• Sunsoft’s VR MOBA Dark Eclipse Hits PSVR Next Week
    Sunsoft’s VR MOBA Dark Eclipse Hits PSVR Next Week

    Virtual reality will get a DOTA 2 rival next week.

    Dark Eclipse, a new multiplayer online battle arena (MOBA) game from Sunsoft, is coming to Sony’s PlayStation VR (PSVR) headset on September 25th. In the app, you control one of three Leaders on a giant battlefield and must race to destroy the enemy base whilst defending your own. It’s sort of like Firewall just… also not like Firewall at all. Check it out in last year’s Tokyo Game Show trailer below.

    As you can see from the footage, the game’s best played with a pair of PlayStation Move motion controllers, though it’ll also support the DualShock 4. The game is design to be fast paced with one-on-one battles that will have players thinking on their feet. In the coming months Sunsoft plans to add regular free updates with more playable characters and balance tweaks too.

    We’ll be interested to see if a MOBA like this catches on with the VR audience. Valve did introduce a VR spectator mode to DOTA 2 a few years back, but we’ve never seen a full on entry in the genre released for headsets. For developer Sunsoft, which is celebrating its 40th anniversary this year, it also marks a return to the US and European markets.

    Dark Eclipse will launch as a free-to-play game.

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  • VR Education Holdings Releases Results for First Half of 2018 Immersive education company VR Education Holdings expects positive results from 2018.
  • Transference Review: A Black Mirror VR Nightmare Come To Life
    Transference Review: A Black Mirror VR Nightmare Come To Life

    Have you seen the San Junipero episode of Black Mirror? If not, then you should skip this opening paragraph. In that episode, people are able to make the decision on their death bed to either pass away naturally, like we do today, or to have their consciousness uploaded to a “simulated reality” server featuring a beach-side city aptly titled San Junipero. Transference is, in short, like that if it were a twisted nightmare concocted by an obsessively deranged scientist.

    As a result, Transference is a difficult game to articulate. In many ways this is the perfect embodiment of what people mean when they say “VR experience” rather than “game” or “story” as the narrative itself ebbs and flows as something that exists around you rather than something that’s told to you as you play. And after spending about 90 minutes to get through it all from start to finish in one sitting, I can’t stop thinking about it.

    In Transference, Raymond Hayes has developed a technology that allows for 1:1 consciousness simulation. Or in other words, he’s created the ability to perfectly replicate a person’s brain, memories, and entire being digitally so that it can not only be preserved indefinitely, but also so that they can continue to live on forever.

    The problem with that is he has used himself and his own family as the test subjects. Raymond’s obsession has driven him mad and turned him into a neglectful, abusive, and deranged man that’s ripping apart his marriage and ruining his son. It’s a tumultuous setting and as you dig deeper into the relationships, mostly by way of exploring the environments, watching video clips, listening to audio recordings, and picking up on environmental storytelling bits, the dark layers of the Hayes family slowly peel back.

    If you’re looking for a structured, neatly packaged narrative like you’d find in a movie — this is not that type of thing. Transference doesn’t tell you a story, it puts you at the center of a family’s life. Throughout the experience you’re jumping between Ray, his wife Katherine, and their son Benjamin.

    A major theme in Transference is perspective, meaning that everyone has their own interpretation of not only reality, but of memories and experiences as well. So, everyone has their own perspective. Since you’re constantly switching between three different family members and spend most of your time re-exploring the same home, you get to see the same areas from three different perspectives, although the visuals and assets themselves are heavily reused.

    My favorite way that this manifested itself was in the subtle environmental changes. Pick up a memento that holds sentimental value for Ray and he’ll comment on it, but Katherine may have a negative memory attached to it instead. In particular there’s a family photo in front of the Golden Gate Bridge that, depending on who is looking at it, changes. Combined with background voice overs from the corresponding character, it’s an effective (albeit extremely subtle) technique.

