Thursday, 10 October 2024

‘FRENZIES’ Quest Preview – Another Very Promising VR Arena Shooter Testing the Waters

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FRENZIES is a new arena shooter from VR veteran studio nDreams that’s launching into early access for free today, bringing a ton of visual flair along with an ample list of game modes fans of the genre know and love.

I got a chance to go hands-on before today’s launch, and while it was a very solid experience all around, what Frenzies does next will be more important, as it needs to continue to set itself apart from the long list of well-meaning, but ultimately dead arena shooters. Read on below to find out more.

Firstly, if you’re looking for a VR game radically different from your typical arena shooter, Frenzies isn’t that. It’s all about packaging some pretty standard weapons and game modes into a surprisingly solid, VR-native gameplay experience. If that’s all you care about, then you’ll find the download link at the bottom of the article.

What troubles me though is we’ve seen that before in other, similarly high-profile VR games not too long ago, such as Ready at Dawn’s Echo Combat (2018) and Ubisoft’s Space Junkies (2019), both of which are now defunct for their own reasons. Having seen many in the genre come and go over the years, I had some well-founded apprehension before popping into the game’s neon-soaked arenas, and I can’t say that feeling has fully left me after playing a good slate of rounds against a few other journos.

Thanks to being free and supporting Quest out of the gate (PSVR 2 support at full release), it’s safe to say Frenzies probably won’t turn into a ghost town, though. Still, I’m waiting to see what the stylish arena shooter can do to evolve the genre in a meaningful way.

Here’s the breakdown of how Frenzies works: the game’s 6v6 team-based matches consist of five rounds of randomized game modes, which for now is around 10 different modes. nDreams is adding more before full launch, which still hasn’t been announced.

Two of the most inventive game modes are Glitter Pig, which is a play on capture the flag—run around holding a giant, squealing piggie—and Friendly Fire, which tethers you to a team mate so you have to cover each other and communicate where you’re going. That said, many of the classic game modes are there, such as team deathmatch, king of the hill, etc, so fans of everything from Unreal Tournament (1999) to THE FINALS (2023) should know the score.

Both the nDreams-owned studio Near Light and the parent studio as a whole have a ton of experience in the shooter genre, and it definitely shows in Frenzies.

While I would describe Frenzies’ shooting experience as pretty middle-of-the-road, this isn’t a bad thing. Reloading isn’t fully manual, however it seems to hit a good balance between speed and immersion. When you run out of bullets—indicated by a big zero on your ammo counter and a red ‘no ammo’ sign on your aiming cursor—you simply smack the floating magazine in and you’re ready to start blasting again.

 

Granted, it’s not nearly as satisfying as physically reaching for a mag and chambering a round like more ardent mil-sims, but it’s way more immersive than simply hitting a single button. You can even reload by smacking the magazine against your other gun, which makes for a fun dualie-reload gesture when you’re out of juice on both weapons.

Notably, the game’s cover system, borrowed from the studio’s single-player shooter FRACKED (2021), also allows you to quickly dip behind chest-height walls, or around a corner for a cheeky game of peek-a-boo by grabbing one of the many orange handles placed tactically around levels.

Image captured by Road to VR

In total, there are seven guns available which you can mix and match depending on your style, all of them single-handed affairs, and skinnable to fit your overall look. Those include a double barrel shotgun, semi-auto shotgun, semi-auto pistol, full-auto pistol, revolver, tiny SMG, and a bigger SMG. Don’t worry about aiming down sights: it’s all about keeping an eye on your reticle cursors.

More importantly, Frenzies looks great and plays very smoothly on Quest, which will likely service the majority of players when the full version launches at some point. It also packs in all of the locomotion options you can eat, including snap-turn with varying levels of vignettes, and smooth turn with no vignettes for the iron stomachs among us. You can also swap between head and hand-oriented movement.

