in the area didn't seem too concerned about a real-life Mario hopping around. This could be viewed as a small experiment in augmented reality's impact in real life perhaps? What retro games should be made in augmented reality? Would you play the Hololens in public? View full article
  22. Though I’ve only dabbled in virtual reality since it hit the market, I haven’t played or seen much to get me truly enthused with the concept. That was until I gave Blasters of the Universe a go during E3. The project began as a game jam between an artist and developer at studio Secret Location before larger vision focused on bringing the challenging and reflex-focused bullet hell genre to first-person VR. So far, I believe Secret Location is one the right track. Blasters of the Universe got my adrenaline racing like few VR experiences I’ve encountered. Playing with the Oculus Rift and Touch controllers, I held a gun in my right hand and a shield in my left. One of two loadouts were available. One was big, powerful gun paired with a durable shield and a missile barrage special attack. The other was a smaller gun with faster firing rate that can split into a pair of firearms as a special attack. It also came with a smaller shield that deflects bullets back at enemies. I opted for the former. The full experience will boast full weapon customization with players outfitting arms with a selection of parts (like a laser sight) and modifier, such as bullets that rebound off walls. Shields also come in different types, such as one that can be split into three static barriers to take cover behind. Soon after I plunged into the neon-tinted techno world, a squad of robots and weird floating heads converged upon me from all sides and opened fire. The player’s head is the only area that receives damage, so identifying gaps in the elaborate bullet patterns and aligning your noggin so that it slips through is crucial. Shields block a limited number of attacks before it has to recharge, meaning players must be mindful of when to block and when to dodge. The opening minutes saw me getting wailed on from above and blindsided elsewhere since I kept focusing only on what was in front of me. After taking a rain of bullets to the face, I learned to fully scout my surroundings. Before long, I found a nice rhythm of bobbing and weaving around bullets, throwing up my shield to catch incoming attacks, and blasting enemies into oblivion. I even crossed my arms at points for maximum style points. The sensation felt extremely cool and empowering–it really felt like my entire being against the world, and I licked my chops at each new wave that dared to challenge me. Taking damage and interrupting a great groove feels devastating in traditional bullet hell games and it’s even more jarring here with bullets hitting you square in the face and halting everything for about a second. However, this only got my blood pumping more as I immediately wanted revenge against my polygonal transgressors. This was my first time using the Touch controllers, and they felt comfortable and sported great responsiveness. The level’s boss was a large, teleporting robot that unloaded missiles like no tomorrow. My defensive skills got a serious run for their money, and the boss' constant warping between positions made it a challenging foe to take down. I eventually toppled it with the help of my handy missile barrages. Once I took off the headset and returned to reality, I needed to catch a breather but wanted nothing more than to jack back in and keep blasting. Blasters of the Universe will feature four campaign levels, each with their own endless version for players to return to and fight for bragging rights across the cross-platform leaderboard rankings. Per the norm with bullet hell games, the challenge raises exponentially as the game progresses (to my surprise, difficulty was scaled back in my decidedly tough demo). Despite the difficulty, I had a very fun time with Blasters of the Universe. If you want to try it for yourself, the game is available now on Steam Early Access for Oculus Rift and Vive. The full release is slated for later this year.
