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  • E3 2018: PlayStation Confirms Dreams Will Support PSVR Day One
    E3 2018: PlayStation Confirms Dreams Will Support PSVR Day One

    We just got our first officially official confirmation that Media Molecule’s Dreams is going to support PSVR from day one.

    The PlayStation Access team, which is a part of Sony itself, confirmed as much in a hands-on video from this year’s E3. A few weeks back we heard as much from a third-party report, but this is the first time we’ve heard PlayStation itself confirm it.

    The team also noted that VR support would include both “playing and creating”, meaning you can make entire games and assets inside the headset and then go through them too. Sadly we’re still not being shown the game running in PSVR at this year’s show, but it’s definitely exciting to hear it’s coming.

    We’re very, very excited about Dreams’ PSVR support. In fact we said it could be the headset’s most important game so far, allowing an entire community to make their own VR experiences.

    A beta for Dreams will be out this year. As for official launch, we’re not sure yet.

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  • New Update Appears for Wands New arena the Sanctum of Sahir will form part of the upcoming 1.4 update.
  • Ready at Dawn Discuss What to Expect from Echo Combat Nina Salomons speaks to Echo Combat Game director Dana Jan.
  • E3 2018: Creed: Rise to Glory Looks Fighting Fit In New Trailer
    E3 2018: Creed: Rise to Glory Looks Fighting Fit In New Trailer

    Another E3 trailer now, this time for one of the more promising VR games coming later this year; Creed: Rise to Glory.

    The latest game from Sprint Vector developer Survios is looking fighting fit in this latest clip. You take on the roll of Creed from the Rocky universe and box your way to the top. We’re big fans of the art style, which trades difficult realism for a much more pleasing cartoonish style.

    The game features new mechanics designed to keep you immersed in the experience and make up for the lack of impact you’ll feel as you swing your arms around.

    Creed’s out on Rift, Vive and PSVR later this year.

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  • E3 2018 Hands-On: Assassin’s Creed VR Experience Is A Wireless Maze Featuring A Bow And Arrow
    E3 2018 Hands-On: Assassin’s Creed VR Experience Is A Wireless Maze Featuring A Bow And Arrow

    You might remember a couple of years ago when Ubisoft partnered with Fox to release a feature film based on the Assassin’s Creed game franchise. You might also remember there was a VR experience created alongside the movie that released to tepid reactions from most people. We are probably still a long way off from any official VR integration on the part of Ubisoft for its biggest property, but what we saw at E3 could at least be a step in the right direction.

    On Monday night we attended a private Ubisoft preview event that had demos of all of their upcoming non-VR games such as The Division 2, Assassin’s Creed Odyssey, and several others. Space Junkies and Transference were nowhere to be found unfortunately (although we got time with Transference elsewhere on Tuesday) but that doesn’t mean there was no VR at all at the event.

    Tucked away back in a tiny corner, away from all of the other demos, was a small cube-like structure with a few walls and panels inside that looked like a very tiny maze. As it turns out, the box was called the VRMaze and it was put there by a company called Triotech.

    To be perfectly clear, this was a very obscure partnership between Triotech and Ubisoft. So obscure, in fact, that all of the full-time Ubisoft PR and marketing employees that were stationed at this prevent event had no idea that this cube existed nor that it was setup in the corner of one room. So yeah, it’s that kind of obscure.

    The VRMaze uses an HTC Vive (in this case a Vive Pro) along with two base stations, two Vive wand controllers, and a wireless backpack PC in order to provide an extremely immersive VR experience. It’s only being developed as a location-based experience (LBE) but the quality alone elevates it above a lot of other LBE games I’ve tried.

    Here’s what the little mini maze looks like:

    See how the boxed area in the middle has red-tinted see-through glass barriers instead of solid walls? That’s so that the Vive base stations can still track your controllers and headset as you move around. Surprisingly, it actually worked. I noticed tracking would get lost every now and then if I was in a corner, looking down, or otherwise occluding view, but that could easily be solved by using multiple 2.0 base stations in the future I’d assume.

    The experience itself wasn’t mind-blowing, but it was at least fun and immersive. I was playing as one of the franchise’s titular assassins as I creeped around inside of an ancient Ehyptian tomb. The setting appears to be along the lines of Ubisoft’s previous game, Origins, instead of the upcoming Greek-themed Assassin’s Creed Odyssey.