Image courtesy nDreams, Near Light

As you can tell from some of the gameplay clips above, I used snap-turn and minimal vignettes, which was very comfortable. Although you can’t jump in the game, you can activate a dash move, which gradually recharges so you can’t spam it too often, leaving it only for covering distance quickly and getting out of hairy situations. That leaves some good opportunities to ramp off stuff too.

In all, Frenzies is a very promising arena shooter with a solid foundation, and one created by one of the most veteran VR studios. For now though, it feels like Frenzies still needs to hit the right level of stickiness with the addition of new and more unique game modes, gadgets, and possibly even some choice on game modes and what team you’re on.

A constant stream of fun and memorable updates will also determine whether Frenzies can really hit the mark and attract the critical mass of players in the long-term that arena shooters so desperately need in VR. At the same time, it also needs to build the sort of community that’s willing to fork over cash in its (very likely) cosmetic-driven monetization strategy yet to come.

As it is though, Frenzies is off to a great start, and I’m definitely going to play more.


You can play Frenzies for free in Early Access right now, downloadable on Horizon Store for Quest 2/3/Pro.

The post ‘FRENZIES’ Quest Preview – Another Very Promising VR Arena Shooter Testing the Waters appeared first on Road to VR.



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Wednesday, 9 October 2024

Sightful Cancels Headless AR Workstation ‘Spacetop’, Pivots to Windows AR Software

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Sightful, the hardware startup working to carve out a new ‘headless AR laptop’ niche, has cancelled plans for its $1,900 Spacetop G1.

Unveiled back in May, Spacetop G1 was set to be the company’s first commercially available product following the early access release of its first Spacetop, which delivered a somewhat bulgy laptop form factor tethered to a pair of XREAL AR glasses.

Now, the company tells CNET it’s cancelling Spacetop G1 altogether, and that pre-order customers will be are offered refunds for their $100 deposits.

Image courtesy Sightful

Sightful says this comes down to difficulties competing with Microsoft’s own neural processing units (NPU), which are integrated into its latest generation of Surface laptops, as well as the usual cadre of partner OEMs, such as Lenovo, Dell, Asus, and HP. Those NPU-integrated laptops promise to improve processing power and battery efficiency when running AR applications.

Previously targeting an October 2024 launch, Spacetop G1 was set to use its own Android-based SpaceOS, running on Qualcomm’s Snapdragon QCS8550 chipset, and exclusively tethered to the supplied XREAL Air 2 Ultra glasses.

Sightful, which secured $61 million in funding to date, now says its shifting focus to a software product for Windows laptops, enabling a similar AR experience, which will run Windows apps and integrate with Microsoft’s CoPilot AI features.

The company says its software will be available in early 2025, initially compatible with Xreal AR glasses via USB-C. More AR glasses could be added, however Sightful hasn’t shared any specific plans.

Furthermore, Sightful says Mac support will arrive post-launch, and there may also be the potential to expand beyond laptops, such as TVs and phones, however it hasn’t provided any specific timeline yet.

The post Sightful Cancels Headless AR Workstation ‘Spacetop’, Pivots to Windows AR Software appeared first on Road to VR.



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Hit Physics Platformer ‘Human Fall Flat’ is Coming to All Major VR Headsets This Month

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Curve Games and No Brakes Games, makers of indie hit Human Fall Flat (2016), are bringing an entirely new version of the wibbly physics platformer to all major VR headsets this month.

Update (October 9th, 2024): Human Fall Flat VR is slated to arrive on October 31st across Quest 2 & 3, SteamVR headsets, and PSVR 2, priced at $13/£10/€13.

The original article announcing Human Fall Flat VR follows below:

Original Article (September 12th, 2024): Called Human Fall Flat VR, the puzzle-filled platformer sends you wobbling through whimsical dreamscapes, letting you control your wibbly arms, where you can leap, climb, and swing around by using your VR controllers.