  23. Though I’ve only dabbled in virtual reality since it hit the market, I haven’t played or seen much to get me truly enthused with the concept. That was until I gave Blasters of the Universe a go during E3. The project began as a game jam between an artist and developer at studio Secret Location before larger vision focused on bringing the challenging and reflex-focused bullet hell genre to first-person VR. So far, I believe Secret Location is one the right track. Blasters of the Universe got my adrenaline racing like few VR experiences I’ve encountered. Playing with the Oculus Rift and Touch controllers, I held a gun in my right hand and a shield in my left. One of two loadouts were available. One was big, powerful gun paired with a durable shield and a missile barrage special attack. The other was a smaller gun with faster firing rate that can split into a pair of firearms as a special attack. It also came with a smaller shield that deflects bullets back at enemies. I opted for the former. The full experience will boast full weapon customization with players outfitting arms with a selection of parts (like a laser sight) and modifier, such as bullets that rebound off walls. Shields also come in different types, such as one that can be split into three static barriers to take cover behind. Soon after I plunged into the neon-tinted techno world, a squad of robots and weird floating heads converged upon me from all sides and opened fire. The player’s head is the only area that receives damage, so identifying gaps in the elaborate bullet patterns and aligning your noggin so that it slips through is crucial. Shields block a limited number of attacks before it has to recharge, meaning players must be mindful of when to block and when to dodge. The opening minutes saw me getting wailed on from above and blindsided elsewhere since I kept focusing only on what was in front of me. After taking a rain of bullets to the face, I learned to fully scout my surroundings. Before long, I found a nice rhythm of bobbing and weaving around bullets, throwing up my shield to catch incoming attacks, and blasting enemies into oblivion. I even crossed my arms at points for maximum style points. The sensation felt extremely cool and empowering–it really felt like my entire being against the world, and I licked my chops at each new wave that dared to challenge me. Taking damage and interrupting a great groove feels devastating in traditional bullet hell games and it’s even more jarring here with bullets hitting you square in the face and halting everything for about a second. However, this only got my blood pumping more as I immediately wanted revenge against my polygonal transgressors. This was my first time using the Touch controllers, and they felt comfortable and sported great responsiveness. The level’s boss was a large, teleporting robot that unloaded missiles like no tomorrow. My defensive skills got a serious run for their money, and the boss' constant warping between positions made it a challenging foe to take down. I eventually toppled it with the help of my handy missile barrages. Once I took off the headset and returned to reality, I needed to catch a breather but wanted nothing more than to jack back in and keep blasting. Blasters of the Universe will feature four campaign levels, each with their own endless version for players to return to and fight for bragging rights across the cross-platform leaderboard rankings. Per the norm with bullet hell games, the challenge raises exponentially as the game progresses (to my surprise, difficulty was scaled back in my decidedly tough demo). Despite the difficulty, I had a very fun time with Blasters of the Universe. If you want to try it for yourself, the game is available now on Steam Early Access for Oculus Rift and Vive. The full release is slated for later this year. View full article
  24. One of the main focuses of the Sony E3 2017 press conference was showcasing support for its VR headset. Keep reading below to see all of the upcoming games coming to PSVR. Sure to please a slew of Elder Scrolls fans, Sony started out its VR showcase with Skyrim in VR. In the trailer, we got to see various combat systems including the title's signature dragon shouts. Next up was Star Child, a third-person new IP with a sci-fi setting appropriate for its name. Final Fantasy XV Monster of the Deep focuses on the fishing mini-game from the main game. The game has a release date of September 2017. The Inpatient explores a vintage mental asylum and teases "discover who you are before it’s too late." The setting is familiar to those who have played Until Dawn. Players will be in Blackwood Sanatorium 60 years before the events of Until Dawn. Bravo Team is a first person shooter set in a "fictional " modern day Eastern European city. The last of the VR games of the 2017 conference was a title called Moss that focused on a mouse. The adorable little critter roams around in a fantastical natural world. Which games are you excited for in VR? What titles do you want to see? View full article
  25. One of the main focuses of the Sony E3 2017 press conference was showcasing support for its VR headset. Keep reading below to see all of the upcoming games coming to PSVR. Sure to please a slew of Elder Scrolls fans, Sony started out its VR showcase with Skyrim in VR. In the trailer, we got to see various combat systems including the title's signature dragon shouts. Next up was Star Child, a third-person new IP with a sci-fi setting appropriate for its name. Final Fantasy XV Monster of the Deep focuses on the fishing mini-game from the main game. The game has a release date of September 2017. The Inpatient explores a vintage mental asylum and teases "discover who you are before it’s too late." The setting is familiar to those who have played Until Dawn. Players will be in Blackwood Sanatorium 60 years before the events of Until Dawn. Bravo Team is a first person shooter set in a "fictional " modern day Eastern European city. The last of the VR games of the 2017 conference was a title called Moss that focused on a mouse. The adorable little critter roams around in a fantastical natural world. Which games are you excited for in VR? What titles do you want to see?
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