Do you want a cockpit-style VR gaming chair that looks like something a Star Trek captain would sit in? If so, this new 3 Degree of Freedom Motion Simulator Kickstarter may be for you.
Catch a mind-bending live show of the grammy award-winning singer-songwriter via a cutting-edge holographic VR performance.
English singer-songwriter, record producer, audio engineer, and electronic music pioneer, Imogen Jennifer Heap, is known best for her unique, spacey sound. A combination of electronica and alt rock with trace elements of dance, her incredible music often tends to transcend genres and ignore labels in favor of a truly original sound unlike any other modern artist.
If you’re a fan of the talented musician, or just fantastic music in general, than you’ll be happy to hear that the powerful vocalist will be performing an equally powerful holographic VR concert later this evening via TheWaveVR.
The original show took place 7pm BST, but a second gathering will take place 7pm PST/10pm EST. The immersive VR show will feature a setlist comprised of some of her well-known releases, as well as never-before-heard tracks, such as a previously unreleased song from her short-lived side project, Frou Frou, as well as a brand new mix of “Hide and Seek.”
“From my first talks with TheWaveVR, that as it happened were in VR, I knew I wanted to get involved in this project. With my three year old daughter’s future in mind, it excites me how, through virtual reality, we are already able to connect in a more human way, even when time and place would have it otherwise,” spoke Imogen in an official release. “Having my fans experience a musical performance from within the welcoming walls of my family home, in addition to a song that Guy Sigsworth and I have not yet released, brings a whole new dimension to connecting and communicating for me.
“For those who are unable to be there in person during my world tour, it’s also a trio of songs and their arrangements that can be enjoyed in a completely unique way and hopefully, as emotionally engaging. The team has created something both beautiful and inspiring and I hope that this is just the beginning of what is to come from our adventures.”
The bleeding-edge performance utilizes technology from volumetric capture company, Depth Kit, in order to render Imogen’s likeness for VR audiences. Meanwhile, Imogen performs live from her home studio in London as her custom MI:MU gloves capture her every move. More importantly, these wireless sensor-enabled devices actually create music by allowing Imogen to effect audio with her own physical movements.
“This show represents a first for the industry in that we’re hosting a volumetrically captured artist in a social VR venue- and we couldn’t be happier to share this moment with Imogen, one of our favorite artists,” said CEO and TheWaveVR co-founder Adam Arrigo. “This is a powerful new way for fans to experience their favorite artists up close and personal that is now finally possible. It also marks our first non-electronic show, so it’s aesthetically a very different experience. We can’t wait to see how fans of Imogen and Wave react.”
You can catch the second showing live 7pm PST/10pm EST on HTC Vive and Oculus Rift headsets via TheWaveVR social music platform. Fans can also check out the experience during the first stop of Imogen’s Mycelia tour, beginning September 3rd at Music Tech Fest in Stockholm.
Yesterday, Oculus announced a special concert taking place today inside TheWaveVR featuring Grammy award-winning artist, Imogen Heap. It feels like a match-made in electronic music heaven.
Less than a year ago, TheWaveVR closed a $4 million seed funding round and are gearing up to continue changing music forever with groundbreaking projects like their VR album collaboration with TOKiMONSTA. Seeing the success of Electronauts and Beat Saber clearly shows that VR and music go hand-in-hand.
“From my first talks with TheWaveVR, which as it happened were in VR, I knew I wanted to get involved in this project,” says artist Imogen Heap in the blog post. “With my three-year-old daughter’s future in mind, it excites me how, through virtual reality, we are already able to connect in a more human way, even when time and place would have it otherwise. Having my fans experience a musical performance from within the welcoming walls of my family home brings a whole new dimension to connecting and communicating for me.”
The first showing of the event happened today at 11AM PT inside TheWaveVR, but you can tune in for round two tonight at 7PM PT inside TheWaveVR.
You can download TheWaveVR for free on Oculus Home and Steam to check out the experience tonight.
While PSVR players are jumping into Firewall Zero Hour, it’s actually not a bad week for new releases on PC, either. We’ve got some really intriguing pieces to check out on Rift and Vive, two of which are free.
