March 2019

Best Buy's weekly ad has allegedly leaked what Joker from Persona 5 will look like in Super Smash Bros. Ultimate. The leader of the Phantom Thieves of Hearts is expected to be added to the Nintendo Switch exclusive this April.

The post Best Buy allegedly leaks what Joker will look like in Super Smash Bros. Ultimate appeared first on Digital Trends.



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With a sleek aesthetic, performance that rivals Razer’s PC keyboards, and versatility, the Turret could become a great option for gamers on the Xbox One. But there are a few limitations that stand in its way, including limited game support.

The post The Razer Turret for Xbox One will make you feel like a gaming god. Sometimes. appeared first on Digital Trends.



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Sony will shut down the Driveclub servers on March 31, 2020, giving players just one more year to enjoy the racing game's online features. Only the single player and offline modes will remain after the specified date.

The post Driveclub servers to shut down in 2020: No more multiplayer races, season passes appeared first on Digital Trends.



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Virtual reality (VR) is a rather cool industry to be working in at the moment. Rather than trying to speed up the destruction of humanity by developing AI, the field of VR is wide-ranging, from entertainment to training and healthcare. And don’t forget about augmented reality (AR) which is proving rather useful. If you want to be at the cutting edge then one of these following jobs may help.

Location Company Role Link
San Francisco, CA Krikey Data Engineer Click Here to Apply
San Francisco, CA Krikey Android Developer Click Here to Apply
San Francisco, CA Krikey iOS Developer Click Here to Apply
San Francisco, CA Krikey Unity Developer Click Here to Apply
San Francisco, CA Krikey Product Manager, iOS Click Here to Apply
Guildford, UK Media Molecule Development Ops Programmer Click Here to Apply
Guildford, UK Media Molecule Gameplay Programmer Click Here to Apply
Guildford, UK Media Molecule Server Developer Click Here to Apply
Pittsburgh, Pennsylvania Schell Games Senior Technical Artist Click Here to Apply
Pittsburgh, Pennsylvania Schell Games Game Designer Click Here to Apply
Pittsburgh, Pennsylvania Schell Games Engineering Manager Click Here to Apply
Pittsburgh, Pennsylvania Schell Games Senior Unreal Game Engineer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.



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Valve admitted that there are "deep-rooted issues" in Artifact, and that it will focus on fixing the problems instead of rolling out updates. It remains to be seen if the changes will revive interest in the digital card game.

The post Valve to fix ‘deep-rooted issues’ with Artifact instead of releasing updates appeared first on Digital Trends.



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Ubisoft has been vocal about their focus on providing accessible options for as many players as possible, and The Division 2 is the latest to make its case. We spoke with them and a number of players about features and room for improvement.

The post The Division 2 promised big strides in accessibility. But did it deliver? appeared first on Digital Trends.



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Last month Japanese studios Yomuneco and gumi Inc. launched their first closed beta for upcoming action title Swords of Gargantua. This week the developers have begun a second closed beta, but this time they’re accepting a much bigger pool of players to join in and provide feedback.

Swords of Gargantua

Just like before, if you’re keen on applying you’ll need an Oculus Rift or HTC Vive headset and then head on over to Swords of Gargantua’s Discord channel. All you need to do is follow the instructions on the #beta-apply channel. If accepted, all beta testers who share their feedback through a provided survey will be given the opportunity to have their name added to the credits as a Closed Beta Tester.

For this second beta test Yomuneco has included several new additions, including a new combo system that amplifies your damage after a successful block, dodge or parry, more weapons to fight with – a Samurai sword and Club – plus instead of pre-set enemy waves, now players will fight enemies based on how well they perform. The stronger you are, the harder the enemy.

The Swords of Gargantua closed beta is already running so sign-up as quickly as possible to avoid missing out. The beta will run until Sunday, 7th April 2019.

Swords of Gargantua

Designed as proper hack n’ slash style adventure, with Swords of Gargantua the studio has paid particular attention to making the sword-based gameplay as realistic as possible. Thus ensuring every player movement is finely tuned and mirrored directly in the virtual world.

This isn’t a solitary experience either. With a cross-platform four-player co-op mode you can collaborate with friends on taking down all sorts of dangerous enemies. There will be a variety of weapons for different gameplay styles, with a total of 30 to unlock across 100 single-player missions, while multiplayer will feature native voice chat, allowing you to develop strategies with your team before heading into combat.

VRFocus saw an early version at the Game Developers Conference (GDC) 2018, saying in the preview: “What was shown is certainly exciting, with an intriguing storyline mixed with gritty aesthetics and fluid combat.” Yomuneco has yet to reveal a launch window or date for Swords of Gargantua, when it does VRFocus will let you know.



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We are now officially done with Fortnite season 8 as we head into the Fortnite week 5 challenges. The biggest obstacle this week is completing a lap around the race track in Happy Hamlet and we'll show you how to do it.

The post Fortnite week 5 challenge guide: Complete a lap at the race track in Happy Hamlet appeared first on Digital Trends.



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Location-based virtual reality (VR) specialist Immotion Group has brought its technology to a number of locations across the UK, including Birmingham’s Star City and Weston-super-Mare’s Grand Pier. This week, the company has announced a new VR experience coming to its centre’s, Swimming with Humpbacks.

Swimming with Humpbacks

An immersive live-action title, Swimming with Humpbacks provides a rare glimpse and insight into one of the ocean’s most mysterious creatures, the giant Humpback whale. The first instalment in Immotion’s Blue Ocean Aquarium series,  cinematographer Jeff Hester was brought in to film the whales as they migrated from Antartica to the Kingdom of Tonga during mating season.

