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  • Zone of The Enders 2’s VR Support Is As Confusing As It Is Thrilling
    Zone of The Enders 2’s VR Support Is As Confusing As It Is Thrilling

    VR has a welcome habit of resurrecting the most unexpected of franchises. Gungrave is ending its 16-year hiatus later in 2018, for example, and even Double Fine’s dormant Psychonauts series found a new home inside PSVR. Perhaps even more surprising than these two, though, is the return of the Konami’s Zone of the Enders: The Second Runner, not just because of its underdog status but also thanks to its publisher’s increasing distance from the traditional gaming market. The upcoming PS4 and PC re-release is just one of four games Konami is releasing this year.

    If you’re one of ZoE’s many cult followers, you should count your lucky stars that Zone Of The Enders: The 2nd Runner – Mars even exists. Having gone hands-on with the new demo, though, it’s not hard to see why it does.

    Mars lets you play through the entirety of ZoE 2 in PlayStation VR (PSVR), Oculus Rift and the HTC Vive. Doing so trades the series’ traditional third-person camera from which you pilot advanced battle suit, Jehuty, for a first-person cockpit view. It’s a logical swap though, based on the new demo, not an entirely practical one; the out-of-body experience lets you see more of the game’s expansive maps, typically infested with swarms of enemies. An automatic lock-on system also means diving into those swarms for melee attacks erratically jolts you around.

    ZoE’s control scheme, meanwhile, has its own learning curve to master, with attacks assigned to one button and defined by if you’re moving and how close you are to an enemy. If you’re new to the world of ZoE, the demo’s opening moments can be unnervingly hectic.

    It’s worth persevering (and, for the weak of stomach, diving into the comfort options), though, as Mars’ VR support can be tamed. Even for someone who hasn’t touched a ZoE game since 2012’s HD remasters, I managed to find my feet in the 15-minute demo and even started to enjoy the ever-strafing combat system. While cannon fodder enemies exist purely to let you live out your Gundam dreams, a mid-demo boss fight sees you picking choice moments to dash in and slash away before retreating to shoot down a sea of missiles at the last moment.  It’s especially rewarding to see enemy mechs sent flying by well-timed attacks.

    That new cockpit view has some nice touches, too. A small hologram of Jehuty sits to your right side, showing your movements as if you were playing from the traditional perspective. It doesn’t make up for the reduced field of view, but it does help you gather your bearings a bit. It’s a shame that many of the game’s in-cockpit cutscenes quickly revert back to a virtual screen, though Konami seems to have gone an unexpected extra step by making the traditional cutscenes 3D.

    Ultimately I’d guess the VR version of Zone of the Enders 2 will go down pretty much like the traditional version; it will find its passionate fanbase in the people that gel with the series’ somewhat awkward controls and laughable dialogue,

  • Hands-On: Creed VR Boxing For PSVR Is Shaping Up To Be A Contender
    Hands-On: Creed VR Boxing For PSVR Is Shaping Up To Be A Contender

    For a few weeks in real life last year I went to a boxing gym. Before long I injured my wrist and eventually stopped going because having a kid has a way of limiting your time (plus I’m lazy.) However, I jump at the chance to get up and move around when in VR. Livestreaming Beat Saber has been a ton of fun and reviewing games like Knockout League or Sparc helped me work up a good sweat. Now Creed: Rise to Glory may soon be added to my list of favorite VR games to use as exercise.

    During a recent pre-E3 demo showcase from Sony, I got the chance to go hands-on with Creed once again. Previously, I played the game on Vive at GDC earlier this year, but this was my first chance to play it on the PSVR. Luckily, I hardly noticed a difference.

    Creed: Rise to Glory has the feel of something that might be marketed as a movie tie-in game, especially since Creed II is set to hit theaters later this year, but it stands on its own as far as we can tell. In fact, other than seeing Rocky at the start of my demo before I started training I’d never have known this game was related to Rocky or Creed at all.

    Perhaps they’ll incorporate more references to the source material before release, because I’m told a lot of stuff that we’ve seen at preview events is all just placeholder for now. For example, the voice over for Rocky that’s currently used in the demo is one of the worst Sylvester Stallone impressions I’ve ever heard, but thankfully it isn’t final.