An intriguing puzzle game with first-rate production values, Torn is a great VR debut from Aspyr. You explore the deserted mansion that once belonged to an inventor, uncovering his life’s work and just maybe discovering where he disappeared to. Engaging, if simplistic puzzles set a great pace and the writing is top notch, though the story suffers in the second half.
GIPHY World VR, from Giphy
Price: Free (Rift, Vive)
GIPHY World has to be one of the strangest VR apps we’ve seen so far. It’s a creation-based experience in which you bury one of three virtual environments in GIPHY’s huge library of looping videos. If you love to mess around inside VR and do really random stuff then this one is absolutely for you, though we’d love to see multiplayer support added.
PROZE: Prologue, from SignSine
Price: Free (Rift, Vive)
A free prequel to an upcoming VR adventure, Proze grabbed our attention with its gorgeous graphics and story-driven content. This taster offers completely original content ahead of the release of a first full episode later this fall. We haven’t played it yet but we’re really looking forward to seeing what becomes of this one.
The big week is finally here! First Contact’s Firewall Zero Hour is now available on PSVR. But, as it turns out, that’s far from all that’s releasing on the headset this week. We’ve also got a suite of other big launches, each of which looks worth your time in their own right. This has to be the best week for PSVR launches since the headset itself came out two years ago.
Firewall Zero Hour, from First Contact Entertainment
Price: $39.99
The long-anticipated multiplayer shooter from the makers of ROM: Extraction is finally here. Firewall Zero Hour is an intense 4 vs 4 shooter that makes great use of PSVR’s Aim controller as players must strategize in attack and defend-style missions. This is a fast, frantic explosion of a VR game and absolutely one to pick up (it also works with the DualShock 4).
Bow to Blood, from Tribetoy
Price: $29.99
Bow to Blood is a fascinating mix of arena-based combat, ship micromanagement and relationship simulation. You’re a part of the Bow to Blood tournament and must fight your way up through the ranks over the course of seven events, making sure to keep other players happy in order to avoid being voted off. The unique mash-up of systems absolutely makes this worth checking out.
Torn, from Aspyr
Price: £29.99 (currently discounted)
An intriguing puzzle game with first-rate production values, Torn is a great VR debut from Aspyr. You explore the deserted mansion that once belonged to an inventor, uncovering his life’s work and just maybe discovering where he disappeared to. Engaging, if simplistic puzzles set a great pace and the writing is top notch, though the story suffers in the second half.
Catch & Release, from Metricminds
Price: $19.99 ($17.99 for PS Plus members)
If action isn’t your thing then how about a spot of VR fishing? Catch & Release is a relaxing fishing game in which you head out on a boat and snooze away the hours trying to get a good haul. We haven’t played it yet but the gorgeous visuals and soothing atmosphere definitely make it seem inviting.
Viking Days, from Naked Money
Price: $4.99
If you’re looking to save a little this week then Viking Days’ $4.99 certainly hits the right note. Also good news: This isn’t just a wave shooter! Instead its an appealing collection of mini-games, all designed to live out your Norse dreams. We especially like the look of the canyon-crossing level.
According to a new blog post today from First Contact Entertainment, the Firewall Zero Hour developers are “currently working on” fixes for two major issues that have been hot topics with the community all week: squads getting split up during match making and host disconnect issues.
In the blog post, the developer explains that they’re “working on various bug fixes and improvements” to the game and specifically names those two issues. As it stands right now, if you make a squad with your friends and join public matchmaking, then there is a chance that your squad can get split up and assigned to opposite teams. Obviously that’s an issue. Private matches seem to work fine if you have a big enough group, but you can’t earn XP that way. It’s good to see this issue is top of mind since it literally hinders people from playing with friends.
The other most prominent networking issue facing the game this week has been frequent disconnect problems. As explained in the blog post:
“We currently use a peer-to-peer format, so please be aware that it is possible that quitting early may affect everyone else’s game. We are working on improved in-game messaging and a way to protect the loss of progression (crypto and XP) for players when this happens.”
