• Dreams Early Access Won’t Include PlayStation VR Support VR support is still planned.
  • Gearbox Software Confirms All the DLC for Borderlands 2 VR Will be Released for Free And there's not too long to wait for it either.
  • Dreams Early Access Won’t Have PSVR But Support ‘Still Planned’
    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
    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
    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

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

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  • Madame Tussauds Partners With ARtGlass For AR Wax Exhibits

    Dynamic holograms, historical video, and 360-degree panoramas inbound. Madame Tussauds Washington, D.C. location is receiving an upgrade in the form of AR enhancements that breath new life into their lineup of famous wax sculptures. Partnering with ARtGlass Group, the infamous wax museum chain is introducing the companies line of ARtGlasses into the Madame Tussauds experience,

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  • Gravity Defying FPS Telefrag VR Begins Open Beta The beta runs for a couple of weeks.
  • HTC’s ‘6DOF Lite’ Mode Adds Volumetric Depth To 360 Video

    HTC brings flat 360-degree video to life with 6DOF functionality. As captivating as conventional 360-degree video can be, it pales in comparison to the level of immersion offered by volumetric content featuring 3D depth and 6DOF capabilities. Looking around a 360-degree environment is one thing, being able to lean and move around the space is

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  • Preview: ArmZ VR – A Brutal Hands-on Wave Shooter Beware the deadman's click.
  • Wolfenstein: Cyberpilot Dated for July Multi-platform Launch Pre-orders are now available for the VR shooter.
  • Oculus’ Rubin: Next Few Years Will Focus On ‘Big Devs’, ‘Complex’ Games
    Oculus’ Rubin: Next Few Years Will Focus On ‘Big Devs’, ‘Complex’ Games

    Oculus introduced us to the next wave of VR hardware at GDC 2018 this month. The Rift S and Quest respectively will be the devices powering VR games for the next few years. As for Oculus itself, those next years will be spent establishing a bigger library of “deeper and complex” software.

    VR of Content Jason Rubin said as much to in an interview last week. He spoke about how Oculus’ new headsets made it easier for everyone to get into VR. As much, Oculus can now spend time focusing on the software people want.

    “For the next few years, we’re going to focus on making this feature set and this paradigm the best it can possibly be,” Rubin said, “and having the big developers and publishers start working on software that’s deep and complex.”

    We’ve already seen Oculus work with big developers on big Rift exclusives. Ready at Dawn is prepping a sequel to Lone Echo and Respawn Entertainment is making a VR shooter. But Rubin suggests now might be the time to bring bigger publishers and brand names on board too.

    “We’re working with a lot of developers,” he said. “I know where’s Assassin’s Creed, where’s Call of Duty, where’s Madden? I get that but I think we’re at the point where we can start talking about those things and they will happen.”

    Last week Oculus also told us that it’s now asking its Studios partners to make titles compatible with both Quest and Rift S. The question is, then, if Oculus sees these blockbuster franchises squeezing onto Quest. Or will they require the power of PC VR instead?

    Tagged with: jason rubin, Oculus Quest, oculus rift s

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  • First Gameplay Trailer for Skyworld: Kingdom Brawl Released An arcade tournament will be held next month.
  • Space Junkies PC VR Review: Ubisoft’s Space Shooter Is More Unreal Than Echo VR
    Space Junkies vr shooter zero-gravity

    Having a fast-paced shooter in VR isn’t unheard of. With games like Robo Recall, Pavlov VR, and even the less traditional games like Audica around, shooting is commonplace within VR. It is completely natural to start firing off weapons in VR because of how intuitively the first-person perspective fits and how much more intense it makes everything feel. So, when Ubisoft announced Space Junkies, while there may have been some excitement, it’s not like it was new ground being broken here.

    Space Junkies is a light-hearted free-flying space shooter that pits you against up to three other players. The tutorial sets the kind of tone you can expect from the gameplay. It is exceptionally silly and doesn’t take itself seriously. You start by learning the controls as you would in any game, but you also get to try out some of the weapons on offer. The movement is done in a similar style to Blade and Sorcery, you move in the direction you are looking. Unlike Blade and Sorcery though, you can look straight up and fully explore the zero-gravity environments in which the battles take place.

    The freedom of movement makes the battles in Space Junkies absolutely exhilarating. Plus, the way the game moves never induces the motion sickness you can sometimes get with some VR games because you know the movement is unnatural. It means you can be boosting straight down at the floor and always feel in control. You can move using the thumbsticks too, but it is rarely needed outside of strafing in three-dimensions.

    The weapons are excellent and have some great variety too. You get to choose a couple that you go into battle with like a sword and shield. This allows you to always have your own playstyle, but these are mostly gadgets like a sonar or a medi-kit rather than weapons. Most of the weapons can be picked up in the arenas themselves; whoever cleans up space is incredibly lax when it comes to immensely powerful weaponry it would seem.

    There are standard things like pistols and sub-machine guns, though even these have a fun twist on them. Of all the weapons, though, three standout as being more interesting than the rest. Not because the rest are bad, just because these ones are incredibly good fun. The Slingshot is exactly what it sounds like, except instead of rocks or water balloons, you fire off powerful grenades. The Plasma Rifle is a long-range sniper rifle you have to charge up before each shot. It makes landing a hit so satisfying. Then you have a shoulder-mounted rocket launcher that fires rockets you can control. It’s reminiscent of the Cerebral Bore from Turok.

    You even have different classes of character to play as. These give you a different mix of speed and resilience to allow you to play how you want to play. Take a strong class like the Juggernaut and then use a shield and you can be a tank. If you prefer speed, then playing as the Buzzkill and using

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  • PlatformaVR Gets Into the Rhythm With Wave Circles for HTC Vive It's currently an early prototype.