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Hellblade VR Livestream: Venturing Deep Into The Human Mind

Tomorrow, Hellblade’s official VR support releases (for free to all current and future owners of the base game) on Steam for Rift and Vive. It requires a beefy PC to run and we’re checking it out live right here pre-release today on our livestream. Having played the non-VR game a year ago when it first released, I’m extremely excited to see this support revealed.

In Hellblade you take on the role of Senua on a harrowing Celtic journey into Viking Hell to fight for the soul of a lost lover. Through the adventure you battle demons of the physical, mental, and illusory variety as voices, hallucinations, and more see you stumble deep into madness. Hellblade was already one of the most immersive and atmospheric games ever made and VR really amps that up even more.

We’ll be livestreaming Hellblade VR on PC today using an Oculus Rift with a PS4 controller plugged into the PC starting very soon as of the time this is being published (which means we’ll start at approximately 12:00 PM PT) and aim to last for about an hour or so. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

Embedded livestream coming soon

You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

Let us know which games you want us to livestream next and what you want to see us do, specifically, in Hellblade VR or other VR games. Comment with feedback down below!

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Jeff Minter: Tempest 4000 VR Mode Looks ‘Spectacular’ And May Get Official Release

Jeff Minter has made great games for decades, but his reboot of Atari’s 1980 arcade game Tempest made him an international icon — and gave Atari a killer app for the “64-bit” Jaguar console. Now that Atari itself is rebooting, Minter has returned to give the company a crown jewel in the form of Tempest 4000, a more intense sequel to Tempest 2000 and its spiritual successors.

Speaking with GamesBeat, Minter addressed some of the biggest questions gamers have had about Tempest 4000: Is a VR mode coming? What’s going on under the game’s hood? How do you get past the most difficult levels? And what’s the deal with all those Indian food, KLF, and livestock references in the game?

Here’s an edited transcript of our interview.

GamesBeat: PlayStation VR gamers were expecting Tempest 4000 to have a VR mode, and if any game would make great use of VR, this is it. What happened, and might you include PSVR support in a post-release patch?

Jeff Minter: We had VR working in our prototype, and yes, it does look amazing in VR. Getting everything fully working and certified in VR adds a fair bit to the development time; there’s a whole separate section of certification you have to go through on top of the already rigorous QA process before you can release on PSVR.

The powers that be wanted us to concentrate on producing a game that was consistent across all three platforms, and localized across six different languages, so that ended up displacing the completion of the VR mode.

I would like to add it back in if we get the chance, because it was spectacular and ran at 120Hz and 2x supersampling, as all our PSVR work does.

GamesBeat: Tempest was originally developed around a rotary controller. How did you adjust the controls for the analog joysticks most players are using now?

Minter: Analog sticks are halfway there already; the rotary controller allowed proportional control of speed along a single axis, and analog sticks already give you proportional control of speed, on two axes if necessary.

What the rotary controller had, and analog sticks lack, is a degree of physical inertia which affects how it feels to move the player ship. Of course we can’t add physical inertia to the analog sticks, but there is code that adds a little bit of programmed inertia to the control inputs to try and give something of a similar feel.

GamesBeat: Some of Tempest 4000’s stages are brutally difficult by design (including Destroyer), in part because you can only restart with a single life. Do you have any pointers or cheats for players who might get stuck along the way?

Minter: Ah, perhaps you are not taking best advantage of the way the Restart Best mechanic works. The idea is that when you reach a level, your lives and score are compared with the best yet achieved on that level, and if they are better they are saved, and on subsequent games you can start that level with the best lives and score you ever had upon reaching that level. You can go back and play earlier levels to increase your “best ever” lives and score for particular levels, and over time build up a kind of “best ever” game across all the levels.

Of course, the downside is that if you just about make it onto a level with one life left, and then get killed, you’ll be able to restart from that level… but only with the single life you had when you got there before. When this happens, it’s often better to back off a couple of levels, to a previous Restart Best where you had more lives in hand. With practice you’ll be able to push through and reach the higher level with more lives in hand, thereby giving yourself a better Restart Best point with more lives available.

GamesBeat: Many people consider Tempest 2000 to be the best title ever released for Atari’s Jaguar, and your Virtual Light Machine to be the single biggest highlight of the Jaguar CD accessory. What fundamental hardware changes (from the prior 16-bit generation) made those titles possible?

For Tempest 2000, the Jag’s blitter processor and accompanying RISC CPU supported a variety of modes, allowing for fast line draw and interpolating horizontal line fills. This allowed for the use of shaded polygons to fill the web, and via a bit of trickery, enabled the shattering-bitmap effects used in the game. 2D blits with rotation and scaling enabled the fullscreen feedback effect used sparingly in T2K, and more extensively in the Jaguar CD VLM implementation.

GamesBeat: What similar hardware improvements (in modern hardware) did you leverage to make Tempest 4000 special?