Ideally we’d love to see the team adopt a dedicated server system instead since that will improve connection quality and prevent this issue, but at the very least establishing a host migration system so that even if the selected host leaves the matches can continue would be great.
Since the game just launched a mere few days ago, seeing the developer already directly address major concerns is a great sign. However, we don’t have any idea when these updates will be rolling out or what the specific roadmap for future plans looks like. There are still other issues with the game worth addressing as well, such as extended loading screens, the lack of a round system to cut back on downtime, and more.
On the official Sanzaru Discord channel yesterday, the Marvel Powers United VR developer detailed a forthcoming second update that will target larger gameplay enhancements and improvements, such as new objectives and enemies on missions to add variety.
Previously, the first patch mostly focused on an assortment of bug fixes and minor tweaks and was available within weeks of the game’s launch. In our review we noted an assortment of issues with the game, some of which may be fixed in the upcoming second patch.
The second update is slated for October and the full notes are as follows:
Upcoming Patch 2 – October TBD
Gameplay: Ongoing tuning.
Gameplay: New system for supporting random primary objectives.
Gameplay: New objective type – this can appear on any map.
– A new objective type appears in a random location. While it is active:
> Lockjaw can’t summon power cells.
> Heroes can’t earn or use their ultimate abilities.
> Heroes can’t be revived.
Gameplay: Up to 2 bosses during shield generator phase.
Gameplay: New enemy type that rushes players and objectives and explodes for massive damage.
Gameplay: New enemy turret type that spawns randomly and targets players/objectives.
Gameplay: New spawners & setups for new objectives & AI classes.
Gameplay: Expanding the range of boss ultimates with each occurrence.
Gameplay: Display points for secondary objective targets.
Usability: Speed up opening loot crates.
Usability: Need visible timer after players confirm match.
Improvement: On the comic cover, mirror player inputs to hero counterparts.
Improvement: On the comic cover, add single player position.
Bug: Hulk pouncing an A.I.M. Hunter & performing a grab & throw immediately drops/snaps the player to the ground with no fades.
Bug: In Prologue, player should be able to grab Captain Marvel’s hand with shield in opposite hand.
Random primary objectives, a new objective type, new enemies, and more boss variety all sound like great additions. In the Discord message Sanzaru also indicated that they are “working on additional content that we can’t announce at this time” due to a “longer-term schedule than patch 2” so hopefully we find out more about those changes soon.
Facebook’s annual Oculus VR focused press and developer conference is fast-approaching in its 5th installment as Oculus Connect 5. From September 26 – 27 thousands of panelists, executives, media, and developers will descend on the San Jose McEnery Convention Center.
Now today, over a dozen new sessions have been announced across a wide variety of topics including storytelling, social presence, and diversity. Previously, talks focused on porting content from Rift to Santa Cruz were confirmed, as well as over a dozen other sessions.
Authentically Us: Providing a Platform for Unrepresented Voices in VR Paula Cuneo, Oculus Partner and Strategic Marketing Director; Shannon Scott, US Air Force Veteran; Jesse Ayala, Fovrth Studios Filmmaker; + Jeremiah Allen, Pride Foundation Project Director
Breaking the Story: Emergent Narrative from Shared Experiences Colum Slevin, Oculus Head of Experiences
Creative Ways to Get More Eyes on Your App Caitlin Bigham, Oculus Ecosystems Manager; Peter Howell, Lucifer’s Mask Developer; Tess McCrea Martov Producer; Lucas Rizzotto, Where Thoughts Go Creator
Developing Different Genres in VR: Learnings from the Edge of Reality Martin De Ronde, Force Field Creative Director
The Future of Home for Rift: Developer + Roadmap Updates Brandon Dillon, Oculus Rift Product Manager; Lizzy Donahue, Oculus Software Engineer; + Nancy Xiao, Oculus Product Manager
Medium and Quill for Prototyping Speakers TBA
The Next Generation of Storytelling with Immersive 6DOF Capture Brian Cabral, Facebook Engineering Director
Oculus Avatars: Maximizing Social Presence, Part II Mike Howard, Oculus Product Manager
Oculus Go Content Panel: Success for Mass Market VR Tina Tran, Oculus Developer Relations Specialist; Paul Raphaël, Felix & Paul Studios Co-Founder; Anthony Matchett, MelodyVR ounder; + Melissa Swanepoel, FarBridge Producer