    In total it only lasted about 10 minutes. I shot a few enemies in the distance, dodged arrows they shot back, and peaked around corners to take out unsuspecting enemies along the way. Combat never got much more advanced than that, but I did get to fight a giant mythical

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  • Fast Travel Games Open Up About Their Thoughts On Free-Locomotion Studio co-founder Erik Odeldahl reveals all.
  • SteamVR Home Gets Windows Mixed Reality-Style Virtual Panels
    SteamVR Home Gets Windows Mixed Reality-Style Virtual Panels

    The latest beta update for SteamVR Home takes a page from the hub world for Microsoft’s Mixed Reality platform.

    You can now spawn two types of panels inside your Home environment for a more convenient interface. Firstly, you can bring in Steam’s Big Picture mode and there’s also the SteamVR Dashboard. You could always access these features inside Steam to begin with but now you can have them ready and waiting for you. It should make things like game launching and library browsing just a touch more instant.

    It’s very similar to what you can see in Mixed Reality, where users build a virtual home that they can decorate with different panels that represent traditional apps. It’s a little more robust there, though, and we’d love to see Steam expand the types of panels you can have in the future. You pull the panels out from a decorations menu and use your motion controllers to place them.

    It’s only a beta update for now, so you’ll have to select the Beta option under SteamVR.

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  • Getting Hands on With Nazi-Killing War Machines Nina is turning giant robots against their masters in Wolfenstein: Cyberpilot.
  • Scope AR CEO Talks About ARKit 2.0 ARKit technology has had a significant impact on the augmented reality sector, according to Scope AR CEO.
  • Life In 360°: But It Pours From the relaxation of a sunrise to the sounds of rainfall.
  • E3 2018: All the VR Games of Day One VRFocus has toured the E3 2018 show floor to find the best VR videogames on offer.
  • Preview: Trover Saves the Universe – More Squanch Games Madness Played Accounting+? Well, turn that up to 11.
  • Preview: Prey – TranStar VR Prey is getting two VR updates, and VRFocus has already been hands-on with the first.
  • Preview: Déraciné – An Enticing Glimpse at a Magical Experience FromSoftware weave narrative and puzzle elements into an intriguing title.
  • E3 2018 Hands-On – Wolfenstein: Cyberpilot VR Demo Is Just Plain Boring
    E3 2018 Hands-On – Wolfenstein: Cyberpilot VR Demo Is Just Plain Boring

    Killing Nazis is one of the gaming world’s most beloved pastimes. The original Wolfenstein 3D on PC is a classic FPS that, along with the likes of DOOM, helped put first-person shooters on the map as a viable game genre. Naturally, murdering Nazis is ingrained into the DNA of what makes a good FPS and that tradition is alive and well today.

    Call of Duty returned to WWII last year and Battlefield V is returning to the setting this year. Wolfenstein is back and better than ever with New Colossus releasing to critical and commercial success last year and now, sticking to their trend of creating VR iterations of their most successful franchises, Bethesda is planning to release Wolfenstein: Cyberpilot in 2019.

    The game was first announced this past weekend at Bethesda’s E3 2018 press conference, along with a Prey VR adaptation, and new Elder Scrolls game that will feature VR support, and we got the chance to go hands-on with the Wolfenstein title at Bethesda’s booth on the show floor. You can see some footage of the game down in the trailer below:

    A big part of what makes Wolfenstein so popular, at least nowadays, is how well it mixes over-the-top action and violence with thoughtful, gut-punching narrative representations of a twisted alternate reality in which the Nazi regime is in power. It’s not just a silly shooter full of action and blood, like Serious Sam, but it juggles multiple tones very well. I’m not sure that Cyberpilot, the VR edition of the revered franchise, is following in those complex footsteps.

    Cyberpilot takes place about 20 years after the events of New Colossus. You play a resistance fighter that’s a hacker which means instead of barging in the front door of the Nazi base guns blazing, you’ll instead take control of their own machines and turn them against them. In the demo I played that meant piloting one of the fearsome fire-breathing Panzerhunds, which is like a tank, mixed with a mech, mixed with a lot of fire.

    The demo I played at Bethesda’s booth was about 15 minutes long running on a Vive Pro plus the forthcoming Vive Wireless Adapter. Visually, it’s just as impressive as you’d expect anything Bethesda touches to be, but that’s about as far as my excitement went.

    Thankfully it’s not an on-rails shooter like Archangel was at launch, but the controls never felt very good. I controlled movement across levels with the left Vive wand’s track pad and steered the cockpit by moving the right Vive wand laterally across my view. The crosshair was attached to that controller’s aim and it’d rotate the cockpit itself if I moved my hand far enough in either direction.

    My character’s hands were represented inside the cockpit, but he never seemed to interact with any of the HUD elements. Granted, this could be because he is a hacker and is just “virtually” piloting it, kind of like the Wakandan’s in Black Panther, but it still implied a bit of a disconnect.

    My Panzerhund had two attacks:

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