- Competition: Don’t Fear The Reaper, It Has Steam Codes Win Carly and the Reaperman - Escape from the Underworld from VRFocus and Odd Raven Studios.
- Gamescom 2018: Telefrag Is An Unreal Tournament-Inspired Shooter For Iron Stomachs
Most developers do their best to avoid discomfort in VR but Anshar Studios seems to relish in it. Few games have shown such reckless disregard for sending players into a dizzy haze than last year’s Detached, a fact its makers flaunted in a hilarious trailer for its PSVR launch. And why not own it? With a community that’s becoming increasingly (and needlessly) hostile to games that don’t include smooth locomotion and turning, why not coax players into a masochistic competition to hold in your vomit. It’s essentially the VR equivalent of a dare.
Telefrag, the studio’s next game, follows in those shaky footsteps.
We have not been sent any assets yet, so this muted video is the only footage we could find
I considered myself to be a fairly hardened VR user that can count the number of times he’s fallen sick inside a headset on one hand, but I could physically feel my stomach lurch as the camera shifted on this new gravity-manipulating online shooter, which the team likens to Unreal Tournament. In 1 v 1 matches, you dash around maps, occasionally ascending the walls on special grav ramps to turn the arena-style levels into full 360 degree battlefields, much like in Enthusiast Games’ single-player NeverBound.
Control-wise, the game’s closer to Doom VFR than Epic’s classic series, with quick dashes assigned to a flick of an Oculus Touch stick and a teleport function that can be used to smash into your opponent and cause them to burst like a bag full of blood. That’s called telefragging (hence the title), which is the same named coined by Doom itself. Guess that term’s sticking, then.
In its current state the game has a solid foundation that its developers need to build upon. You begin each match by choosing one of three loadouts — more will be available in the final game — including a fast-firing pulse rifle, rocket launcher, and dependable laser pistol. Each feels great to fire, though it’s a little hard to judge how easy aiming is when you know the developer you’re playing against is probably going a little easy on you. When you did, you’ll have to choose another weapon loadout, though power-ups on the map give you the chance to even the odds if you’re not using a favorite.
Matches are punchy and entertaining. Chasing a player on the back-foot as they dart backward in intermittent bursts feels like a VR game of cat and mouse, and the ability to walk on any wall brings a heightened sense of exposure to the start of levels where you hunt for the enemy. Another arena-based shooter might not necessarily be what VR needs right now, but the low player count certainly makes it a viable option for two friends that need a place to shoot each other on weeknights.
While the gravity shifting is undoubtedly going to limit who can play Telefrag, you can try your best to avoid it. Teleporting can instantly move you to other surfaces including the ceiling for example,
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- Children on Long Flights Can Enjoy VR Movies with SkyLights VR entertainment system from SkyLights offers a solution for keeping children entertained on long-haul flights.
- Hands-On: Twilight Path Is The Next Enthralling VR Puzzle Game By The Creators Of Form
Twilight Path from Charm Games has a strong sense of identity from its opening moments. The very second that it begins you immediately feel like you’re inside of a fully-realized virtual world, even if all you’re really doing is teleporting around while solving puzzles.
This is the follow-up to 2017’s Form, an exquisite, but extremely short, sci-fi themed puzzle game, and the feeling that these were made by the same people and perhaps even somehow exist in the same universe is palpable. Charm clearly has a strong identity and could become a go-to developer of VR puzzle games just like Owlchemy is a go-to developer of silly interaction games.
Similar to Form, Twilight Path has beautiful environments that you feel compelled to gawk at, but you won’t be running around with any artificial locomotion at all. This is just a stand in place and teleport a bit type of game, which is perfectly fine for this type of experience.
The brief demo I tried featured two primary “powers” that I used to solve puzzles: a tiny little magical orb and a telekinesis grabbing power. When I held the orb up and gazed through it, similar to the Lens of Truth in Ocarina of Time, it revealed secrets in the world. I get the feeling that this orb and the “Twilight” theme are going to play major parts in this puzzle adventure.
Obviously the biggest difference between Twilight Path and Form is just the actual setting. Whereas Form was a staunchly sci-fi game full of esoteric monuments, bright cascading lights, and floating platforms, Twilight Path feels much more grounded, even if still highly fantastical. It’s equally as gorgeous visually, just in a different style. Stylistically it actually gave me some vibes similar to The Gallery from Cloudhead, or obviously Myst.
When playing a non-VR puzzle game, I have a bad habit of getting frustrated very easily after trying a few solutions at random when I get stuck, but that doesn’t seem to happen as much in VR. Games like Twilight Path instead invite me to tinker until I found the solution. Similar to Form it didn’t feel overly difficult, but hopefully that’s just because this was only a small section of the game.
The devs clearly have a handle on how to make engaging puzzles in VR, but hopefully they can flex their narrative muscles a bit more this time around. The ancient, mystical, and mysterious world of Twilight Path is seeping with character and it’d be a shame to see that go to waste for just a thematically similar collection of puzzles. Since the demo was only a short 30-minute slice, maybe the full game dives into the world and story a bit more.
We don’t have a firm release date for Twilight Path at this time, but the website still says Summer 2018 and we expect to see it land on Rift, Vive, and Windows VR. Let us know what you think down in the comments below!
Tagged with: Charm Games, FORM, puzzle, Twilight Path
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- Review: Track Lab Let the beat control your motion controllers with this hybrid rhythm/puzzle title.