“At Immotion, we are always looking to push the boundaries of VR. What we’ve managed to capture is truly breath-taking. The film provides an incredible insight into these elusive creatures,” said Martin Higginson, CEO of Immotion Group in a statement. “The experience makes full use of the visual, sound and motion capabilities of our VR Cinematic motion pods to deliver our customers something ground-breaking and memorable.  We are excited about future instalments of our Blue Ocean Aquarium series, and demonstrating the power of VR to engage and thrill audiences.”

Swimming with Humpbacks

“This is a truly remarkable achievement to get so near to such a magnificent and endangered species. One of the great challenges was that our cinematographer, Jeff Hester, couldn’t scuba dive around the whales as the bubbles it generated would have disturbed them,” adds Ian Liddell, Immotion’s Group Creative Director. “He had to hold his breath for up to four minutes at a time while keeping up with the whales. Each whale can weigh 40 tonnes and move at speeds of 15mph.  “At certain points, our camera is just three inches away from the whales’ pectoral fins.  From seeing them show dominance by rolling over and flapping their fins, a mother bonding with her calf, to the young whales gaining their independence – we’ve captured it all.”

Exclusively available on Immotion’s VR Cinematic motion pods across the UK, in the near future Swimming with Humpbacks will be available to the public at home through PlayStation VR, as well as iOS and Android. For further updates, keep reading VRFocus.



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When it comes to online multiplayer shooters virtual reality (VR) gamers have got an interesting choice to make, do they go for the more standard traditional fair of videogames like Onward or go for the more freeing zero-g option of titles such as Echo Combat or Space Junkies. Sometimes the choice comes down to how comfortable you are in VR – or how much your head can handle. VR developer Anshar Studios is already well versed in this genre thanks to Detached, but has now offered an alternative in Telefrag VR. 

TelefragHaving first come across Telefrag VR as a very early version during Gamescom 2018 it was easy to see the studio had a rather interesting concept, expanding the often used teleportation mechanic and turning it into an offensive weapon.

Currently running a beta for Telefrag VR the experience has come a long way in the last seven months, yet the core principle has stayed the same – as well as the devastating telefrag move. While these PvP battles don’t really need a storyline as such, one has been created to shed some light on Telefrag VR’s thought-provoking arena design. Here the Roman Empire never died out, instead, it flourished into the stars, and what you happen to be playing is a modern version of a gladiatorial battle to the death. So there are plenty of pillars and grand statues to admire amongst the M.C. Escher looking levels, which contort to offer various gravity-defying platforms to fight on.

Yet there isn’t a great deal of time to admire this bold scenery as battles are very Quake-like – ­fast and brutal – staying still is never an option. Telefrag VR encourages players to explore the levels rather than staying in a single location, explore and bonuses like health, and armour can be found to help bolster defences – especially handy if an opponent has just been killed.

TelefragKilling your foe comes down to four possibilities, the previously mentioned telefrag or the three guns currently available, a Rocket Launcher, Flak Cannon or a Plasma Rifle, each of which has a dual firing mode. As stated Telefrag VR is fast, so fights tend to occur close to mid-range rather than at extended distances. Prior to each match, there are three loadout options consisting of those three weapons. Once you’ve used all three loadouts then that’s the match lost. So do you go for your favourite loadout first or save it to last if you’re having a bad match?

Realistically though, gameplay is all about perfecting that telefrag manoeuvre which is essentially a one hit kill. It can be done at a reasonable distance but firing the telefrag creates a massive electrical blue ball which is easily noticed – and therefore avoided. So again it’s about getting close to using it fight at the last second. Get it right and it’s highly satisfying.

However, mastering the move requires mastering the basic locomotion which isn’t so straight forward and will either be liked or despised by players. It’s not full free locomotion where you can run around however you please, instead it feels more like an advanced version of snap rotation. Movement is in brief stages, and only forwards/backwards and left/right, so it does seem slightly weird at first. What it does mean – and hopefully achieve in more sensitive players – is greater comfort. The matches may be fast, with platforms all over the place yet it never felt jarring or unpleasant in any way.

Telefrag VR already exhibits a high level of polish even in this beta stage, and as it’s free and easy to join for HTC Vive and Oculus Rift players it’s certainly well worth a look while it’s available. VRFocus found no issues finding matches, jumping straight into several, and found them to be short fun battles. As development continues VRFocus is looking forward to seeing how Telefrag VR progresses.



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Tokyo Chronos Review

I’m always puzzled by the suggestion that VR ‘needs’ its version of some gaming genres. 3D visuals aside, what’s really gained by putting a turn-based strategy game into headsets? Or a JRPG? Moreover, does the obscure visual novel genre really need a VR equivalent? Tokyo Chronos argues it does, but it makes its case with middling results.

For all intents and purposes, Tokyo Chronos is a competently-assembled visual novel. It follows eight Japanese students that find themselves in a deserted version of Tokyo. Fans of the genre will know what to expect; exposition-heavy dialogue, striking anime visuals and a branching narrative that gradually dips into the supernatural. This is a media-fluid genre, one that mixes books, comics and games into one package. But developer MyDearest often struggles to capitalize on the fourth layer VR adds to that recipe. If anything, VR often proves a hindrance just as much it does an enhancement.

Much of the game’s well-crafted atmosphere and style is lost to the subtitles, for example. From a silent Shibuya scramble to the darkened corridors of abandoned buildings, Tokyo Chronos’ empty metropolis can be an unnerving place to viist. And yet, instead of surging chills running down my spine, I’m often too distracted with lengthy text appearing somewhere slightly below me to truly embrace it. I’m forever being told what I feel and what I see as if the game doesn’t trust me to look around and discover it for myself.  I’m told I can’t find anyone for miles around, that I don’t have my keys or wallet with me, that I have a crush on one of the cast, that I have a personal history with each of the game’s characters. No detail is too small to be spared in a visual novel, but in VR this tries your patience.

