Thursday, 30 April 2026

‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action

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While I don’t think anybody was really asking for a Teenage Mutant Ninja Turtles game in VR, much less a story-driven campaign with optional co-op: it’s here. And I’m so glad it is, because it’s totally radical.

Developer: Cortopia Studios
Publisher: Beyond Frames Entertainment
Available On: QuestSteamVR , Pico
Reviewed On: Quest 3
Release Date: April 30th, 2026
Price: $25

Gameplay

There tends to be a common mantra when branded VR games come out: “it’s alright, but it’s probably only going to appeal to fans.”

I don’t think that’s the case with Teenage Mutant Ninja Turtles: Empire City. Sure, it’s an unabashed love letter to classic late ’80s, early ’90s TMNT—which absolutely appeals to me as a massive Turtles fan growing up—but it’s also just happens to be one of the best casual beat’em ups I’ve played in VR to date. Stick with me, because I’ll explain.

I am (and forever will be) a fan of Leonardo. Maybe that says something about my personality. Whatever the case, you can guess who I chose for my playthrough; my man Leo with the dual katanas.

 

Although you can technically switch turtles at any time during the campaign, although you’ll also lose expensive character upgrades when do, incentivizing you to focus on mastering a single weapon, be it Raph’s sais, Don’s bo staff, or Mikey’s nunchakus. More on upgrades below.

Anyway, here’s the narrative: set in New York City in a post-Shredder world, you and the boys are trying to navigate the resultant power vacuum. Shredder’s former underlings are jockeying to be the most overtly evil bad dude, culminating in an unlikely alliance. It’s basic Turtle fare, including missions across New York’s various iconic boroughs to do things like retrieve high-tech batteries, retrieve parts for robots, retrieve … well, a lot of stuff.

Image courtesy Cortopia Studios

As it is, the game is built across several key areas which you can access via the large overland map of New York, or more quickly via the sewers conveniently connecting everything to your Turtle Lair. Some of the action happens out on those city streets, although a majority of the big narrative beats happen in warehouses—essentially the game’s dungeons.

Image captured by Road to VR

To be honest, I don’t really begrudge TMNT: Empire City for the heavy emphasis on fetch quests. A slate of VR-native puzzles, fun and memorable boss battles, and armies of Foot Clan soldiers provide enough variety to keep you guessing.

Image captured by Road to VR

As for combat, enemies include regular Foot soldiers, Foot with an unblockable lance, heavy Foot with unblockable smash moves, crossbow Foot, machine gun Foot, elite Foot with all of the above plus a better health and damage stats … the list goes on.

It’s a good variety, although the meat of the game is in boss battles, each of which has their own quirk. Bosses aren’t very tough to beat, and most only have two phases, although I still had fun blasting around and figuring out attack patterns—you know, beat’em up stuff.

Image captured by Road to VR

Granted, if you do find yourself in a tight spot and get killed, (or rather “knocked out”, you’ll simply respawn where you were last to continue the fight, making it a fairly low stakes gameplay experience. I can imagine the same isn’t true for multiplayer, although I still have to pop in when it officially launches to say for sure.

 

There’s also no real penalty for not following the game’s own logical combat flow, where you parry strikes (with a yellow weapon flash) and dodge unblockable strikes (colored red). I found myself naturally pinballing around and slashing wildly until everyone died, which works just as well in most cases.

While a lot of the game focuses on beat’em up encounters, there is a stealth element that makes things much easier—maybe even too easy at times. You can technically throw your weapon and instantly kill most unalerted Foot, making it fairly simple to weed out low level guys from afar so you can take on heavies on the ground, or ignore them entirely if you want and head on to your next objective. Your weapon will respawn in your shoulder-mounted holsters, so you basically have infinite ammo.