React 360 + Oculus Browser: Uniting the Web with VR Andrew Mo, Oculus Mobile Product Manager
Unlock the Visual Potential of VR Using Unity’s Scriptable Render Pipeline Brad Weiers, Unity AR/VR Technical Product Manager
UX Research in VR Tara Franz, Oculus UX Researcher; Brian Espinosa, Oculus Hardware Researcher; James Lin, Oculus Research Scientist
VR for Everyone: Lessons for Building Compelling Social VR Experiences Mike Booth, Facebook Social VR Creative Director; Cecile Eskenazi, Facebook Product Manager; Mike LeBeau, Facebook Product Manager; Cody Sumter, Facebook Product Manager
According to our sources, we’re expecting to hear confirmation of a Q1 2019 targeted release date for the upcoming standalone VR headset from Oculus, code-named Santa Cruz. The Grand Finals of VR League Season 2 will also happen at OC5 that week as well.
Are you going to Oculus Connect this year? We’ll be on the ground covering all the latest from the show! Let us know down in the comments below!
Editor’s Note: This story originally published on August 16th, but has been republished today to coincide with the event.
Original: If you’re attending PAX West later this month or happen to live in and around Seattle, WA then consider yourself one of the lucky few that will have the first-ever hands-on opportunity with Insomniac’s upcoming fourth Oculus Rift exclusive, Stormland. Oculus will be hosting demos only on August 31st as a one-time pop-up event with limited swag available.
For those interested, check out the event page on Facebook — it’s being held at 1927 3rd Ave, Seattle, WA 98101 on August 31st from 11AM PT – 9PM PT. That’s a huge block of time, so hopefully you’ll be able to get in if you want. The demos are totally open to the public meaning you do not need a PAX West badge in order to play the game.
This will be the first time anyone outside of either company is getting the chance to go hands-on with the game. In Stormland you play as a robot in an ever-changing world that’s engulfed in a constantly swirling and always changing massive storm. Every so often the storm shuffles the world, changes the environment, and resets everything — which lends itself very well to a dynamic, evolving game space.
Stormland is also a cooperative action game with full locomotion, climbing, flying, and a tremendously ambitious sense of freedom in movement. You can read more details about Insomniac’s vision for the game in our detailed feature from earlier this year. Watch more gameplay here.
Let us know what you think of the game and if you plan on attending down in the comments below!
Editor’s Note: This interview was originally published prior to launch and is being republished for the launch weekend.
Original: Earlier this week we had the chance to go hands-on with the final, release build of PSVR-exclusive shooter, Firewall: Zero Hour from First Contact Entertainment. In our final pre-launch impressions article we spent a lot of time analyzing the game’s balance, the various maps, and detailing how customization options work. You can read all of that here and find our full rundown of everything you need to know about the title here.
During that event we also got the chance to speak with Hess Barber, President & CEO at First Contact Entertainment and Game Director Damoun Shabestari. We talked about the game’s upcoming launch, reception to the title thus far, as well as post-launch support in the form of potential other game modes and other types of prospective DLC.
Right now Firewall only has one single game mode for the main 4v4 PvP multiplayer offering: Contracts. Equal teams of 4 are separated into Attacking and Defending where the attackers must hack a firewall access point and then gather intel from a laptop, whereas the defenders must prevent the intel from being captured by lasting until the timer runs out (5 minutes) or killing all attackers.
That’s the only game mode other than Solo and Co-Op training, so obviously one of the main burning questions is what about other modes? Team Deathmatch? Capture the Flag? More co-op offerings?
“We’ve definitely talked about all that, but the obvious reason not to do that right now is the player base,” said Barber. “Even if it’s as big as it could be, it’s still gonna be smaller than a normal PS4 game so we don’t want to have multiple game modes spread out and chopping up the player base. Once we see what happens with the players and if there is a good, consistent player base, and it keeps rising, plus DLC, and people keep coming to it, then we’ll release those game modes so we don’t chop up players as much.”