Each character also has their own vibrant design, expectantly matched by their personalities. Would you believe that the stony-eyed, black-haired Karen is the sharp and to the point type, for example? Or that your well-built and noticeably taller best friend Sota is brave, brash and loud as they come? But, again, I often miss their enthusiastic animations because I’m too busy looking through them, head craned at an unsociable angle, reading what they’re saying. There’s a textured world right in front of me and I’m powerless to expose it. And Tokyo Chronos knows it. When I say something that hurts one of my companions, it’s explained to me rather than clearly communicated in their expression. All I can wonder is why I’m not being allowed to discover all of this for myself.

It’s a shame given that there are traces of an attempt to break the mold here. Tokyo Chronos is at its best when it steps outside of its conventions. It’s in the moments it plays with proximity and body displacement. Before the game’s even started you find yourself staring in shock at your own two virtual hands, soaked in blood. It’s a harrowing image, but one that loses its potency the deeper into the conversation-heavy sequences you get. I wanted something more dynamic, something ready to proclaim itself as the evolution of the foundation laid before it. Tokyo Chronos instead seems more interested in preserving it on a platform that should move beyond.

It will have its fans, of course, and more power to them. This is a genre that’s always required patience above all else, something that’s earned it a small but dedicated fanbase. If the thought of strapping an Oculus Rift to your head for multiple hours to read reams of text across several playthroughs appeals to you then take these words as irrelevant; you’ll find plenty of love in Tokyo Chronos.

But for those of us not so easily sold, with our attentions captured but our concerns unaddressed, this is a disappointment. Visual novels are, by their very nature, character and story-driven, and freed from their shackles could be a revelatory experience for headset owners. But all Tokyo Chronos ends up proving is that it’s a genre at odds with the very nature of VR.

Tokyo Chronos is out now on Oculus Rift, Oculus Go and HTC Vive for $39.99.

The post Tokyo Chronos Makes The Case For VR Visual Novels With Middling Results appeared first on UploadVR.



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This week has seen a deluge of videogames being confirmed for the launch of Oculus Quest this Spring, with Oculus releasing a video highlighting a few new ones, and then several developers making their announcements. Well, VRFocus has another to add to that ever-growing list, and that’s Racket Fury: Table Tennis VR.

Racket Fury screenshot

Pixel Edge Games confirmed that Racket Fury: Table Tennis VR would be an Oculus Quest launch title in an email to VRFocus, further bolstering the videogame roster whilst adding another sporting experience alongside Eleven Table Tennis. While the studio has confirmed upcoming support it has to specify if the Oculus Quest version will include any new features.

Racket Fury: Table Tennis VR launched just over a year ago in 2017, initially for HTC Vive before expanding support to include Oculus Rift, Oculus Go and PlayStation VR. Earlier this month the team released a major update, adding cross-platform support between Rift and Vive headsets for the first time – multiplayer did exist just not cross-platform. So hopefully that might mean that the Oculus Quest version could include the same functionality on launch day.

Oculus Go isn’t cross-platform compatible but it does feature a range of new features including serving and a new practice mode.

Racket Fury - PSVR

When VRFocus reviewed Racket Fury: Table Tennis VR on the PlayStation VR in October, we gave it a modest three stars, saying: “Racket Fury: Table Tennis VR is a good table tennis simulator with great physics and a pleasant backdrop, but the lack of multiplayer and strange absence of music leave holes in what would otherwise be a very satisfying title.” With improvements like the addition of cross-platform support, some of those issues are now being addressed.

There’s still no specific release date for Oculus Quest, with the company still sticking to ‘Spring 2019’. Well over 20 titles have now been confirmed for launch day, with the likes of Superhot VR, Vacation SimulatorCreed: Rise to GlorySpace Pirate Trainer, Dance Central, Robo RecallMoss, Beat Saber, The Climb, and Dead & Buried II making the list. As more videogames are revealed for the standalone headset, VRFocus will keep you updated.



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Scape Highlights Geo-Located AR Uses In First Hackathon

We may all be looking forward to the day HoloLens and Magic Leap are affordable, but smartphone AR still has plenty of room to grow. UK-based Scape technologies is still exploring those possibilities with its new platform.

Scape is powering geo-located AR. Think Pokemon Go but, instead of a GPS-based system, Scape uses images captured on your phone’s camera to determine where you are. Using the ScapeKit SDK, developers can create permanent AR stamps in the real world. In the case of Niantic’s popular mobile game, for example, you could specifically place a Pikachu on a street corner and anyone that walks past could try and catch it.

But this type of AR’s use stretches far beyond game. That’s why Scape recently put together its first hackathon. Developers were given three days to piece together new apps using ScapeKit. The community favorite spot went to Xrad. The group had an intriguing idea, using webVR to design virtual recreations of real-world environments where they could place preposed AR content. It could be used to virtually visualize and ad campaign, for example.

Inition, meanwhile, won the judge’s award. They had a handy idea for a drone delivery service app where the user could pick and visualize drone landing spots. Both teams took home £500. Othe ideas included a Bandersnatch-style game in which players chose a path through a narrative based on their location in the real world.

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When it comes to anticipation and hype, one of the biggest videogames coming to PlayStation 4 that everyone seems excited for is Media Molecules Dreams. The title has been in development for almost six years and now it’s looking like a launch is finally nearing, with the studio the launch of Early Access for next month. However, PlayStation VR fans looking to take their Dreams into virtual reality (VR) will still have to wait.