Image courtesy Cortopia Studios

If that were it, I’d say you’ve got yourself a pretty full Turtles game right there already. But there’s more. You can also upgrade your abilities as you go, which are done in three principal ways: finding blueprints so you can 3D print consumables like throwing stars and health vials, finding rare items to print ‘Ability’ cubes, which lets you do things like double jump or fast movement, and upgrading your characters level, which unlocks stuff like more health bars and ability cube slots. It’s a really good amount of stuff to help you balance your Turtle.

But it’s not for free. All of this takes scrap, which you will be constantly hoovering up as you wind through warehouses, sewers, and New York alleyways. In the latter half of the game, the sheer amount of scrap you find becomes more than a bit overwhelming—probably only appealing to die hard completionists who want to upgrade the whole Turtle team, and not just one character.

Image captured by Road to VR

But wait, there’s more. There are also gads of found audio tapes that you can listen to optionally for more story (not a must), as well as a ton of easter eggs, as well as optional time trials throughout the game, giving you plenty of reasons to explore and search everything.

While I really liked TMNT: Empire City, my only real complaint the game’s crime rating system, which requires you to keep crime under 100 percent throughout the overland city map. You do this by shutting down Foot Clan outposts—usually three soldiers protecting a simple puzzle—or by stopping active crimes, which periodically come over the radio and give you a visual waypoint.

Image captured by Road to VR

Honestly, throughout my six hours playing the single-player campaign, I never even tried to keep it under 100 percent; I would just randomly run across baddies and gank them when convenient and it never managed to creep up to 100. Still, these encounters got old real quick though, and you never seem to get anything actually good out of these encounters anyway, making for essentially useless padding that you can mostly ignore.

That said, one thing that I suspect will need to be patched post launch is the ability to cheese certain bosses by hiding on high structures and throwing your main weapon to knock down health. It’s unsportsmanlike, and I definitely did it once on one of the harder bosses to give me a fighting chance.

Immersion

Developer Cortopia Studios has absolutely nailed the Turtle vibe; everything from the cartoony story, voice acting, cell-shaded comic book style visuals, and the massive overland map that is surprisingly detailed (even on Quest). Really, I don’t want to understate any of these things, as I found production level to be surprisingly much higher than the $25 price tag suggests.

Image courtesy Cortopia Studios

That said, there are some things that make the game a little less immersive than it could be. Empire City is very UI heavy. Many of the options can be found in your wrist-mounted watch—a smart way to represent 2D UI. However much of the action is dominated by objective-based markers, which can make you feel like you’re being led by the nose a bit. True exploration is only really done between missions, and even then, you’ll be assaulted by crime objective markers that flash yellow and include how many meters you are away. In turn, I never once looked at the map in my watch, simply because it was fundamentally useless.

There are also a lot of doors you can’t open, objects you can’t pick up or operate in any way, and even some ledges you’re not supposed to climb, which makes it a little bit of a guessing game at first. Granted, inaccessible doors usually have a big ‘NO ENTRY’ sign, and fake ledges are usually quite high, although it’s still a disparity in what the user expects to interact with, and what they actually can interact with.

Even then, actually openable doors are a pain to operate, as they only react to your hand awkwardly trying to push it forward, and not your weapon or rest of your body so you might otherwise tap or shove your way through. That said, the shoulder-mounted weapon holsters and waist-mounted inventory all worked very well, and felt quick and natural to use.

Comfort

This is a game that focuses heavily on running fast, jumping high, and kicking hard. And considering the circumstances, the studio has done a lot to make sure all of this is fairly comfortable.

If you’re not used to frenetic artificial movement though, you may want to take it easy and not stack too many of those moves at once. Still, combat and map traversal requires all of those things to some extent, so it’s best to play in small bites if you’re worried about motion sickness.

Notably, bumping into level geometry can send you sliding or smashing in opposite directions at times, which can be uncomfortable if you’re committed to going full-bore and slashing at the fastest pace possible.