Minter: Modern GPUs allow us to remove the imperfections that I see when I look back on T2K on the Jaguar. The vector lines on the Jag were of necessity rather steppy and blocky, because that’s what the underlying resolution of the display dictated. On modern hardware we can render at silly resolutions and make the vectors smooth and lovely as they ought to be.

On the Jag, the frame rate could get a bit choppy when a lot of stuff was going on, but on modern hardware there’s a ridiculous amount of GPU power available, so the frame rate can remain perfect even at very high spatial resolutions. Not having to worry about running out of rendering power also means we can add more enemies, effects, and complexity to the game itself, and even add gratuitous extra stuff like fullscreen postprocessing effects to accompany certain in-game actions.

GamesBeat: Are there any differences between the PS4, Xbox One, and PC versions such as color rendition (HDR) or other features? If so, will players really be able to notice them?

Minter: The game should run pretty similarly on all three systems. We didn’t implement HDR because by the nature of the game, it’s not really going to add any visual benefits. HDR is best when you have a bunch of detail that needs to be extracted in a fairly narrow range of the gamut, and this game is bright and contrasty anyway, so I don’t think you’d see much benefit. If you can push to 4K, it’ll run at that resolution and look especially sharp and lovely.

GamesBeat: There are a ton of KLF, Indian food, and furry beast references in the game, all of which make more sense when cross-referencing your @Llamasoft_ox Twitter account. For those who might not know you yet, what’s your favorite KLF track, Indian dish, and animal?

Minter: 

  • KLF track: Well I love pretty much all their stuff, and the dance stuff that they are famous for is brilliant and fun, but my all time favorite KLF is the album “Chill Out,”, which is just an amazingly atmospheric semi-ambient mix that’s just perfect for the 4AM moments after 3AM Eternal.
  • Indian dish: There’s a lot to choose from here, but I do love a chicken vindaloo by default, and in fact when evaluating a new curry house, I always begin by having a calibration vindaloo to see what’s what.
  • Animal: Well I am very fond of bulls, and oxen in general, as you will likely notice when playing any of my games. But if I had to name a favorite it would have to be sheep — I have kept pet sheep for many years now and most people don’t realize how cool sheep can be as companion animals.

When treated as such instead of as “livestock,” they reveal themselves to be as full of character and as affectionate as any more “conventional” pet. We like to demonstrate that every morning via our regular daily “Morning Sheep Time” Periscope broadcast, where people can see us saying good morning to our flock, and see for themselves how lovely the sheep are.


This post by Jason Wilson originally appeared on VentureBeat.

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Data-mining players in Grand Theft Auto Online have managed to unlock a hatchet planned as a promotional item for Red Dead Redemption 2. They have discovered it will unlock in the latter game in October.

The post ‘Grand Theft Auto Online’ players unlock ‘Red Dead Redemption 2’ weapon early appeared first on Digital Trends.



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Chrome Comes To Daydream With Cinema Mode And WebVR Support

Google is officially adding Chrome support for the Google Daydream View and Lenovo Mirage Solo.

Chrome was available previously in a hidden way on a headset like the Mirage Solo, but the update today adds the ability to “launch Chrome directly from your homepage to browse and interact with any webpage while in VR.”

We’ve yet to take the new app for a test drive, but Google says it includes voice search, incognito mode, saved bookmarks and all the other features you know from Chrome. There’s also a “cinema mode” which “optimizes web video for the best viewing experience in VR.” A Google spokesperson also confirmed WebVR is supported in this release of Chrome.

According to Google, if you update to the latest version of Chrome it will make the app available from the home screen of your Daydream headset. If you are able try it out, we’d love to hear in the comments how WebVR works and we’ll update this post when we give it a try ourselves.

We should also note the Mirage Solo is also fully capable of running any Android app, though that feature has been hidden like Chrome was previously. We’re hoping that Google finalizes Android app support so that it is easier to access the vast Google Play library. Apps like Amazon Video, which allow you to download and watch movies even without an Internet connection, could be very useful in current or future Daydream standalone headsets.

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Doom, Dead Space And Resident Evil Collide In A-Tech Cybernetic

If, like me, this month’s trailer for Zero Caliber caught your eye, you might be cautiously optimistic that this could be a VR shooter genuinely worth looking forward to. I say cautiously, because it wouldn’t be the first time VR developers have made big promises for first-person shooters (FPSs) and come up short, right Reboant? While I still can’t tell you if developer XREAL Games will deliver with its new game, I can at least reassure you by telling you its last one is pretty darn good.

It’s easy to pick apart the DNA that makes up A-Tech Cybernetic. Monster-ridden facility set in the wastelands of a red planet? That’s Doom. Hordes of shambling mutants that pour towards you? Hello, Resident Evil 4. Strategical dismemberment that allows you to slow enemies down and prioritize where you spend your ammo? That’d be Dead Space. And, while A-Tech obviously doesn’t measure up to the heights of these AAA inspirations, it already towers above some of its VR rivals.