Dreams-PS4

Media Molecule will be holding the limited Early Access from 16th April 2019, designed more for creators to test the software ahead of launch. Studio Director Siobhan Reddy has confirmed on PlayStation Blog that the core component of Dreams, the creation suite is now ready: “It won’t feature everything that the full release will have (our story mode being a big piece of that) but you’ll get our full tool set for creating, our interactive tutorials and arcade games, templates and additional content created by Media Molecule and access to what you, the CoMmunity, made during our Dreams Creator Beta.”

As for the VR side of things that is still coming, just not quite yet. “Dreams VR is not included in the initial Early Access offering,” Reddy comments. “It’s still planned for Dreams and we’re super excited for it. We’ll be sure to share more details about it as soon as we’re ready.”

For those that want to take part in Dreams Early Access it will only be available in the US, Canada, Australia, New Zealand and all European territories initially. There’s no pre-ordering it, you’ll just have to pay £24.99 GBP/€29.99 EUR/$29.99 USD/ $39.99 CAD on 16th April. While Early Access is limited the studio does state it’ll be a big limit, although leaving it late to purchase isn’t advisable.

Dreams-PS4

Media Molecule’s previous titles include Little Big Planet and Tearaway with Dreams is looking to be its biggest videogame yet. As mentioned it will feature a single-player story mode for those players who just want an awesome looking videogame to enjoy, but the main draw will always be the creator mode – which Media Molecule uses to make the campaign.

There’s still no confirmation regarding when the fully finished version will be released when that happens VRFocus will let you know.



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The biggest Christmas 2018 videogame release for PlayStation VR was most certainly Gearbox Software’s popular shooter Borderlands 2 VR. However, in the run-up to launch the studio confirmed it would only be the core experience with none of the DLC included. The team did say that any future updates would highly depend on player feedback which first saw its effects earlier this month with the release of Aim Controller support. That has now continued with the confirmation that all the DLC for Borderlands 2 VR will soon be released for free.

Borderlands 2 VR

The original Borderlands 2 which launched in 2012 has quite the treasure trove of DLC content, with a quick browse on Steam bringing up 46 different packs. Now quite a few are different skins to customise your character but there are some goodies to be had, including different character classes such as the Mechromancer as well as campaign expansions to greatly increase the size of the videogame.

With Gearbox Software quite clearly stating on Twitter that: “We’re bringing you ALL the DLC for Borderlands 2 VR straight to your eye-holes!” that should be one colossal update, so PlayStation VR players may need to clear some hard drive space.

The recent Aim Controller update didn’t just include additional controller support, it helped to improve Borderlands 2 VR further by including options for swapping buttons and sticks, movement refinements and simple things like toggling the crosshairs on and off. Gearbox Software did mention at the time about: “improvements to the HUD and height offset along with fixes to an unreachable chest, teleport, and more,” which could well land alongside the DLC.

Borderlands 2 VR

Borderlands 2 VR was well received when it first launched with VRFocus giving it a maximum five-stars in our review, saying: “it’s somewhat of a surprise that Borderlands was the first AAA the studio decided to go with. A pleasant surprise, that is, as Borderlands 2 VR is most certainly a highlight of this year’s VR releases and one of the best titles yet to hit PlayStation VR. Its still Borderlands 2, sure, but you’ve never played Borderlands 2 like this before.”

VRFocus will continue its coverage of Borderlands 2 VR, reporting back with the latest updates.



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Dreams Early Access Won’t Have PSVR But Support ‘Still Planned’

Good news: the Dreams Early Access launch is just a few weeks away. Bad news: it definitely won’t support PSVR. For now, at least.

Developer Media Molecule confirmed an April 16th launch for the game over on the PlayStation Blog. The Early Access edition of the game is specifically designed for those interested in creating games. You’ll still be able to download and play other people’s levels, but Media Molecule still has plenty to fix and add to the game in the coming months.

One of these is PSVR support. VR integration has long been promised for Dreams but was absent in this year’s Creator Beta. On the blog, Media Molecule explained that Dreams VR isn’t included in the initial Early Access launch. “It’s still planned for Dreams and we’re super excited for it,” Studio Director Siobhan Reddy wrote. “We’ll be sure to share more details about it as soon as we’re ready.”

That’s sad but not unexpected news. The Early Access version will only have a limited number of spaces and will cost $29.99. There won’t be any early pre-orders for the game so it’ll be first-come, first-served on launch day. Media Molecule says it’s a “big limit”, though. Oh, and if you do buy it now you won’t have to get it again when the full version launches.

We’ve long thought Dreams is one of the most important VR releases on the horizon right now. We took part in the beta earlier this year and the possibilities were, quite frankly, stunning. Hopefully it doesn’t take too much longer for the VR support to follow along after Early Access launch.

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Limina To Launch Dedicated VR Arts Theatre In The UK

From Sundance to Sheffield Doc/Fest, VR art has become a mainstay in the global festival circuit. But the chance to see the actual content touring these shows is fleeting at best. Immersive arts group Limina wants to change that.

You may remember Limina itself hosted such a festival in December 2018. Today, though, the group is announcing the UK’s first dedicated VR art venue, Limina: The Virtual Reality Theatre. Located in Bristol’s Harbourside area, the theatre will offer regular VR programming. Art lovers will be able to purchase tickets to shows, head into a room as a group, take a seat and strap on a headset.

Shows will run from Wednesday to Monday nights, with performances also taking place all-day on Saturdays and Sundays.

In its initial offering, the theatre will include 360-degree videos like My Africa, a short documentary narrated by Lupita Nyong’o that puts you in the heart of Kenyan country. The Roger Ross Williams-directed Traveling While Black, which premiered at Sundance earlier this year, will also feature. There are even performances from Cirque du Soleil and the chance to explore one of the planet’s most endangered coral reefs.