Teenage Mutant Ninja Turtles VR Comfort Settings – April 30th, 2026

Turning
Snap-turn ✔
Quick-turn ✖
Smooth-turn ✔
Movement
Teleport-move ✔
Dash-move ✔
Smooth-move ✔
Arm Swing-move ✖
Blinders ✔
Head-based direction ✔
Controller-based direction ✖
Swappable movement hand ✖
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✔
Real crouch ✔
Accessibility
Subtitles ✔
Adjustable difficulty ✖
Two hands required ✔
Real crouch required ✔
Hearing required ✖
Adjustable player height ✖

The post ‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action appeared first on Road to VR.



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Tuesday, 28 April 2026

Steam Frame isn’t Launching Alongside Steam Controller on May 4th Due to RAM Shortage

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Steam Controller, Valve’s next-gen gamepad, is slated to launch on May 4th for $100, although you shouldn’t expect to see a big ‘buy’ button next to Steam Frame or Steam Machine.

Speaking to Polygon, Valve revealed that it’s only releasing Steam Controller next month for a pretty important (and slightly obvious) reason: Steam Controller “doesn’t have RAM in it,” Valve hardware engineer Steve Cardinali told Polygon.

“We wanted to build up quantity so that we could try to address everybody who wants one at launch,” Cardinali maintains.

Image courtesy Valve

Notably, Steam Machine is set to include at least two bundling options: one with a Steam Controller and one without, which could put a kink in Valve’s supply efforts to produce enough Steam Controllers, as Machine specifically features built-in support for the gamepad in an effort to make it more of a living room console.

Image courtesy Valve

In an IGN interview, Valve’s Pierre-Loup Griffais spoke circumspect about why the company isn’t pushing out all three products as previously planned.

“For us, the controller is something that stands out on its own and we want to make sure that we can get that to customers in parallel to anything that might be happening with Steam Machine.”

While Griffais doesn’t specifically talk about issues with component sourcing, which have spurred RAM and storage prices to exponentially increase over the past year, Valve confirmed as much in February, noting the company had to “revisit” the pricing and release dates of both Steam Frame and Machine.

That said, Giffais again echoed that Valve doesn’t have exact details about the timeline (or price) for Steam Frame or Steam Machine, although he says the company is “hard at work on trying to get them out the door. I think we are definitely expecting to roll out some news soon about that, but in general, I think things are going well.”

Looking for more Steam Frame news?

Valve Unveils Steam Frame VR headset to Make Your Entire Steam Library Portable: Valve shows off Steam Frame, the standalone headset that can stream and natively play your entire Steam library—with only a few caveats right now.

Hands-on: Steam Frame Reveals Valve’s Modern Vision for VR and Growing Hardware Ambitions: We go hands-on with Valve’s latest and greatest VR headset yet.

Valve Says No New First-party VR Game is in Development: Valve launched Half-Life: Alyx (2020) a few months after releasing Index, but no such luck for first-party content on Steam Frame.

Valve is Open to Bringing SteamOS to Third-party VR Headsets: Steam Frame is the first VR headset to run SteamOS, but it may not be the last.

Valve Plans to Offer Steam Frame Dev Kits to VR Developers: Steam Frame isn’t here yet; Valve says it needs more time with developers first so they can optimize their PC VR games.

Valve Announces SteamOS Console and New Steam Controller, Designed with Steam Frame Headset in Mind: Find out why Valve’s new SteamOS-running Console and controller will work seamlessly with Steam Frame.

Steam Frame vs. Quest 3 Specs: Better Streaming, Power & Hackability: Quest 3 can do a lot, but can it go toe-to-toe with Steam Frame?

Steam Frame vs. Valve Index Specs: Wireless VR Gameplay That’s Generations Ahead : Valve Index used to be the go-to PC VR headset, but the times have changed.

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Samsung’s First Smart Glasses Reportedly Just Leaked, Including Images & Specs

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Images and specs for Samsung’s upcoming smart glasses have reportedly leaked, showing off what could be the South Korean tech giant’s answer to Ray-Ban Meta.