For starters, common issues with current VR shooters are circumvented (though not resolved) with context. The game’s spooky mutants, for example, can be forgiven for being brain dead because they’re, well, brain dead. Most of the early encounters consist of two or three enemy types charging at you in hopes of ripping your face off, and you’ll need a fast trigger finger to stop them. XREAL uses brute force to distract from the simplicity; it’s not long before enemys tally in the double digits and you’ll be too busy using everything in your arsenal to slow them down to think about the similarity of these encounters.

A-Tech is a game about having your back against the wall, biting your lip, keeping one eye closed and firing as quickly and efficiently as you can. It’s a game that wants to push past that initial thrill of holding a virtual gun in your hand and deliver some actual content. There are moments in which you’re locked in rooms with super mutants, or begging gates to open as a swarm surrounds you. In one particular highlight, you have to keep one hand pressed on a button while holding off a crowd of approaching enemies directly behind you. It makes for a deliciously nail-biting scrap.

There’s a genuine sense of invention to A-Tech’s campaign, and a real desire to deliver something different around every corner, be it those twists on mechanics, new weapons or deadlier enemy types. With so many VR shooters coasting by on dual-wielding motion controls, it’s a relief to play something that can adhere to at least the basic rules of engaging videogame design. In fact, while the influx of new missions is great to see, I’d also welcome expanded editions of existing chapters that retread some of these scenarios.

If XREAL really wants to make you sweat, though, it needs to go back and do some difficulty tuning. The current build of A-Tech is generous with its ammo count and enemies topple too quickly. My favorite moments in the game had me gripping one controller with two hands for hard-hitting, steady pistol shots, controlling the crowd Leon Kennedy-style. But, in truth, almost every combat encounter is made all too easy the moment you grab a shotgun and let loose.

It’s true the existing content could be refined, then, but XREAL is doing a marvelous job of adding to the campaign, too. While they’re both a little on the short side, chapters 3 and 4 of the Early Access version break out of the game’s somewhat repetitive facility and explore the planet’s surfaces and mines whilst adding new enemy types and weapons. With the foundations laid, XREAL is having fun designing new puzzles and missions types. They don’t all fit well (a simple archery minigame makes one appearance in the campaign so far), but you can tell the developer is determined not to tire players out before the credits start to roll.

Outside of the campaign, there’s also a swarm mode which, yes, plays pretty much like a wave shooter. It gets by on the strength of the game’s mechanics; shotguns, pistols and machine guns all feel great to fire and melee combat packs punch as a last measure-option. With plans to implement co-op later down the line, I’d expect this mode to grow into a worthy side-feature come full launch.

A-Tech Cybernetic is a sci-fi zombie shooter that, simply put, feels great to play and has an actual campaign. That’s not something you can say all that often in VR. Oddly, it’s an Early Access game can could currently benefit from revisiting its existing content rather than adding new stuff. Suffice to say it’s a little rough around the edges in its current state and is in definite need of a tune-up, but there’s a diamond in the rough here that I really hope XREAL manages to seize. This is never going to be VR’s very own Resident Evil 4, but with it a little more work it could be painstakingly close.

A-Tech Cybernetic is available now in Early Access on Oculus Rift and HTC Vive for $19.99.

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HTC Vive Pro Owners Need To Buy An Attach Kit To Use Official Wireless Adapter

HTC hasn’t exactly made friends with anyone’s wallets recently. Earlier this year the company launched its enhanced HTC Vive Pro headset as a standalone package at a staggering $799, and just recently launched the full bundle for a total of $1,399. But the spending doesn’t stop there; if you’re a Vive Pro owner that’s planning to pick up HTC’s official wireless adapter set to release later this year, it looks like you’ll have to lay down yet more cash to actually fit it to your headset.

This weekend, HTC published the setup guide for the adapter, which cuts the chords between your headset and PC for a tetherless VR experience. The guide appears to have been taken down, but you can still see a cached version. At one point, the guide asks you to select the type of Vive you have, including the original, one fitted with the Deluxe Audio Strap and the Pro. As the above imagines shows, though, selecting the Pro presents you with a warning that users need to buy an additional Attach Kit for Wireless Adapter to use the kit.

That’s right, if you own the more expensive headset, it looks like you’ll need to buy another peripheral to make sure you can use another peripheral.

Clicking on the link for the Attach Kit leads to another dead end right now. We don’t know how much the adapter itself is going to cost, nor this add-on, so we can’t tell you how much it’ll add on to your already-expensive purchase. We’ve reached out to HTC to confirm that Pro users do indeed need to buy this add-on to use the adapter, and ask why it couldn’t just be included with that comes in the box already.

Are you a Vive Pro owner? Would you be willing to shell out yet more money to go wireless? Let us know in the comments below.

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