The theatre’s opening comes at an uncertain time for VR movie making. Earlier this month we reported on the closure of Google Spotlight Stories, a studio that had made some groundbreaking VR movies. At the time we wrote about how the news highlighted the need for a new kind of VR storefront that was dedicated to these types of experiences. Limina’s approach to a permanent physical location is another interesting idea along those lines. It’s like a VR arcade for those that prefer the gallery over the games console.

“The trouble for audiences is that this new medium is very hard to see at home unless you have your own virtual reality headset and know what to look for,” Limina CEO Catherine Allen said in a prepared statement. “Limina bridge this gap by curating selections of amazing VR experiences for people to see together, much like going to the cinema, the theatre or a concert.”

Limina: The Virtual Reality Theatre opens on April 12th with public previews on April 4th. Tickets to the shows cost £12.50 plus a £1.42 booking fee and are suitable for ages 13 and up

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The Tale of Lucky

Editor’s Note: This was originally published on March 29th, 2016 and is being republished today for the Oculus Rift’s third anniversary. The author of this piece, Blake Harris, has a new book out about the history of virtual reality and founding of Oculus called The History of the Future.

“Wait, hold on,” said Brendan Iribe, the CEO of Oculus, as he squinted with sudden confusion at the guests who had come to visit his company’s new Irvine office. It was December 2012, and there were four of these guys. Four of these guys from Dallas. “Wait,” Iribe continued, as his confusion grew to curiosity, “Who are you guys?!”

This is the story of who those guys were and how that awkward moment led to an intimate relationship and, ultimately, the creation of a foxy mascot named Lucky.

The Kings of Pop (Software)

Paul (left) and David (right) Bettner

In late 1997, when he was 19 years old, Paul Bettner began working at Ensemble Studios in Dallas. Six years later, Bettner’s younger brother David joined Ensemble as well. At some point between then and 2008—when the two would leave to start their own game company—Paul brought a chess board to work so that he and his brother could play a version of the game that can probably best be described as the opposite of speed chess.

Paul (left) and David (right) Bettner working in the library in 2008.

The way it worked is one player would make a move and then, the next time the other player passed the board, he would make his move (whether or not the other opponent was present). The game would continue in this fashion—toggling back and forth, each at their own pace—until one of the two won. Sometimes it would take days, other times it would take weeks. And then, when it ended, they would start it all over again.

Certainly, the Bettners could not have been the first to play chess in this manner, but they were the first to embrace the asynchronous aspect and bring it to the iPhone. And not just any game, but one that seemed ideally suited for the iPhone, which Apple had just recently brought to market. In terms of a gaming device, the iPhone paled in comparison to dedicated handhelds (like the Game Boy or PSP) in almost every way. Except for one: it was always connected to the Internet, which made it perfect for this newfangled idea of persistent social gaming.

Paul and David Bettner in their first office.

Text messaging meets gaming, that was the general idea, and in August 2008 Paul and David Bettner left Ensemble Studios to further explore this notion. To keep overhead low, they worked out of the McKinney public library and over the next few months they created a game called Chess with Friends. And in November 2008, Chess with Friends was released on Apple’s just-four-months-old App Store.

By no means was a runaway hit, but there was something unique about the release that kept the Bettners optimistic. Among those who did play the game, over half of them were still playing 30 days later. Compared to the love-‘em-and-leave-‘em games that populated the mobile market, the retention numbers for Chess with Friends were incredible. So the Bettners concluded that their problem wasn’t the gameplay, but rather the game itself. They needed something more fun. Something more playful. Something like…Scrabble.

The Bettners followed up their hit Chess with Friends, with Words with Friends.

In July 2009, with their business hanging on by a thread, the Bettners released Words with Friends. In July 2010, the game surpassed 7 million downloads. And in December 2010, for $180 million, Zynga acquired the Bettner’s mobile game studio (Newtoy, Inc.)

Although neither Paul nor David Bettner would ever complain about their windfall—they both felt grateful, and lucky, to have created something so valuable—the aftermath of the acquisition was a shock to their systems. At Newtoy, they believed they were making something more than games. “Pop Software” they called it, referring to a type of catchy, intuitive content that appealed to both traditional gamers and non-gamers alike. They felt that they had been on the forefront of something special and, without getting into the nitty-gritty of why they no longer felt that way, let’s just say that come 2012—two years into the four they had planned to stay—the Bettners left Zynga.

Following his departure, Paul Bettner didn’t know what he was going to do next. And he certainly had no idea that it would involve unleashing a fox in virtual reality.

Diversely and Relentlessly

Paul Bettner visits the Oculus headquarters in 2012. (Photo Credit: Oculus)

After leaving Zynga, Bettner expected some sort of happily ever after. With money in the bank, autonomy reinstated and a wife (plus two young kids) at home, this was supposed to be the beginning of the good life. Except, as he soon learned, he wasn’t very good at that. Quickly he grew restless—feeling a gnawing need to create, build and collaborate—and started driving his family crazy with pet projects and creative fascinations.

One such fascination was virtual reality, and the string of what-ifs that kept popping up in his mind. What if virtual reality could actually be a thing? What if technology had advanced far enough to actually make it possible this time? What if three or four years from now, my wife (or even kids?) could be buying their first VR headset? So he reached out to an old friend, someone he believed could help him answer the question better than anyone: John Carmack, who around this time just so happened to be asking himself the same sort of what-ifs.

Professionally, these conversations with Carmack didn’t provide Bettner with any increased clarity about what he should do next, but personally—as a creator, as a technophile—he grew increasingly intrigued. Enough so to be one of only seven backers to pledged $5,000 or more to Oculus’ Kickstarter campaign. And, by doing so, received a reward that included visiting Oculus for a day.