The images, which were obtained by Android Headlines, don’t appear to be leaked marketing images as such, but rather “based on real-life pictures of a testing unit of these smart glasses,” Android Headlines says—ostensibly done to obscure the leak’s source.

The report also included a brief spec sheet for the company’s first smart glasses, which, much like Ray-Ban Meta smart glasses, don’t include a display of any kind.

Samsung ‘Galaxy Glasses’ Specs (reported)

Processor Qualcomm Snapdragon AR1
Battery 155mAh
Camera 12MP Sony IMX681
Connectivity WiFi, Bluetooth 5.3
Weight ~50g
Audio Directional speakers; bone-conduction tech in patents
Lenses Photochromic transition lenses
Platform Android XR with Gemini AI

 

Image courtesy Android Headlines

While we’re still waiting for the full reveal, which could come in July for Samsung’s next Unpacked product showcase, it seems Samsung isn’t breaking any molds here as it appears to offering up a very Ray-Ban Meta-inspired design and spec sheet.

Granted, the reported spec sheet above is far from comprehensive—it doesn’t include information on photo/video capture resolution, frame rate, expected battery life, charging case, or even the onboard mic array.

Still, provided the specs are authentic, it will be packing (the same or similar) 12MP camera sensor, Qualcomm Snapdragon AR1 chipset (very likely also Gen 1), and a battery close to Ray-Ban Meta’s.

Image courtesy Android Headlines

A notable inclusion are also photochromic transition lenses, which are optional paid add-ons for all of Ray-Ban Meta’s frame styles, which include Wayfarer, Skyler, Headliner, Blayzer and Scriber models.

Going by Android Headline’s images, one big difference appears to be the unit’s more prominent camera bumps—a possible stylistic choice so people nearby can more easily tell the user is essentially wearing camera glasses.

Notably, Meta is currently facing a class action lawsuit in the US over privacy concerns tied to its Ray-Ban smart glasses, as it’s been accused of sending private camera footage to an offshore subcontractor for manual review in effort to train its AI models.

Android Headlines also echoed rumors that Samsung’s smart glasses will be priced somewhere between $379 and $499, which happens to be Ray-Ban Meta’s exact price range for the models mentioned above (without optional add-ons).

Ray-Ban Meta (Gen 2) | Image courtesy Meta

While many are calling the device ‘Galaxy Glasses’, there is currently no indication this will be the final naming scheme, despite previous trademarks for the name filed in 2023.

That said, Samsung’s smart glasses won’t be only pair running Google’s Android XR operating system. Google announced last year it’s working with Gentle Monster and Warby Parker to create multiple models for release sometime this year, some of which may include displays.

Gucci parent company Kering also recently announced it’s working with Google to create Gucci-branded smart glasses, ostensibly also running Android XR.

This follows a recent report that Samsung is currently working on its second pair of smart glasses, which similar to Meta Ray-Ban Display, which was released last year in the US for $800.

Code named ‘Haean’, unconfirmed rumors suggest the display-clad Samsung glasses will arrive sometime in 2027, and be priced somewhere between $600 and $900.

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Monday, 27 April 2026

VITURE’s Widest Field-of-view XR Glasses are Now Available at Amazon & Best Buy

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XR glasses maker VITURE announced the launch of VITURE Beast, its third-gen flagship XR glasses that release today, priced at $549.

Targeting casual content consumption and productivity, the Beast offers up a 3DOF-tracked virtual screen estimated to be 174 inches when viewed at 4 meters, which connects via USB-C to PCs, phones and portable game consoles, like Steam Deck or ROG Ally.

Similar to Viture’s previously released Luma series, the Beast sports bird bath-style optics, however offers a 57-degree field-of-view (FOV) stereoscopic Sony displays rated at 1,250 nits brightness, making for the company’s brightest optics and widest FOV to date.

Viture Beast | Image courtesy Viture

Viture says Beast is the company’s first flagship model to feature built-in VisionPair screen customization, 3DOF audio, and dynamic 9-level electrochromic tint controls, all of which is housed in a full-metal aluminum-magnesium frame.