The reasoning makes sense, but it’s still a big want from the community and the game’s not even out yet. Alternative options such as offering a single playlist that cycles game modes (similar to Overwatch) or having timed event for special game modes, like a weekend special for double XP in Team Deathmatch, then it’s gone, or something do exist. But time will tell if that sort of thing is implemented.
“We’ve discussed all kinds of game modes and we’ve tried [team deathmatch] internally since a lot of people naturally play all shooters like a team deathmatch and then adapt to a more tactical style,” said Barber. “So a mode like that is very, very different and it does work and it’s fun, but we just don’t want to split people up. There’s also the immersion factor when you don’t respawn and bullets are hitting all around you and you can feel the pressure and the need to pull back and duck and survive.
“One of the modes we’ve thought of is a hardcore mode where there is no wrist map tablet, one shot you’re down, no names over heads, friendly fire, and all that stuff we want to get to down the track. Definitely something that we’re planning and discussing because there will be that group that wants more intense stuff.”
DLC can take the form of many things, though. Other than game modes or maps, there is potential for new contractors, new guns, new attachments, and more. Some titles even let you purchase in-game currency using real money to sidestep the amount of time it takes to unlock everything — so we asked about that too.
“No, you can’t buy in-game currency,” said Barber. “We didn’t want to have multiple currencies or anything like that. You’re able to purchase items with crypto in-game, but we never have plans to sell currency for money.”
So I understand the need to limit scope and manage resources, but the greedy consumer version of my brain still really wishes there was more Solo or Co-Op content even if not a proper campaign.
“We wanted to do both single player and multiplayer from the start, but when it really came down to it and we budgeted it, the time needed to do a really good single player would probably have been two or three years to really do that well,” said Barber. “So we wanted to be able to have a way for people to play solo, but we didn’t want to call it Single Player because people would expect a campaign so we came up with Training. You can level up and progress in there, but it’s much less than in Contracts.”
The most important thing for Firewall’s success, other than it being a good game once we get the chance to really dig in at launch, is that the community continues playing it. There needs to be enough to do to keep people busy and post-launch support via things like DLC could be a big part of that if done well.
“To be clear, this is not a release and forget game for us,” said Shabestari. I’m eager to see how much longevity a game this ambitious has in the end. With over 3 million PSVR headsets out there, the market is larger now and certainly growing all the time.
Back in 2016, Magic Leap released a video clip of a breaching augmented reality whale as a backdrop to their freshly redesigned website, something meant to grab the attention of prospective investors, developers, and consumers alike. Now, through Magic Leap’s Helio browser, we can finally see what an augmented reality whale actually looks like running on Magic Leap One.
Here’s a quick refresher in case you don’t remember (Woooah!).
Magic Leap’s Helio browser essentially allows users to pull 3D objects from the web and view them in AR, similar to how WebXR based browsers like Mozilla let you quickly pop into a VR headset and experience lightweight virtual experiences and games without downloading a dedicated executable. There are only a few experiences listed in the ‘Helio Experiments’ section right now: the ‘Majestic Mammal’ whale, a demo called ‘Artistic Escape, and an ‘E-Retailing’ demo.
The video below was recorded thanks to ML1’s ability to capture footage through the perspective of the user. To company’s ultimate credit, seeing a giant whale—albeit a lower resolution one that’s not nearly as lifelike as the whale seen back in 2016—is still probably pretty impressive in vivo. That said, the direct comparison of concept to reality should definitely set some expectations of what the hardware is capable of.
The Helio-based experience also adds a few more things that may engage kids more than a quick breach of a gymnasium floor. Included in the demo, which was captured by Anima Games, is a host of whale facts.
Last week’s PlayStation Blog suggested that the PSVR port of 3rd Eye Studios’ Downward Spiral: Horus Station would be releasing this week. Well, you actually have to wait just a little while longer.