Bettner scheduled that tour-the-office visit to coincide with another trip he was making to Oculus, a sort of how-can-we-work-together meeting. So in December 2012, Bettner and three colleagues flew out to Irvine to meet with Brendan Iribe and Palmer Luckey (twice). One as a developer, the other as a benefactor; which is what led to Iribe’s sudden confusion.

 “Wait, hold on,” Iribe said scanning the table. “Wait. Who are you guys?!”

“We’re the guys who did Words with Friends,” Bettner explained.

“Ohhhhh,” Iribe replied. “I thought that meeting was tomorrow. I thought you guys were here for a Kickstarter reward, just to visit.”

Laughs, smiles, recalibrated handshakes. And any potentially lingering awkwardness was wiped away by the awesomeness of trying the duct-tape Rift prototype.

By the end of this meeting, Bettner knew that this was what he needed to do next. “We want to make things with you guys,” he said. “We don’t really know what we want to make, but if mobile taught us anything it’s that we need to let go off our expectations and just figure out what works. So why don’t we start building things on, like, a month-to-month basis with you guys and we’ll see what comes with that?”

What came first was founding a new game studio (Playful Corp) and the idea of doing something like Wii Sports for VR. Not necessarily sports, per se, but a collection of mini games that showed off the potential of virtual reality. Not only did this seem like a logical creative approach (Wii Sports was the perfect vehicle to implement Nintendo’s “Blue Ocean” games-for-anyone strategy), but it also created a framework for Playful to experiment diversely and relentlessly.

Paul Bettner and the Playful Corp team.

During this time, they were churning out about one prototype a week. There was a Katamari-like game, where the player would subtly grow in size over time. There was a cooking game, where players would have to catch ingredients with a frying pan attached to their face. And there were a lot of games based around the mechanics of classics old and new (like Tempest and Doodle Jump).

Operating under the mindset that the fastest way to find the most compelling idea was just to keep building things, that’s exactly what they did. Brainstorming, building, bending (and then constantly re-bending) their expectations. And among the early batch of games, there was one concept that the guys at Playful had the most faith in: and it absolutely, positively was not Lucky’s Tale.

Super Capsule Brothers

One of Playful’s earliest platforming prototypes – the Super Capsule Brothers.

From the getgo, Bettner and his team loved the idea that VR could enable us to do things that were otherwise impossible. Like flying. That was the big one. They thought flying would be the coolest thing in the world and so, in game form, tried things like putting players on the back of a giant dragonfly. Except every time they tried something like this, it was never as good as they thought it would be. It always felt too flat, like a matte painting and lacked any compelling sense of depth.

Meanwhile, as Playful spent 2013 throwing spaghetti at the virtual wall, Oculus continued to take off. In June, they drew in $16 million of Series A funding and then, in December, they brought in $75 million more. As the scope of Oculus and what they believed the Rift could be grew larger, so did their hopes for what Playful could build; instead of a potpourri of mini-games, they wanted a big launch title. Hitting a home run instead of a spree of singles and doubles would be a challenge, but it was one that the guys and gals at Playful relished.

By this point, Playful had created forty games. Although none stood out as an obvious can’t-miss, there was one prototype they all believed in the most. But they had a little trouble admitting that at first because, in truth, it was among the ideas they thought least likely to pan out. This was the one idea that didn’t celebrate the first-person, immersive aspect that virtual reality offers; a third-person platformer called Super Capsule Bros. Inspired, of course, by Super Mario Bros., the prototype’s protagonist differed from its namesake. Instead of starring an Italian plumber, this one featured a blocky capsule (because that was one of the default shapes in Unity).

While the guys at Playful were initially skeptical about the type of game this was, they quickly realized why this concept worked: after decades touring the worlds of their favorite platformers (like Mario’s Mushroom Kingdom), they finally felt like they got to a place like this and explore. What they saw in that Super Capsule Bros. prototype was the first—and, still to this day, the only—VR experience that allowed for continuous, free-form locomotion through a virtual landscape without causing motion sickness. Or, put in terms that the kid inside of each of them was shouting through their skulls: magic.

Intermezzo: Q&A with Paul Bettner

Blake Harris: So you’ve got Super Capsule Bros., and it’s your favorite of the 40 games, but I was wondering if Oculus felt the same way?

Paul Bettner: I think, like us, they were surprised that a third-person game would work in VR. But after they tried it, they agreed that not only did it work, but they also saw the potential of what this could be. And another great thing about this game was that because it was a platformer, we didn’t need an excuse to put in whatever crazy mini-games we wanted. Because platformers have all sorts of crazy mini-games. So we were able to borrow from some of the other prototypes we’d built and bring elements of those into Super Capsule Bros., which, of course, soon became Lucky’s Tale.

Blake Harris: I figured that’s where this was headed. So tell me about how that happened. How did you go from capsule to fox? Were there other iterations in between?

Paul Bettner: Oh yeah. There were four or five major iterations of the character before we finally got to Lucky. Early on, we knew we wanted to do an animal and a fox ended up working really well. He was cute, my kids were into that, and he also evoked something nostalgic. He looks like he belongs in plenty of games you’ve experienced before.

Blake Harris: He does. Given that he’s a fox, it’s hard not to think about Sonic’s old sidekick. But I think that association with Tails is about more than just being the same species. There’s some other quality about Lucky that evokes characters from that era.