    In terms of content, this build was basically the same as the GDC demo. I was fighting a new opponent this time, someone a bit faster but who did less damage, so it was a little different.

    The core of what makes Creed special among VR boxing titles is how it threads the needle between silly, arcade boxing like Knockout League and realism-focused simulation along the lines of Thrill of the Fight. I compared it to Fight Night in my previous article and that feels pretty accurate still.

    Survios created what they’re referring to as “Phantom Melee” system that helps players simulate what it would feel like to actually be in a fight. Since you can’t actually force a player to get knocked back or to feel a hit in the face, they have you mimic your character’s movements at key scenes to replicate the reactions.

    It’s a bit hard to explain, but if you watch the video included above (or here) you can see it in action during my demo. Specifically, watch from the 1:12 point in the video.

    Boxing as a sport is a great fit for VR because of how active it is and how focused it is on hand movement. Since motion controllers (and headsets) do a great job of tracking movement already, it’s a natural fit.

    Plus, since you’re always facing straight ahead to match up

  • Former Rift Exclusive Paper Valley Heads To Steam With Price Drop
    Former Rift Exclusive Paper Valley Heads To Steam With Price Drop

    VITEI Backroom’s idyllic VR adventure, Paper Valley, launched earlier this year as an Oculus Rift exclusive, but it’s soon to soar to another platform.

    Paper Valley will be coming to SteamVR on June 6th with support for both Rift and the HTC Vive, the studio confirmed today. The Steam listing for the game has just gone live and there’s a new mixed reality trailer to mark the occasion, too. Come launch, the game will be available for $12.99 (formerly $19.99), with a 15% discount also running lanch week. VITEI is also launching the game’s soothing soundtrack for $2.99 and also in a bundle for $14.99.

    In Paper Valley, players throw paper planes at targets, restoring a world back to vibrant life in the process. The game is designed to be a relaxing, non-violent adventure.

    We certainly saw the game’s charms when we reviewed it earlier this year, though we ultimately thought it was a little too light. “There is an appreciated peacefulness to be discovered here as you send planes on their way, but the game constantly feels like it’s aiming for more enlightening sensations that never break through,” we said. “I was happy to spend two hours with it before returning to more traditional VR realms, but the memories of its sun-kissed landscape won’t linger long.”

    Tagged with: Paper Valley

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  • Turbo Button’s Charming Along Together Hits PSVR, Go, Rift And Vive Next Week
    Turbo Button’s Charming Along Together Hits PSVR, Go, Rift And Vive Next Week

    Another one of Daydream’s enjoyable exclusive games is making its way to other headsets this month.

    Along Together, a charming storybook adventure from Floor Plan developer Turbo Button, hits PlayStation VR, Oculus Go, Gear VR, Oculus Rift and HTC Vive on May 29th. The game sees a young child teaming up with an imaginary friend as she searches for her lost dog. Playing as that friend, you guide them through levels as a giant, manipulating platforms and solving puzzles to clear the way.

    Check it out in the trailer below. It’s a wistful little game with bags of charm, even if it doesn’t boast the slapstick ingenuity of Floor Plan. The game’s set to cost $19.99 on PC and console headsets (with a 25% discount taking it to $14.99 on launch week) and $14.99 on mobile headsets.

    “Along Together might not demonstrate the creative spark that Turbo Button has showcased in the past, but it makes up for it with smart design and strong core gameplay mechanics,” we said when we awarded the game 7/10 in our review last year. “Though family friendly, it’s puzzle/platforming premise applies just the right amount of challenge and has bags of charm to boot.”

    This isn’t the first Daydream exclusive to find its way to other platforms; the excellent Virtual-Virtual Reality debuted on Gear VR earlier this month too and CCP Games’ Gunjack 2 made its way to Gear last year. Let’s hope that means other exclusives like the excellent Eclipse: Edge of light make their way to other devices soon too.

    Tagged with: Along Together

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  • GameFace Launches Pre-Orders For $599 Standalone VR Dev Kit That Supports SteamVR
    GameFace Launches Pre-Orders For $599 Standalone VR Dev Kit That Supports SteamVR

    You may have heard of GameFace Labs before; the VR company has actually been around for almost as long as the Oculus Rift. I even remember trying a very early built of the company’s standalone VR headset back in 2014. As VR grew from its early days to where it is now, though, GameFace drifted in and out of the spotlight and a product launch looked increasingly uncertain. This week, though, the company is taking a step forward.