    One of the key mechanics in Transference is one of switching

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  • VR Roguelike In Death Leaves Early Access Next Month
    VR Roguelike In Death Leaves Early Access Next Month

    The first game from the developers of Everest VR gets its full release next month.

    In Death from Solfar Studios will leave Early Access on October 2nd, the developer announced this week. As part of the full release the developer will introduce a new level, Paradise Lost, to the roguelike bow shooter. Expect to encounter new enemies and even a boss fight with Gabriel the Fallen in this level. You can see a very brief glimpse of it in the teaser trailer below.

    As you probably spotted in that footage, the update also brings a new Crossbow weapon, which is bound to please those of us that are getting sore shooting arms. Elsewhere there will be tweaks to the game’s scoring system in the asynchronous multiplayer mode, Challenges.

    The game first arrived in a pre-release state last February and we really enjoyed what it had to offer even back then. It’s combat mechanics are rock solid and we love the Dark Soulys vibe of its setting and bad guys. In fact, In Death recently featured in our list of 100 VR games you should be playing and now that it’s full release is nearly here that’s truer than ever.

    Take note that the price of the game will rise from $19.99 to $29.99 come full release, so now is the time to pick it up if you ever had any intention of doing so. It supports the HTC Vive, Oculus Rift and Windows VR headsets.

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  • Oculus Connect 5 Will Be Livestreaming Via Oculus Venues From keynote speeches to e-sports action, all will be available through Oculus Venues VR livestream.
  • Mozilla Announce Release of Firefox Reality A web browser built specifically for VR is now available.
  • Check Out Ubisoft’s Assassin’s Creed VR Escape Room
    Check Out Ubisoft’s Assassin’s Creed VR Escape Room

    Ubisoft’s new Assassin’s Creed VR experience allows you to step inside the Animus for the first time ever.

    Escape The Lost Pyramid is a new location-based VR escape room that’s set in the world of the popular gaming series (more specifically tying into last year’s Assassin’s Creed Origins). Up to four players can explore the Lost Pyramid of Nebka, entering a simulation that puts you in the shoes of several lost explorers. Across 60 minutes players must solve puzzles and use items like a bow and arrow in order to make their way out of the room.

    You can check it out in the trailer below, though there’s no actual footage of the virtual game itself (apparently Ubisoft thought it was a better idea to show a man simply imitating firing a bow and arrow, which gives us flashbacks to Palmer Luckey’s Time Magazine cover).

    This isn’t the first Assassin’s Creed VR experience we’ve tried; we also went hands-on with Temple of Anubis at E3 this year, which looks like a largely similar experience.

    Currently Escape The Lost Pyramid is available in four locations across the globe, including two sites in the US, one in Germany and one in France. You can find out more about booking a slot at the game’s official website. Sadly there’s no word on a home release for the experience, though I wouldn’t hold my breath.

    Tagged with: assassin's creed, Escape The Lost Pyramid

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  • VR vs. Spitting Feathers Can we just take a moment to sit back and take in how weird VR is?
  • Visbit and Kandao Demonstrate 8K VR Video Live Streaming Live 8K 360-degree video was streamed from Shenzhen to California.
  • Sci-Fi VR Shooter Cyberdrifter Announces Beta The developers behind Cyberdrift are offering players Beta access to the upcoming 0.6 update.
  • Streaming Video Alliance Releases Documents On 360-Degree Video A new report identifies an upward trend in adoption among brands and businesses.
  • Community Download: How Important Do You Think Resolution Is For VR Headsets?
    Community Download: How Important Do You Think Resolution Is For VR Headsets?

    Community Download is a weekly discussion-focused articles series published every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. 

    Let’s get this out of the way first: resolution is incredibly important for VR headsets. Like, really important. The screen door effect is extremely distracting and if visuals aren’t crisp in a VR experience then it can immediately take you out of the immersion.