Paul Bettner: You know, it’s easy to gloss over this, but I really think that—and I believe this is the reason why Oculus signed Lucky’s Tale as a bundled deal, why this even happened in the first place—when you meet Lucky in VR, there’s this feeling of new meeting the old. You have this incredible technology, you’ve never been inside of a game like this before, and yet you are meeting something that is immediately familiar to you and that most people have some nostalgic memory of. A character, whether it’s Mickey Mouse or it’s Mario, you’ve met a character like Lucky. So it’s kind of this childhood dream come to life. That’s where Lucky came from. We were trying to evoke that. We were trying to create something that felt familiar. Immediately familiar.

Blake Harris: Well speaking of iconic, mascot-type characters like Mario and Sonic, I’m curious why you don’t think there hasn’t been one in such a long time. Obviously there have been some since then—like, say, Crash Bandicoot and Spyro; though even they are both from the 90s—but why do you think it’s such a rare thing?

Paul Bettner: I really couldn’t tell you. I could say that it’s hard, because it’s definitely hard. You could ask our brilliant director, Dan Hurd. We’ve struggled and it’s been an uphill battle to create someone who looks and plays like Lucky. So that might be what keeps people away. Or maybe, to be honest, it could be the lack of diversity that exists in our industry. Typically, that’s not the kind of game that middle-aged white dudes play, nor is it what they tend to want to make. I really don’t know. But here’s one thing that I do know: it’s very frustrating from a consumer standpoint. I mean, I’ve got these little kids—a 7 year old, a 5 year old, a 2 year old—and we love to play games together. But the menu of games that are available to us is so thin. Like how many times can we beat Zelda Wind Waker together? We’re desperate to play more games like this, but there aren’t that many out there.

Blake Harris: That’s where you come in. Lucky’s Tale: uniting families everywhere!

Paul Bettner: [laughing] exactly. But seriously, I think that there’s definitely an element of us wanting to fill that void a little bit. And to be honest, that’s part of why we chose this direction for our first game and why the company is even called Playful.

Blake Harris: What do you mean?

Paul Bettner: Well, technology allows for entertainment to evoke plenty of different feelings. VR especially can evoke several strong emotions and responses. Fear. Adrenaline. Excitement. But what we want, the emotion that we’re going for, is happy. We want to evoke happy. When people put on a VR headset, we want to make them smile. And so everything we’ve done in Lucky’s Tale, all these little elements in the game, they’ve all been about trying to evoke that feeling of just pure joy, childlike joy, and I hope that’s the way that people react to it when it ships this week.

Blake Harris: Speaking of shipping, my last question for you is about how that came to be. Lucky’s Tale is one of two games bundled with the Rift. How did that happen?

Paul Bettner: Oh, that’s a good story…

Let’s Go!

In November 2015, Playful sent a final build of Lucky’s Tale to Oculus. Not long after, Brendan Iribe called up Paul Bettner. “I just sat down and played two hours of Lucky’s Tale,” explained Iribe. “Two hours, non-stop, without coming out of the Rift. I’ve never done that before, that much time.”

“That’s amazing,” Bettner replied. “I’m so glad to hear this.”

After they talked back and forth about the game for a bit, Iribe brought up the idea of making it exclusive to Oculus [for a period of time, at least] and bundling it with the Rift. “We’re going to put a deal in front of you,” Iribe began, speaking with the same sort of magnetic, it’s-all-happening confidence that persuaded many to work for him at Oculus. “We’re going to put a deal in front of you and you’re going to accept it because it’s gonna be that good.”

True to his word, Iribe soon put a lucrative offer in front of Bettner. But if there was anything that Bettner had learned from his Zynga experience, it’s that his long-term vision is more important than any amount of short-term money. Which, of course, begs the question: what was Paul Bettner’s vision?

Visions are hard to put into words, and even harder to put into numbers. So perhaps the best way to try and express Bettner’s outlook and ambitions is by sharing a story that he mentioned during one of our conversations. “This is something that we tell ourselves internally,” Better explained. “Imagine if you could put yourself in Walt Disney’s shoes back in the day. He saw this amazing new cutting edge technology called motion pictures and he believed it was going to change the world. Because what he saw was an ability to bring a character to life and make an audience fall in love with that character in a way that you just couldn’t do before. And the first time that you see Lucky come out of his house, and he looks up at you, makes eye contact, waves hello…I think people will feel something that they’ve never felt before. Then he points at you, points over to the level and says, ‘Let’s go!’ You just feel so connected to him in a way that you couldn’t have felt if this wasn’t VR.”

Sharing and spreading that kind of connection—one of joy, adventure and friendship—is, at least in my opinion, what lies at the heart of Playful’s vision. And so when Iribe presented his godfather offer—one that generously compensated Playful, wouldn’t require them to part with their IP and ensured that their foxy new friend would be experienced by 100% of those first traversing VR’s seemingly limitless frontier—it was, of course, impossible for Paul Bettner to say anything other than what Lucky himself would say: Let’s go!


About the Author

Blake J. Harris is the best-selling author of Console Wars and will be co-directing the documentary based on his book, which is being produced by Seth Rogen, Evan Goldberg and Scott Rudin. Currently, he is working on a new book about VR that will be published by HarperCollins in 2017. You can follow him on Twitter @blakejharrisNYC.

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The post The Tale of Lucky appeared first on UploadVR.



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Borderlands 2 VR To Get All DLC For Free On PSVR This Summer

Today during a PAX East presentation Gearbox Software announced Borderlands 3 finally with a great debut trailer. However, there was no mention at all of VR support for the new game. Instead, they discussed the much-requested recent addition of PS Aim Controller support. Then, they confirmed that all of Borderlands 2’s past DLC would be released for free this summer for Borderlands 2 VR.

This is big news for fans because when Borderlands 2 VR launched it not only lacked PS Aim controller support, but it lacked any of the DLC packs that had been out for years in the non-VR version of the game. Now, it will finally be content-complete.