    GameFace yesterday launched pre-orders for the first developer kit of its upcoming headset, labeled as a head-mounted console (HMC), running on Android Nougat. The device is powered by Nvidia’s Jetson TX2 module, which the company originally designed for use with intelligent devices like drones and smart cameras. It also features two 2560×1440 OLED, low persistence displays with sub-20ms latency.

    Running on Android, the headset can access experiences made for other smartphone-powered headsets like Google Cardboard, though GameFace is also supporting another major platform: SteamVR. Users will be able to tether their headset to a PC to access SteamVR content with six degrees of freedom (6DOF) Lighthouse tracking via base stations included with the kit. According to the product listing, Lighthouse tracking is also supported in standalone mode.

    The developer kit comes with a 6DOF-tracked controller, too. It’s unclear how GameFace intends to let users navigate SteamVR experiences with just one controller. We’ve reached out to the company to clarify.

    The kit can be pre-ordered for $599 and will start shipping to approved developers in the next few weeks. You can apply through the company’s developer portal. These developers will also get access to a software development kit (SDK) as well as a free HMC unit when it launches “later this year”. We don’t know the price of the consumer kit right now.

    GameFace’s HMD presents an interesting remedy to the issue of VR accessibility versus immersion. Recent devices like Oculus’ $199 Go are affordable and easy to jump into but don’t offer the tracking or graphical fidelity of what’s available on the Oculus Rift. Rift powers more convincing VR but requires an expensive PC. By giving users the choice between the two, can GameFace make a mark on the industry?

    Tagged with: GameFace, GameFace Labs

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  • MIT Researchers Test Autonomous Drones Using VR Training Grounds

    Researchers at MIT are using VR to train autonomous drones in safer, less expensive environments. Commercial drone use has skyrocketed over the last four years. Breakthroughs in unmanned aircraft technology have lowered the prices of key components to the point that filmmakers, researchers, even casual hobbyists have been able to join the fray, resulting in

    The post MIT Researchers Test Autonomous Drones Using VR Training Grounds appeared first on VRScout.

  • This ‘Sensory Reality Pod’ Will Make You Feel VR

    Sensiks is a glimpse of the direction multisensory virtual reality could be heading. One of VR’s obstacles is delivering visceral, skin-deep sensations. Amsterdam-based startup Sensiks is trying to solve this problem with “sensory reality pods,” or SR, as its CEO calls it. Put simply, the “SR pod” is a high-tech booth emitting artificial heat, wind

    The post This ‘Sensory Reality Pod’ Will Make You Feel VR appeared first on VRScout.

  • Pixar Co-Founder: VR’s Education Potential ‘One Of The Greatest Steps In Years’
    Pixar Co-Founder: VR’s Education Potential ‘One Of The Greatest Steps In Years’

    Through films like Finding Nemo and Toy Story, Pixar Animation Studios has redefined the cinema over the past few years. But one of the company’s figureheads is looking to VR and AR to transform another important pillar: education.

    Pixar co-founder and chief scientist Loren Carpenter recently said as much to Tes following a lecture he gave inside VR last month. “I feel very optimistic about the educational potential of augmented reality and VR devices,” Carpenter said. “I think the application of VR in education is one of the greatest steps in years.”

    Last month students at the Windsor Forest Colleges Group in Slough, UK were treated to an in-VR talk from Carpenter, who was beamed into HTC Vives as he spoke in California. Carpenter envisioned trips to Mars inside headsets where teachers can label points of interest and show the solar system in scale. That sounds a little like Google’s existing Expeditions platform, though that’s yet to leave our planet.

    Carpenter is also a big believer in AR, though he believes it’s still a few years away from ‘practical’ use.

    It’s always encouraging to see people as influential as Carpenter showing their support for VR and AR. While we may not be seeing any Pixar VR movies any time soon, we agree with Carpenter that the potential for these technologies to be used in education is massive. In fact, we’re already seen plenty of examples of this, from virtual museums to games that teach you through playing.

    Tagged with: pixar

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  • PS5 Won’t Arrive Until At Least 2021, Sony Says
    PS5 Won’t Arrive Until At Least 2021, Sony Says

    Sony Corp. again today reiterated that you shouldn’t expect to see the next PlayStation console anytime soon.