    With the Vive Pro on the market, the Samsung Odyssey gaining momentum, and now the Pimax 8K and Pimax 5K+ in the hands of YouTube influencers, as well as the new StarVR and VRgineers headsets all in development, the era of limited and cramped resolutions may be coming to an end very quickly.

    There are lots of points to consider though. God rays can be distracting too, as well as limited FOVs. And there’s the ongoing debate between framerate vs. resolution and which is more important. Throw in other factors like comfort, ancillary features such as eye tracking, and it’s a complex topic — especially now that more and more people will start cutting the cord and going wireless. What’s the most important thing in a VR headset?

    Obviously resolution is critical, but the question at hand is: HOW important do you think resolution is for VR headsets? Is it the most important thing, in your opinion, or does something else edge it out as the most critical stat?

    Let us know what you think down in the comments below!

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  • Hands-On: Zero Killed Is A Firewall-Esque Tactical VR Shooter
    Hands-On: Zero Killed Is A Firewall-Esque Tactical VR Shooter

    PSVR’s Firewall Zero Hour wasn’t the first tactical VR shooter ever made, but it’s certainly had the largest splash in the market to date. Games like Onward and Pavlov paved the way for Firewall, which we praised in our review, especially when played with the PS Aim Controller. Fortunately for fans of the genre, PC headsets are getting their own new shooter to sink their teeth into very soon called Zero Killed — and the similarities don’t just end with the name, either.

    Zero Killed is being touted as a “tactical multiplayer VR shooter” with a mixture of solid PvP gameplay, tons of equipment choices, and an assortment of characters to pick from. Each of the 10 characters have different potential weapon loadouts, a unique gadget, and unique perk. For example, Big Foot, the one that I gravitated towards, has the best armor and is a heavy weapons specialist that also carries a gas mask and door breacher. On the flip side there’s also Ghost, who excels as a marksman and wears AR glasses that allow him to see tagged objects for much longer than other characters.

    So yeah, there’s a lot of similarities to both Firewall Zero Hour and (as a result) Rainbow Six: Siege in that you’ve got various characters, multiple load outs, and even a focus on no-respawn game modes. During my play session with the developers from Ignibit, they showed me two different game modes on one of the three maps. First up was Data Steal.

    In Data Steal you’re either on the Attacking or Defending team and as an Attacker you must track down and secure access points spread across the level. It plays out almost just like a typical round of Contracts in Firewall Zero Hour. The major difference I spotted is that the level I tried was very, very large and open. The teams are still 4v4, but there were tons of tunnels, passageways, and a variety of elevations to mix things up.

    Gameplay feels about like something in between Onward and Pavlov. It’s not quite as fast-paced as Pavlov, given the lack of respawns for most game modes, but it’s also not as hardcore and realistic as Onward. I played on Rift which meant miming a gun in my hands by holding them out in front of me as if I were holding an invisible rifle. The variety was nice and switching around between different contractors actually did seem to yield meaningful differences in gameplay style and strategy.

    A lot of thought went into each of the characters, but the demo I tried was noticeably unpolished. I played it only a week ago and the Closed Beta testing is supposed to start today, but honestly it didn’t feel ready yet unless there was a much farther along build I didn’t try. There were no hit marker visuals or sounds to show when you’ve shot someone and there is no way of knowing when you’ve done damage or killed another player. The UI could use a lot of

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  • Steampunk Storybook Adventure Chiaro and the Elixir of Life Is Out Today Chiaro and the Elixir of Life is available now on Steam for HTC Vive, Oculus Rift and Windows Mixed Reality.
  • NASA’s 360 Livestream Of Final Cassini Orbiter Mission Scores Emmy Nom

    And the award for most impressive 360-degree live stream of an unmanned interplanetary spacecraft goes to… 20 years ago, The United States National Aeronautics and Space Administration’s Jet Propulsion Laboratory launched the Cassini orbiter into space. By 2004, the revolutionary spacecraft was in orbit around Saturn, providing researchers back on Earth with the first comprehensive data of

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