Downward Spiral is now arriving on September 18th with full (and optional) support for PSVR. The console version of the game will support the DualShock 4 and PlayStation Move controllers and will be released for $19.99 / €14.99 / £14.99.
The game is a sci-fi adventure in which you find yourself on an abandoned space station orbiting an alien planet. You make your way through the facility in zero gravity, trying to find out what happened to the crew and fighting off mechanical enemies. The game’s got full co-op support (though works great in single-player) and also comes with competitive multiplayer to boot.
We really, really like Downward Spiral, so we’re actually glad it’s not releasing in the same week as Firewall Zero Hour and other big PSVR titles. The game’s got a great control scheme (which will be implemented for the first time on PSVR unlike on Rift where there’s also Lone Echo) and an unbeatable atmosphere. If you need a break from all the military action in three weeks time you should absolutely pick it up.
Google’s Spotlight Story series of gorgeously animated 360-degree videos has produced some of the best-looking experiences you can have inside a VR headset. Its latest entry, Age of Sail, is no exception.
The trailer for this latest story, which is on display at the Venice Film Festival this week, just dropped. Directed by John Kahrs, who’s best known for his Oscar-winning 2012 animated short, Paperman, the piece tells the story of an old sailor that saves a girl in the middle of the North Atlantic. The two quickly fall out of sorts, with the sailor seeking isolation. It stars Ian McShane and Cathy Ang.
Visually the piece looks absolutely jaw-dropping, with a beautiful hand-drawn art style that boasts a unique sketchiness to it. We don’t know when it’ll launch on headsets, but it will make its US debut at LA Film Festival’s VR & Immersive Storytelling Showcase on 22nd – 23rd September.
Marvel Powers United VR today received its first patch with some minor changes. Oculus also shared a preview of patch notes for the next update expected in October, which aims to shake up gameplay with new enemy types, objectives, and more. The company promises that more substantial improvements to the game are also underway, to be delivered at a later date.
Update (August 31st, 2018):The first update for Marvel Powers United VR (detailed in the original article below) is now available for download. Additionally, Oculus announced further improvements coming in Patch 2, expected sometime in October, which aim to shake up gameplay beyond Patch 1 with the introduction of new enemies, objectives, and further gameplay tweaks. The company revealed a preview of the Patch 2 release notes on the game’s community Discord server:
Marvel Powers United VR Patch 2 Release Notes Preview:
Gameplay: Ongoing tuning.
Gameplay: New system for supporting random primary objectives.
Gameplay: New objective type – this can appear on any map.
A new objective type appears in a random location. While it is active:
Lockjaw can’t summon power cells.
Heroes can’t earn or use their ultimate abilities.
Heroes can’t be revived.
Gameplay: Up to 2 bosses during shield generator phase.
Gameplay: New enemy type that rushes players and objectives and explodes for massive damage.
Gameplay: New enemy turret type that spawns randomly and targets players/objectives.
Gameplay: New spawners & setups for new objectives & AI classes.
Gameplay: Expanding the range of boss ultimates with each occurrence.
Gameplay: Display points for secondary objective targets.
Usability: Speed up opening loot crates.
Usability: Need visible timer after players confirm match.
Improvement: On the comic cover, mirror player inputs to hero counterparts.
Improvement: On the comic cover, add single player position.
Bug: Hulk pouncing an A.I.M. Hunter & performing a grab & throw immediately drops/snaps the player to the ground with no fades.
Bug: In Prologue, player should be able to grab Captain Marvel’s hand with shield in opposite hand.
Oculus and developer Sanzaru Games further promise that they are “working on additional content that we can’t announce at this time. It is on a longer-term schedule than Patch 2.”
Original Article (August 8th, 2018):Marvel Powers United VR is one of Oculus’ biggest content bets yet, and the company has vowed to support for the game post-launch. The game launched to mixed reviews (ours is here) less than two weeks ago. And while the game’s first patch, due out in a few weeks, isn’t likely to make any drastic changes, the studio is promising that “bigger improvements” are forthcoming.