It also sports a single front-facing RGB camera for taking video and photos, which the company says will be updated via software to allow for 6DOF tracking, as well built-in Harman audio, and microphone.

Viture Beast | Image courtesy Viture

Notably, its VisionPair screen customization allows you to spatially anchor a virtual screen to a specific point in your view, smoothly follow your view, and an ultra-wide mode that creates a panoramic display for multi-window productivity.

Viture Beast is available starting today on Amazon, bestbuy.com, and viture.com, priced at $549. It’s being offered in two sizes to account for individual interpupillary distances (IPD), a regular model for 64.0±6.0 mm and large for 68.0±6.0 mm.

Note: Check out how to easily measure your IPD with an iPhone here. There’s also a pretty easy manual way if you have a ruler and mirror, which gives you good idea without having to take a trip to the optometrist.

This marks the first time Viture Beast is fully available across multiple channels; the company started taking pre-orders in July 2025 and began shipping limited-run early batches in December.

Viture also provided a comparison sheet between leading competitors XREAL One Pro and RayNeo Air 4 Pro, seen below:

VITURE Beast XREAL One Pro RayNeo Air 4 Pro
Price $549 $649 $299
Screen 174″ @ 4m 171″ @ 4m 135″ @ 4m
FOV 58° 57° 46°
Resolution 1200p/eye 1080p/eye 1080p/eye
Refresh Rate 120Hz 120Hz 120Hz
Brightness 1,250 nits 600 nits 1,200 nits
Tracking 3DoF Built-in 3DoF Built-in None
Dimming 9-level EC + Auto 3-level EC None
Front Camera RGB Camera None None
Weight 88g 87g 76g
Audio HARMAN AudioEFX Bose B&O
2D→3D ✔ World First ✔
Switch 2 ✔ via Pro Mobile Dock ✔ via Pro Mobile Dock ✔ via Pro Mobile Dock

 

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Gucci Partners with Google on Luxury Smart Glasses, Reportedly Launching Next Year

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French luxury group Kering announced it’s working with Google to bring Gucci-branded smart glasses to market sometime next year, potentially becoming the segment’s first luxury brand.

Kering, which also owns a host of brands including Yves Saint Laurent, Balenciaga, and Bottega Veneta, has been working to revive Gucci following a sharp decline in revenue—roughly 19–22% in 2025 alone—which also prompted the company to fire Gucci creative director Sabato De Sarno.

Gucci’s new strategy marks a return to classic designs as well as increased investment in eyewear and jewelry, a smaller segment which actually grew amid Gucci’s downward trajectory.

Speaking to Reuters, Kering CEO Luca de Meo also revealed the Gucci parent company is now working with Google to release a pair of smart glasses, noting that a pair could launch “[p]robably next year, 2027.”

Ray-Ban Meta ‘BLAYZER’ model |  Image courtesy Meta, EssilorLuxottica

Notably, this would put Kering in more direct competition with EssilorLuxottica, which extended a multi-year partnership to 2030 with Meta to produce Oakley and Ray-Ban smart glasses.

And business has been good. EssilorLuxxottica announced in February it sold over seven million smart glasses in 2025, effectively tripling lifetime smart glasses revenue since the release of Ray-Ban Meta (Gen 1) smart glasses in 2023.

Granted, that revenue bump accounted for multiple frame styles, including a hardware refresh of its popular Ray-Ban Meta glasses (Gen 2), Oakley Meta HSTN, Oakley Meta Vanguard, and its $800 Meta Ray-Ban Display glasses, the first to include a heads-up display.

With the addition of Gucci, it could potentially allow Google’s Android XR operating system to cover a much wider price range than either Meta or Apple, the latter of which is reportedly preparing a number of smart glasses styles for release in late 2026 or early 2027.

Google is also slated to release smart glasses frames from Gentle Monster and US-based eyewear brand Warby Parker, as well as Samsung, all of which are expected to release sometime this year.

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