- The Crab Champion Comes To GORN In New Update Its time to do battle with a real champion.
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- The Exorcist: Legion VR Review – Experience An Overwhelming Sense Of Terror
While I’m far from being considered an expert on VR horror, I do consider myself a bit of an aficionado when it comes to the spooky and scary inside virtual reality headsets. From A Chair in a Room: Greenwater and The Brookhaven Experiment, all the way to Resident Evil 7 and Paranormal Activity VR, I’ve reviewed my fair share of VR horror games. And let me tell you: few can measure up to the absolutely overwhelmingly intense sense of terror I experienced while playing The Exorcist: Legion VR.
From Wolf & Wood (that’s the same team behind A Chair in a Room, for what it’s worth) comes a slow-paced, exploration-focused, atmospheric VR experience set within the iconic horror universe popularized by The Exorcist film. As a detective in the Boston P.D. you’re armed with a crucifix, holy water, and an assortment of other Godly tools to investigate a series of murders and strange occurrences. Naturally, it doesn’t take long for stuff to get really, really creepy and demonic.
The Exorcist VR is split into five distinct chapters that all take place at very different locations and last about 30 minutes each. All together it’s around 2 1/2 or 3 hours long and tells a complete story that would have fit in perfectly as a film in the franchise, except this time you get to experience it first-hand.
A big part of what makes VR horror games so overwhelmingly immersive is an absolutely convincing sense of presence. A Chair in a Room nailed that feeling better than most and it shows that they put that experience to good use here once again. Whether I was peering around a corner trying to get a glimpse at what lies in wait or feeling my body tense up in fear as I slowly turn around to see what’s behind me, from start to finish in The Exorcist VR I never once had trouble suspending my disbelief.
In fact, the strongest part of The Exorcist VR may very well be the excellent sound design. You can hear voices in your head and surrounding you through the use of powerful 3D spatial audio and the low rumbling sounds of grunts and high-pitched squeals echo in your mind as twisted, terrifying warnings of what’s to come.
Each of the five episodes are self-contained with mini stories and arcs that feel satisfying to play in short bursts or all at once. I played all five over the course of two sessions and jumping from one to the next is a great, seamless experience since they’re all accessed from your office back at the precinct.
The first episode is at a church, followed by a jail cell/psych ward facility, then someone’s clearly haunted house, a morgue, and finally an ancient underground tomb. I would say that each is more terrifying than the last, but truthfully, I think it peaks on episode 3. There’s lots of creepy voices, moving mannequins, a possessed baby, and a dollhouse in that single episode. It checks off pretty much every
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- Now Available, VR Jogger Brings Accessible Exercise To VR Improve your cardiovascular fitness on a virtual island.
- Gamescom 2018 Hands-On: Crazy Machines VR Needs Just A Little More Invention
Hit the button, let the cogs whirl, twisting the arm. The arm taps a domino that topples into another, causing a chain reaction that ends with a pressed button that launches a rocket that flicks a switch that drops an anvil. The anvil sets off a car which crashes into a final button, activating your invention.
And that, in a nutshell, is Crazy Machines VR.
FAKT Software’s inventive little series has always coasted by on the simple satisfactions of the Rube-Goldberg-Machine. I could watch those things for days as they spilled from one momentary spark of ingeunity to another and, clearly, millions of other people could too. A VR version that brings the physics funhouse to life was surely a no-brainer, then.
The good news is that it is indeed a lot of fun to watch Crazy Machine VR’s puzzles unfold with a headset on. Calculating how objects will react to each other has an extra dimension to it you just couldn’t have before, and it no doubt makes the series’ tried and true mechanics much more complex than before. In fact, FAKT even told me the game was built on a new engine so that they could get the most out of the physics system. The slightest nudge of a domino sends it tumbling in exactly the way you’d expect.
It’s still in need of a bit of polish; some interactions didn’t look natural, while the PSVR version as a whole looks literally rough around the edges, but those reactions are undoubtedly the game’s biggest draw right now. As embarrassingly excitable as it is to watch Crazy Machines VR, though, I’m a little concerned the actual game may be a little on the light side.
For starters, the two levels I played simply asked players to put missing objects in marked locations, filling in gaps of a pre-assembled sequence. The pieces you need are all put to one side for you to pick up and slot into place; solving the puzzle is simply a matter of putting the right bit in the right place. Swapping around parts in trial and error puzzle solving has a playful kind of joy to it, but it can’t help but feel restrained.
Bare in mind that these were the earliest levels of the game and Crazy Machines is all about escalation. It’s very possible new elements are introduced, but the small slice I’ve played doesn’t feel like the truest expression of what this series can do. Even simple things like throwing in objects that had no place in the puzzle as red herrings would engage your brain a bit more.
Undoubtedly the biggest omission, though, is the lack of a level editor. You’re not going to be able to assemble your own sequences in Crazy Machines VR and I can’t help but feel that’s a mistake. I definitely understand FAKT’s plight; there’d be no end to potential bugs if you left players off the leash and fine-tuning the placement of objects would be finicky, but it’s surely better to let
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- VR Music Startup MelodyVR Published Figures For The First Half Of 2018 Early metrics for the company are 'extremely encouraging'.
- Life In 360°: A Chocolatey Zen Break Japanese KitKats come to Canada, Nestlé go surreally in to 360 degrees.