In the meantime, the first patch will bring some balance tweaks and a slew of bug fixes; Sanzaru revealed the details on their newly christened Discord server where they encourage the game’s community to gather:
Marvel Powers United VR Patch 1 Release Notes:
Fix proper ramping of difficulty (X relays lost = game over).
Shield Generator health tuning for challenge.
Re-balance health and damage on heroes for challenge.
Fix map select visual pop.
Improve messaging for entering single player.
Improve messaging for muting players.
Improve messaging for inviting friends.
Improve messaging for minority auto ready. Add timer.
Support for private matches.
Cut map roulette selection duration in half.
Remove map select timer for single player.
Let players move from the start of match. No more standing stuck in place waiting for Scientist Supreme to talk.
Rocket soldiers should respond immediately & shoot. No more clumsy searching.
Remove all chatter & other unnecessary soldier anims. They should always be moving to position or shooting.
Remove all hero grenade timeouts.
Lineup ultimate decal messaging to fit hazard volume exactly. There’s a small gap.
Improve rocket soldier object vision/awareness. Many instances shooting objects in pathway of target (Asgard columns & Dark Dimension rock columns).
Thor & Doctor Strange capes on occasion still obscure player vision.
Fix Wolverine leap effects staying persistent in Alpha Flight Station from 3P.
Make charging Captain America’s shield consistent. It’s always broken for first throw.
Squeezing trigger on Captain America’s returning charged shield offsets the charge effect.
Rockets impacting targets from a distance don’t explode & hover in place. Quickly enter a relay area from a distance. Observe floating rockets around the relay.
Fix bug at the beginning of Prologue with Captain America’s shield hovering behind the player. Just suspended there in the air. Grabbing the shield removes the issue.
Fix bug with grabbing two throwables in Alpha Flight Station & colliding them together, momentarily suspending them.
Fix bug with the underside of Venom effects on catwalks & bridges. You can see his body pop in. Should behave like the Thanos hand effects.
Fix bug with the crate button callout. Doesn’t display correctly when feeding Lockjaw.
Fix bug with the end of match white results screen.
Fix bug between gameplay & results where there will often be a momentary flash w/ a black cube.
Fix bug upon returning to Alpha Flight Station as a team. Sometimes portraits won’t display on the team status UI.
The first three changes listed in the release notes address one of the key critiques of the game (a lack of challenge), but it’s going to take more significant changes for the game to address redundancy and immersion issues.
For Sanzaru’s part, the studio says, “We continue to work on bigger improvements to the game [beyond this initial patch] and will share details on those as soon as we are able to. We’re reading all of the feedback even if we’re unable to reply to every individual post. Thank you for your ongoing support!”
SEE ALSO
'Marvel Powers United' is One of Oculus Studios' Biggest Content Investments Yet
Oculus Studios, the publisher of Marvel Powers United VR, told us around the time of the game’s launch that they are committed to post-launch content, and suggested that player feedback would drive the roadmap.
“I think what we want to do [with DLC] is get the game out there, get it in the hands of the fans, and let them tell us what they want more of. Obviously we could come up with no shortage of cool scenarios that we could script and put people in, or stories that we would want to retell, but you have to fit it in a structure—you only have so much resources and time and ability to get stuff done,” the game’s Executive Producer, Mike Doran said. “This was the choice we made, we wanted to lean heavily into the multiplayer and the co-op social aspects; we’re going to see how the fans react and what they want more of.”
Hubs in ongoing development, and Mozilla’s Mixed Reality team last week took the veil off the latest set of features which allows easy importing of media and 3D models to be shared among users in any room. Just like popular chat apps which embed pasted media directly into a conversation, sharing photos and videos is as easy as pasting a link into Hubs. When you do, the file (a photo, for instance) will pop into the shared room as an interactive object which can be moved about and seen by anyone in the room.
Mozilla says that Hubs now supports importing of photos, GIFs PDFs, YouTube videos, and 3D models in GLTF format from sites like Sketchfab or Poly.
It’s also now easier to join Hubs rooms from standalone VR headsets like Oculus Go and Lenovo Mirage Solo, thanks to a pin system which allows you to access rooms with a four digit code entered into at the url hubs.link.