The game is slated to arrive “soon” on Quest 2/3/Pro, PSVR 2 and SteamVR headsets, bringing with it all the levels from the game’s original release, along with a wide selection of Extra Dreams created by some of the most talented community creators, the studio says, noting that it will feature an “intuitive 3rd-person view specially designed for VR headsets.”

Like the original, there will be both solo and online multiplayer, letting you team up with three other friends to navigate the game’s tricky traps and mind-bending physics puzzles.

While there’s no release date on the books yet, and store pages for Meta and PSVR 2 are still coming, Human Fall Flat VR is available to wishlist on Steam, priced at $13/£10/€13.

The post Hit Physics Platformer ‘Human Fall Flat’ is Coming to All Major VR Headsets This Month appeared first on Road to VR.



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Tuesday, 8 October 2024

Vive Pro 2 Gets Best Price Yet in Amazon Prime Deal

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Here’s a deal that should be on your radar if you’re in the market for a PC VR headset. For the next two days Amazon Prime members can get Vive Pro 2 at its steepest discount yet.

Vive Pro 2 ‘full kit’ is currently available on Amazon for $800 (a 33% discount off its usual $1,200 price).

Or if you already have controllers and base stations, you can get the Vive Pro 2 headset by itself for $500 (a 28% discount over the usual $700 price).

Both deals are available only to Prime members during Amazon Prime Big Deal Days, currently running from October 8th through 9th.

Despite being released more than three years ago, Vive Pro 2’s resolution of 2,448 x 2,448 (6.0MP) per-eye is still greater than most contemporary headsets like Quest 3 at 2,064 × 2,208 (4.5MP) or PSVR 2 at 2,000 x 2,040 (4.1MP).

As a dedicated PC VR headset, Vive Pro 2 uses SteamVR Tracking base stations for rock solid tracking. It supports the full SteamVR content catalog and uses a tethered cable for sharp visuals without noticeable compression or worries about wireless stability or battery life.

When we reviewed Vive Pro 2 back at release there was a lot to like, but it was difficult to justify the whopping $1,400 launch price. A deal like this makes it much more interesting, especially considering its nearest direct competitor—HP’s Reverb G2—is no longer supported in the latest versions of Windows.

Granted, unless you’re dead-set on tethered PC VR headset, Quest 3 still makes a very good PC VR headset at an attractive price, but only if you have an optimal wireless setup with a hard-wired PC and a modern Wi-Fi 5 (or later) router.

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Samsung Reportedly Deepens XR Ties with Google in Push for Ray-Ban Smartglasses Competitor

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Samsung and Google announced in early 2023 that, along with Qualcomm, they’d be releasing an “XR platform” based on Android, which could also see the release of a high-end mixed reality headset. While we still haven’t heard exactly what that XR partnership will entail, a new report from The Information maintains Samsung and Google are also working on smartglasses positioned to potentially compete with Ray-Ban Meta Smart Glasses.

The report, citing insider sources, alleges Google staffers pitched the idea earlier this year of creating smartglasses with Samsung, which would ostensibly manufacture and market the device to include Google’s own AI efforts.

It was said Google created several smartglasses prototypes in a bid to interest manufacturing partners, such as Samsung.

black display
Google founder Sergey Brin wearing Google Glass (2013) | Image courtesy Google

One such prototype, which The Information reports is code-named ‘Betty’, had a monocular display—conceptually similar to the now discontinued Google Glass. Two other prototypes, code-named ‘Barry’ and ‘Mary’, were said to include stereo displays.

Notably, Meta’s Ray-Ban smartglasses don’t include any displays, relying primarily on voice commands and touch input for things like listening to music, taking video and photos with its on-board cameras, and doing casual AI web searches.

The forthcoming smartglasses collab is allegedly the result of meetings with Samsung executives early this year, Googlers such as Juston Payne, director of product management, and Shahram Izadi, vice president of AR.