    Speaking to The Wall Street Journal a day after noting that the company’s current console, the PS4, was reaching the end of its lifespan, Sony Interactive Entertainment CEO Tsuyoshi Kodera stated that it would be another three years before PlayStation made its next big move.

    “We will use the next three years to prepare the next step, to crouch down so that we can jump higher in the future,” he said.

    Wall Street’s report doesn’t make mention of what this might mean for PlayStation VR (PSVR), Sony’s virtual reality headset that’s powered by PS4. We’ve long assumed that any such successor to the headset would arrive on Sony’s next console, presumably to take advantage of increased processing power alongside any other new features. With this report, is it safe to assume PSVR 2 is at least three years out as well?

    Elsewhere, Kodera reportedly stated that Sony was looking to incorporate ‘better mobility’ into PlayStation, perhaps suggesting that the next console might find ways to compete with Nintendo’s Switch console/portable hybrid device. Again, we can’t help but wonder what that might mean for VR; could a more portable PlayStation perhaps mean and all-new form factor for PSVR, too? It’s going to be a long few years of questions before we get some answers.

    Tagged with: PS5, sony

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  • Hulu’s Interactive VR Comedy Door No. 1 Releases Tomorrow, Trailer Here
    Hulu’s Interactive VR Comedy Door No. 1 Releases Tomorrow, Trailer Here

    And now for something completely different…

    Or at least, that’s what Hulu is hoping its new VR comedy, Door No. 1, will be. The Ryot-produced experience is launching this Thursday, May 24th, and will be free to watch on the Hulu VR app, even if you don’t have a subscription. The first trailer for the experience is below.

    Door No. 1 is a ‘Choose Your Own Adventure’ piece that stars Ravi Patel (Meet the Patels, Master of None), Steven Little (Eastbound and Down), Missi Pyle (Another Period) and Sarah Baker (Big Little Lies). Cast as Alex, the viewer finds themselves at their ten-year class reunion, determined to prove they’ve made something of themselves. As you meet characters you’ll get to choose how to interact with them used gaze-based controls.

    The piece is created and directed by Nora Kirkpatrick. As the trailer suggests, there may or may not be an appearance from a certain Snoop Dogg, too. We’ll be interested to see how the new format is used to mine humor in ways we haven’t seen before.

    The Hulu app is available on just about every major VR headset aside from Vive. It’s free to download and, as we said, it won’t cost you a penny to watch this either. Can VR comedy work? Now’s a good time to find out.

    Tagged with: Door No. 1

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  • Sword Art Online’s New VR Game Is Not What We Wanted
    Sword Art Online’s New VR Game Is Not What We Wanted

    It’s always hard to tell if new games set in Sword Art Online’s virtual reality universe are actually, y’know, VR games or just games set inside VR. This upcoming release looks like it’s the former, though it’s hardly the one we were hoping for.

    From the looks of it, Sword Art Online: Lovely Honey Days (yes, that’s really the name) is a dating simulation for smartphones that features series heroine, Asuna. Playing as protagonist Kirito, you interact with Asuna in seven different environments including picnics, ruins and the beach. If didn’t already know the direction this was probably going, the video below shows Asuna in a bikini, stepping over players with a towel on in a spa, and tied up during a mission. Yep.

    You’ll respond to her via on-screen prompts and even be able to talk to her outside of VR via a simulated messaging service. The app is set to arrive in Japan on iOS and Android across seven episodes throughout 2018, the first of which will be free. No word on a localized release right now.

    It’s safe to say this isn’t really what we were hoping for from a Sword Art Online VR game. The anime series depicts an expansive metaverse for players to adventure into, which provides the perfect context for a VR game. But all hope is not lost; the upcoming Sword Art Online: Replication sounds like it will be a much more faithful take on the series for headsets.

    Tagged with: Sword Art Online

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  • Hands-On: Astro Bot Is A Full PSVR Platformer Based On Playroom’s Robot Rescue
    Hands-On: Astro Bot Is A Full PSVR Platformer Based On Playroom’s Robot Rescue

    There are few things in life as satisfying as a good 3D platformer. Each time I play games such as Super Mario Odyssey, Ratchet & Clank, Crash Bandicoot, and countless other character-driven action platformer games, there’s always a smile firmly plastered to my face. The bright colors, whimsical music, and precision controls tap into the core of what makes video games so much fun. But we’ve rarely seen this genre explored in VR thus far.

