Posts Tagged ‘HTC Vive’

Vive ‘Knuckle’ controllers promise five-finger gestures

As much as I still have brief giggles with the occasional VR toy, it’d take something close to a miracle to make me spend more large sums of money on anything goggle-related any time soon. Where once I might have gazed at details about Valve’s upcoming second generation motion controller for the Vive with covetous awe, now I stop short at “huh, that’s kinda cool, I guess.” The ‘Knuckles’ controllers are Valve/HTC’s riposte to the Touch handheld gizmos for the Oculus Rift, and read like a meaty upgrade from the responsive but limited wands that ship with the Vive. Most importantly: these suckers can purportedly track which each finger on each of your hands is up to.
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Vive launching subscription service for VR apps

A monthly cybersubscription service offering a selection of VR experiences will launch for Vive cybergoggles tomorrow, HTC have announced. Tuesday, April 5th is the first birthday of HTC and Valve’s cyberbaby, which will be celebrated with a $100 discount on goggs for the day and the launch of the Viveport Subscription service. For $7 per month, Vivesport subs will let folks cyber as much as they please with five titles of their choice from a selection in HTC’s Viveport store. Given how many VR doodads are interesting experiences but seem expensive for an hour of waving your head, this sounds pretty neat. Read the rest of this entry »

The RPG Scrollbars: Making the RPG genre work in VR

About a year ago, I bought myself a HTC Vive. Since then, it’s gathered a fair bit of dust. I swear, it’s not that I’m a VR skeptic, so much as someone without a whole lot of space to play with who prefers being able to go to the toilet at night without tripping over what I’m going to call ‘a Maplin’ of expensive cabling. Of late though, I’ve been feeling the urge to go back in, largely I must say inspired by stuff I can’t actually play, like the intro to I Expect You To Die (Vive version is coming, I can’t be arsed with Revive) and watching the new Psychonauts and Arkham VR experiences from the PSVR.

So, I did. And I had some fun playing around with some new stuff.

My RPG based dreams though feel further away than ever.

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“We’re building 3 full VR games, not experiments”- Valve

Given they’re at the forefront of virtual reality tech, it’s kind of odd that Valve don’t have a full-fat VR game to boast of themselves. We’ve had a few experiments, most notably minigame collection The Lab and armchair tourism app Destinations, but nothing that really justifies spending hours and hours and hours in your gogglebox of choice. Well, that’s going to change, as Gabe Newell hisself has confirmed that no less than three “full” VR games are in development. He’s also bullish that the technology, though it would seem to be no runaway commercial success as yet, is bound for great things. Read the rest of this entry »

Drunk or Dead is a tequila-soaked VR shooter

There’s a smorgasbord of VR games happening right now. Possibly, we are all trying to escape from this repugnant reality. Or maybe there’s just a bubble happening around VR what with all the Silicon Valley Nerds-in-Chiefs pushing their expensive headsets to the masses, encouraging lots of game makers to go and toy with the technology. Not a day goes by without the Steam early access lists filling up with more VRware, leaving me desensitised to the whole thing. Except when one of them is about downing shots in the midst of a zombie apocalypse and trying to shoot waves of the undead while your in-game vision blurs. They called it Drunk or Dead [Steam page] instead of “Dead Drunk” – the fools! Read the rest of this entry »

Vive Studios is HTC’s new in-house VR dev studio

As folks continue to feel out what virtual reality can do and what works well in it, I’m interested to see what the hardware companies themselves want on their cybergoggles. Oculus have already been funding and publishing cybergames for years and now HTC have launched Vive Studios. It’s a new internal studio to develop their own games and publish games made by other folks.

Their very first game launched yesterday too, and it looks surprisingly bland. Rather than a “Gosh-o wowza!” experience like TheBlu or Tilt Brush or a “This is so cool it HURTS” game like Superhot VR, they’ve gone with VR remakes of ’80s arcade games. Read the rest of this entry »

Dean Hall on VR development: “There’s no money in it”

Dean “Rocket” Hall, the force behind DayZ and more recently his own studio, RocketWerkz, has made some fairly strong comments about the perils of VR development, the hostility of the tech’s community, and his belief that profitability is extremely unrealistic for games developed for the host of new goggles. His own studio, he says, is unlikely to develop for VR again. Read the rest of this entry »