Posts Tagged ‘tunnel vision’

Tunnel Vision: Actual Games

By Alec Meer on August 5th, 2014.

I’m three columns into this series of Oculus Rift round-ups, and it’s telling that so far I haven’t covered anything that would fit the formalist description of a game. No, I’m not getting involved in anyone’s tiresome war about Proteus or Gone Home, but sticking to a more universal whipping boy – the first-gen Oculus’ issues with readable text, usable HUDs and motion sickness. Clearly VR still being the wild west plays a major role in keeping devs from making large-scale games for it, as does there being a limited install base for now, but the real problem is getting any of this stuff past experiment status. Let’s look at some of the games which try to regardless.
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Tunnel Vision: The Chair’s The Star

By Alec Meer on July 23rd, 2014.

Apologies, this latest in my ongoing Oculus Rift / VR curiosities column is a week late, due to most of the RPS staff being dead last week. On with the sterescopic show, anyway – this week I’m looking at Rift games/experiments which are based to some degree around the concept of sitting in a chair. This turns out to be far more fertile ground with reality-shifting cleverness than it might sound.

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Tunnel Vision: The Fortnight In VR

By Alec Meer on July 1st, 2014.

The real name for this column is “Alec tries to justify eventually buying an Oculus Rift Development Kit 2 by convincing himself that all the neat things happening in VR at the moment are absolutely essential to his day-to-day life“. It’s too long for the headline box though, innit?

We’ll get to my DK2 dilemma shortly, but also covered in this inaugural Tunnel Vision are: Optimus Prime, catbus, VR cinemagoing with friends and Unreal 4-powered Italian opera.
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