    Lucky’s Tale (and more recently Moss) are rare exceptions, but most developers seem to think that playing a third-person game in VR is pointless. Luckily, I’m here to tell you that Astro Bot: Rescue Mission from Sony’s Japan Studio is a third-person 3D platformer built from the ground up specifically for VR and does a remarkable job of selling the genre for the platform.

    Back when PSVR first launched it came bundled with a free little pack-in collection of mini games called The Playroom VR. Most of these games were designed with multiplayer in mind and provided asynchronous thrills for everyone in the room — both inside and outside of VR. However, it also included a brief single player-only platformer called Robot Rescue. We loved it so much we called for Sony to make it into a full game and — despite the odds — someone was listening.

    At a recent pre-E3 preview event we got the chance to go hands-on with Astro Bot, the full game based on the seed of an idea found in Robot Rescue, and came away extremely excited to play it in its entirety.

    What struck me most when I first sat down with Astro Bot is just how polished it feels. The opening moments showed a globe-style world stage with multiple levels spread across it. The developer queued up one of the early stages for me to give a try. Once loaded, I look down at my controller and see the cute little robot peering up at me (shown below), fully aware of my presence. With a press of the X button he’s blasted out into the world, ready to track down his lost comrades on a daring Rescue Mission.

    The developer told me that there will be five worlds in total to explore and over two dozen total stages, including six boss fights. Including all of the extra challenges, collectibles, and replayability they liberally estimate it could take upwards of eight or more hours to finish everything. In the span of 20 minutes I did two of the early stages and a boss fight, so if that math holds true, it’s probably more like 3-4 hours just to finish each stage, with all of the collectibles and extra content adding on the rest. That’s just a guesstimate though.

    For a game like this, that’s a pretty solid chunk of time and already means it’s outpacing the likes of Moss and Lucky’s Tale from a sheer length perspective.

    Controlling the little Astro Bot was dead simple and special abilities will be earned slowly over the course

  • Hands-On: Blood And Truth Is Starting To Feel A Bit Shallow
    Hands-On: Blood And Truth Is Starting To Feel A Bit Shallow

    Remember when The Prestige and The Illusionist, two movies about magicians, both released the same year? Or when EverQuest 2 foolishly released the same year as World of Warcraft? Or that other time Gearbox decided it made perfect logical sense to release Battleborn in literally the exact same month as Blizzard’s Overwatch?

    Pop culture is full of weird situations like this where movies and games that seem too similar to be coincidences are developed and released alongside one another. I’ve got a feeling we might have another scenario just like that in the VR market right now with Blood and Truth versus Defector. Both games want to tap into that visceral excitement that’s all-too-often associated with spy action movies by making you feel like a James Bond-esque hero and both games are exclusives for their respective platforms.

    The below video was captured at a demo event last October.

    In the case of Defector on Oculus Rift, we’ve got something that features full locomotion via the Oculus Touch controllers, branching decisions and dialogue trees, as well as roomscale support with lots of set piece action scenes. PSVR’s Blood and Truth, by comparison, is starting to feel a bit anemic.

    I got the chance to go hands-on with both last week almost back-to-back and it really drove the point home for me. In Defector I jumped out of an airplane, climbed on the side of a disintegrating jet, got in a fist fight, shot up a ton of thugs, and sweet-talked my way into a crime boss’ private vault. In Blood and Truth, I progressed from cover point to cover point shooting enemies and watched a few slo-mo explosions. That’s it.

    Admittedly, my first demo with Blood and Truth several months ago was much more promising, but it’s a bit baffling that the new demo just a month away from E3 feels so bare bones and empty. Last time there was an exciting chase scene, a bunch of stealth, and a whole slew of environments as I scoured the floors of a casino. This time I just ducked behind boxes and air vents while waves of enemies attacked me.

    After trying Firewall: Zero Hour at the same preview event on the other side of the room, Blood and Truth’s lack of locomotion really stood out. Given that this is basically an expanded version of The London Heist, you do have a bit more control here. During a level you can look around the environment and see pre-determined nodes pop up on the ground. With a press of a button your character will slowly slide over to those spots, as if he were walking, and you still get full control of your head and hands during this process.