After that moment in the stream they also alluded to “more information about VR” but stopped short before revealing more news. My money is on an eventual PC VR port, which should be coming in just a few months. Probably around the same time the DLC releases so that it debuts on all platforms at the same time.

Obviously the big missing feature is still the lack of multiplayer support, but they have always said since the very beginning that this was being redesigned for single player so that’s likely never going to happen.

We praised the depth and sheer size of the game in our review, but weren’t a fan of the PS Move controllers due to the imprecise movement and lack of analog stick. The PS Aim Controller does certainly help with that a bit.

If you’re curious to see more about Borderlands 2 VR you can read our tips for new players, list of cool things to do, or even watch our archived livestream featuring lots of bombastic over-the-top gameplay.

Let us know what you think of the game down in the comments below and don’t forget to check out our full review

!h/t CybustOne on Twitter

The post Borderlands 2 VR To Get All DLC For Free On PSVR This Summer appeared first on UploadVR.



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Amazon Prime's Twitch Prime gaming service typically only includes PC freebies, but now Nintendo Switch owners can get a free year of Nintendo Switch Online through the service. The process for securing the year is somewhat strange, though.

The post Twitch Prime members can snag a free year of Nintendo Switch Online appeared first on Digital Trends.



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Currently Anshar Studios – the team behind Detached – is working on a new multiplayer title called Telefrag VR. Based around PvP battles, the studio has now begun an open beta for HTC Vive and Oculus Rift players which runs for the next couple of weeks.

Telefrag

Telefrag VR aims to offer a unique first-person shooter (FPS) experience to zero-g titles like Echo Combat or Space Junkies. While your feet still stay rooted to the floor, the environment offers a far more gravity-defying challenge. Its special feature is in its teleport mechanic, allowing players to jump from platform to platform, no matter how or where they’re placed. But teleporting isn’t just about switching locations, it also happens to be your most dangerous weapon. When timed right you can teleport into an opponent, usually instantly killing them.

There are also several weapons at your disposal, being able to choose from three loadouts prior to each match starting. These include Rocket Launchers, Flak Cannons, and futuristic Plasma Rifles, each offering their own unique strategic advantages.

Telefrag VR design is based around a futuristic Roman Empire which never collapsed: “Instead, it consolidated its power around the globe and continued to expand into outer space. The conquering of new civilizations and races and the development of new technologies ushered in a new era of gladiator battles,” states the synopsis.

Telefrag

VRFocus first came across the title last year, saying: “If you’ve played Detached then you’ll know the quality level that Anshar Studios is capable of producing and even at this early stage Telefrag looks to be coming along nicely.” The beta will now be the first time the public get to test the project.

The global beta tournament has already begun and runs through until 10th April 2019. To take part simple head to Steam and download the free beta. For doing so players will also receive an exclusive skin for their character. All the studio asks is for feedback via its game forum or Discord channel.

Telefrag VR is a cross-platform multiplayer that will support HTC Vive, Oculus Rift, and PlayStation VR when it officially launches later this year. For any further updates, keep reading VRFocus.



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Remember the third Matrix film? It was definitely the weakest of the trilogy but it did have an epic scene towards the end where the humans were trying in vain to defend Zion by using mechs which had highly manoeuvrable arms to grab the guns mounted on their backs. Playing Televisor’s new virtual reality (VR) title ArmZ VR felt very reminiscent of this cinematic moment, hordes of enemies and giant flailing robot arms.

ArmZ VRWhile ArmZ VR describes itself as a first-person mech shooter, you can’t think of it along the same lines as Vox Machinae or Archangel: Hellfire. There are robot arms but there’s a complete lack of body or legs, with these arms acting as stationary sentries which can hold guns, or simply grab enemies to crush them.

ArmZ VR is set in some weird screwed up future after another world war has taken place. Those who managed to survive humanity trying to destroy itself to the millionth time are now living in desolate ruined cities, protected by giant steel walls. These walls are needed as what lives in the wasteland can only be described as abominations, twisted creatures made up of metal and flesh. And of course there are lots of them, thousands in fact, and they all want to climb into the cities and slaughter the living.

Which is where the ArmZ defence system comes in, giant remotely controlled arms that protect the steel gates. Like you’d normally do in any dual-wielding VR shooter both are completely independent, allowing you to focus firepower on one area or shoot multiple targets across the 180-degree battlefield.

ArmZ VRThe current Early Access version has six levels with several enemy types, from the bog standard grunts to grunts with bombs on their backs to heavy types brandishing shields for protection. What’s nice to see is the AI  responding differently depending on the enemy, rather than them all charging at you like a lot of wave shooters. So the grunts will try and get around the side of your position for a melee attack – true flanking isn’t quite possible – while the more advanced red versions will actually use cover, standing behind debris as they try to get close.

To start with all you have are pistols and your bare hands. before each level you can select which arm does what, pistol in the left and hand on the right, or how about dual wielding those guns? While you’d have thought two guns are better than one, having an open hand enables you to use the Harpoon option. This allows you to grab enemies at distance, to either hurl them at the landscape or crush them in a vice-like grip. Crushing also has the added bonus of scaring the lesser enemies, making them freeze on the spot for a few moments, excellent cannon fodder. Then as progression is made a mini-gun and rocket launcher can be unlocked.

ArmZ VR is a very visceral gameplay experience, there’s plenty of blood and gore, and the hordes of monsters do have a rather satisfying pop to them once a barrage of bullets is let loose. It certainly leans towards an arcade-style videogame experience, instant gratification but gameplay depth is a little lacking. If Televisor can build more sustenance into Armz VR during Early Access then it could well be one of the better wave shooters to arrive this year.



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