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

There, it was emphasized that comparatively lighter smartglasses were more feasible than pushing for full AR glasses, such as Meta’s Orion AR prototype unveiled at Connect 2024 this past month.

In short, smartglasses with a display could provide the user basic content, such as text and directions, in a relatively small field of view. Full AR glasses would provide a more immersive, large field of view with content such as 3D objects and 2D windows that are anchored inside your real-world environment. Learn more about the difference between AR and smartglasses in our primer.

Whatever the case, we’re sure to learn more soon, as Samsung/Google/Qualcomm confirmed at Samsung Unpacked in July their Android XR platform will be revealed by the end of 2024, which may include launch details surrounding forthcoming XR hardware.

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‘Band Space’ is Bringing ‘Rock Band’ Style Multiplayer Rhythm Gaming to Quest and PC VR This Month

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Smartmelon Games and Fast Travel Games announced its multiplayer VR rhythm title, Band Space, is set to launch on Quest and PC VR this month, bringing some very Rock Band-inspired gameplay to VR.

Come October 24th, Smartmelon is launching Band Space with both single and multiplayer support for up to four players, letting you jam out with motion controllers on the guitar, drums, bass and keyboard.

When the full version launched, it’s arriving with a 30-song tracklist, which includes songs from Jason Bowld from Bullet For My Valentine, Johnny Lloyd from Tribes, and Thorr, the composer for the latest entry in John Romero’s Sigil series.

Unlike a some popular beat-based games we know, modders are getting Mod.io integration in single player, so you can edit and share levels—said to be currently in the works. A beat map editor is also coming, letting you even do things like generate level lighting to fit the tone of your music.

Additionally, the studios say more songs may also arrive via DLC “in the near future,” although they haven’t released any official plans to do so yet.

Previously an impressively full-featured early access demo, Band Space is coming October 24th on the Horizon Store for Quest 2/3/Pro and SteamVR headsets, priced at $20. We reached out to the studios to see whether this includes cross-play, and will update when that’s clear.

In the meantime, you can also still check out the free demo on Quest, which offers a handful of songs and multiplayer support so you can get to grips with and lay down some tasty licks.

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‘Metro Awakening’ Gameplay Shows Off Patently Tense Combat, Immersive VR Take on Familiar Mechanics

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Leading up to its November 7th release, Vertigo Games detailed more about its upcoming standalone VR prequel to the Metro series, Metro Awakening, including some familiar survival mechanics at the heart of gameplay such as the gas mask, flashlight, and some pretty intense first-person combat.

In past Metro games, the gas mask was crucial for surviving in contaminated environments. Players had to monitor the mask’s filter life, and occasionally wipe blood or moisture off the visor with a button press. It’s a little spicier in Metro Awakening, as you’ll need to physically wipe the mask’s fogged-up lenses, which ought to add some urgency in high-stress situations.

Players of previous games will also notice the wristwatch is back, which indicated things like light exposure and gas mask filter time. That’s making an appearance in the VR game too.

While past games required you to charge the flashlight when it ran low on power by holding a button, Metro Awakening makes you physically wind a charger—adding more important fiddly bits to keep track of in addition to physical weapon reloading and ammo management.

You’ll of course need to keep to the shadows too; turning off your flashlight lets you creep around in the darkness to avoid detection. The physical backpack inventory also lets you grab bits and bobs on the go, which is a nice immersive touch.

All of this is in service of what is shaping up to be some tense combat against human and mutant foe alike. You can can check out the gameplay video linked above and below to see it all in action.

While we wait for release on November 7th launch, coming to PSVR 2, SteamVR headsets, and Quest 2/3/Pro, make sure to check out our hands-on with Metro Awakening from Meta Connect last month, where we got a chance to dive a little deeper into all of the above (and below).

The post ‘Metro Awakening’ Gameplay Shows Off Patently Tense Combat, Immersive VR Take on Familiar Mechanics appeared first on Road to VR.



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