    This is a stark contrast to Bravo Team, a game in which you lose all control of your character when moving to a new node. During gameplay in Blood and Truth you’ll also have moments where you can strafe from side-to-side between cover points with the press of a button as well.

    The game

  • Hands-On – Firewall: Zero Hour Is The Tactical VR Shooter We’ve Been Waiting For
    Hands-On – Firewall: Zero Hour Is The Tactical VR Shooter We’ve Been Waiting For

    During my most recent pre-release play session of Firewall: Zero Hour on PSVR, I had a revelation. I was playing the game in a low-light demo area for a pre-E3 Sony demo event in Santa Monica, but inside the headset I was in some sort of shipping warehouse full of cargo containers. I knew there were enemies about 30 yards ahead of me on the other side of the container I was hiding behind, so I reached around the corner with my arms holding the PS Aim controller and blind-fired at them.

    While doing so, I physically turned my neck to check behind me to make sure I wasn’t getting flanked and spotted an enemy approaching from the side. Out of ammo in my rifle, I quickly switched to my pistol and spun around, in the real world, to quickly unload five or six shots into his chest, downing him as quickly as I spotted him.

    Basically none of that interaction that I described just now could have happened in a non-VR game at all. The sense of presence afforded in a realistic shooter you play on a team with other people while holding a rifle peripheral is absolutely fantastic.

    The previous time I played Firewall: Zero Hour at PSX last year it was shortly after the game had just been announced. I got to try a single map — a multi-story house in the middle of a large field — where attackers were tasked with hacking a laptop and defenders had to hold their position and wipe out attackers at all costs. My new demo was the same game mode (I’m told the game will ship with just this one single mode with multiple maps and operatives/gear loadouts to pick from) but on the new shipping warehouse map. There will be single-player and co-op options as well that fill in bots for the other slots, but it’s all the same game mode. There’s zero narrative content.

    I also got to check out a peak at the character selection and customization screen. Previously, First Contact explained that Firewall would feature some light upgradeable elements, such as equipping different guns and other items. In the demo I saw that each operative has a different perk assigned (such as taking less explosive damage) and as you play and level them up, you unlock another additional perk on top of that.

    Combining operatives with loadouts that match their perks will be a big part of the game’s strategy. I was able to play through three rounds during my demo and I came away hungry for more. The team at First Contact have really done a nice job of tapping into what makes tactical shooters like Rainbow Six and Ghost Recon so satisfying and then transferring that inside of a VR headset.

    I’d be lying if I didn’t point out that the limitations of the PSVR platform come across as a bit frustrating since I desperately want to twist and side step and duck and move around while playing this

  • Zone of the Enders 2 Remaster Gets A PSVR Demo, Native Rift Support Confirmed
    Zone of the Enders 2 Remaster Gets A PSVR Demo, Native Rift Support Confirmed

    September is a long time to wait for the new PSVR-compatible Zone of the Enders 2 Remaster. Fortunately, you can get a taste of what to expect for free today. At least if you’re in Europe and Australia you can.

    Konami’s upcoming Zone Of The Enders: The 2nd Runner – M∀RS, the second re-release of the cult classic mech battler, just got a demo on the EU and AU PlayStation Stores. Better yet, it’s fully VR compatible, meaning you can jump into the cockpit of JEHUTY for the first time ever. You’ll get to sample some of the game’s combat as well as get to grips with the navigation controls and more. Zone of the Enders is usually played from third-person, so the VR experience promises to be quite different.

    We’re not 100% sure the demo is coming to the US story today too (there’s no PlayStation Blog post for it), but pre-orders for the game have also gone live in the EU with the chance to save 10% off of the standard £24.99 price tag.

    Meanwhile, on the PC side, there’s good news for Oculus Rift owners. The remaster is also on its way to Steam will full SteamVR support, and a new listing there confirms the game will have native Oculus Rift support as well as the expected HTC Vive compatibility. Again, though, there’s no sign of a demo there just yet but the page does confirm the game will cost $29.99.

    Look for Zone Of The Enders: The 2nd Runner – M∀RS to launch on September 4th.

    Tagged with: Zone of the Enders: The 2nd Runner - MARS

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