If you’ve got the latest version of Firefox, you can join Hubs rooms from PC VR headsets like the Rift and Vive, while other browsers can join in desktop mode on both PC and smartphones.
Creators focused on augmented reality have a chance to attend a conference to learn more about the Magic Leap One Creator Edition and how to build software for the headset.
The two-day event is being called the L.E.A.P. Conference and it will be held Oct. 9 and 10 in Los Angeles. Applications will be accepted all the way until Oct. 3, but space is limited and Magic Leap will individually approve folks who get the chance to actually register. So if you have a Magic Leap One and you’re in California already it is probably in your best interest to apply soon. People who are approved will receive an email explaining next steps and the registration process is free.
One of the key questions on the application asks was whether you are “currently developing on Magic Leap hardware”, so it seems reasonable if registration preference is granted to current owners of Magic Leap hardware.
Every month we aim to round up each and every VR game release for you in one single place — this is September’s list. Don’t worry — we’ll continue highlighting the best ones at the end of each week too.
August was a huge month for VR. Between Firewall Zero Hour, Electronauts, Torn, and plenty others there was certainly something for everybody regardless of your chosen platform. Now with September right around the corner, it’s time to take a look at what’s coming down the line next.
And if you’re a VR game developer planning to release a game soon — let us know!You can get in touch with me directly by emailing david@uploadvr.com or hit all of the editorial team by emailing tips@uploadvr.com. Please contact us about your upcoming releases so that we can know what you’re working on and include you in release lists!
Rift, Vive, and Windows VR Game Releases For September 2018
We would love to include mobile releases, but there is very little visibility about what’s coming to Gear VR, Go, or Daydream and it’s difficult to track releases accurately by date. That being said, if you have a mobile VR title in the works with a specific launch date or window, let us know!
The customizable OJO 500 includes a removable lens and head strap for a more comfortable and hygienic VR for consumers and businesses.
Is there anything worse than patiently waiting for your turn on a VR game like Beat Saber or Sprint Vector, only to have the person before you hand over a sweat-soaked headset so damp you might actually drown if you tried to wear it?
Acer feels your pain, which is why the company is introducing the first Windows Mixed Reality VR headset with a detachable design. Revealed during yesterday’s next@acer Global Press Conference in Berlin, the Acer OJO 500 is a customizable VR headset featuring a removable lens and head strap (available in hard or soft), allowing for a more convenient cleaning process, as well as easy storage. The headsets cushiony soft head strap is 100% machine washable, albeit only a limited number of times, and the entire front portion of the headset can be flipped up without being detached completely.
“The Acer OJO 500 brings several significant new features to this class of Windows Mixed Reality headsets,” spoke Andrew Chuang, General Manager, Presence Computing, and IT Products Business at Acer. “We’ve improved the user experience with innovative visual and audio technologies and made the headset more comfortable and easier than ever to use.”
Other notable features include a built-in “interpupillary distance (IPD) wheel” capable of measuring your IPD via an accompanying smartphone app, an audio system featuring a patented sound pipe design that distributes audio without the need of headphones, an integrated microphone, inside-out tracking with 6 degrees of freedom positional tracking, and a customizable front panel for logos or company colors.
It’s fairly obvious Acer is targeting the business sector with the OJO 500. A detachable lens and head strap would provide VR arcades, amusement parks, and various other high foot traffic locations with a more efficient alternative to the HTC Vive or Oculus Rift; headsets that, while powerful, are often a pain to clean.
The ability to quickly swap out lenses and head straps for cleaning could increase an experiences turn-around time, resulting in more people served and higher overall profits. The sound pipe audio design is also perfect for public areas where being completely isolated from your environment may not be the greatest idea. Not to mention the customizable front panel perfect for marketing and company awareness.
Other specs include two 2.89-inch high-resolution liquid crystal displays capable of a 100-degree field of view at 2880 x 1440 resolution, two bluetooth motion controllers, as well as Windows Store and Steam compatibility.
The headset will launch this November in North America starting at $399, as well as Europe, Middle East, and Asia starting at €499.