Posts Tagged ‘HTC Vive’

Rockstar planning PC-only VR version of L.A. Noire

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Rockstar’s first foray into the uneven world of virtual reality isn’t a GTA spin-off, or a brand new game, but instead VR version of Rockstar and Team Bondi’s 2011 detective romp, L.A. Noire [official site]. While the current generation of consoles are getting the whole game with added 4K support and the like, over on PC we’re in for a trimmed-down version redone as a Vive exclusive.
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HTC Vive cybergoggles get £160/$200 pricecut

HTC and Valve’s Vive cybergoggles today received a permanent price cut, taking the virtual reality headset from £759/$799 to £599/$599. Unlike the current £399 Rift sale, this is a permanent change. And it comes just in time for Rez Infinite, which our Alec has declared to be “the greatest VR game to date.” I myself am holding out for goggs with spring-loaded steel spikes over the temples so when I die in the game, I die in real life (which I understand to be a fundamental part of VR) but if you’ve simply been waiting for a lower price, voila. Read the rest of this entry »

Gorn: batter muscular men in VR next month

Not to be confused with the big alien lizard that once threw a polystyrene boulder at Captain Kirk, Gorn [official site] is a gladiatorial VR game from Broforce and Genital Jousting developers Free Lives. It looks exceedingly bloody and silly, and it’s coming to the Vive via Steam Early Access on July 10. Check out the trailer below.

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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 »

The RPS 2016 Advent Calendar, Dec 5th –Tilt Brush

The Oculus Rift and HTC Vive were both released in 2016, but what was the best VR experience of the year? The RPS Advent Calendar highlights our favourite games of the year, daily, and behind today’s door is…

Virtual artistry tool Tilt Brush.

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Google Earth VR is a Vive must-have, but…

Got a Vive? Gotta have this, then. Google’s VR mod of its long-running planet-modelling app was one of the things that was shown to devs and us media types back when Valve were first demoing the Vive. It’s now finally passed on to you, the consumer and/or unwitting sharer of vast amounts of personal data, as Google Earth VR, a free download via Steam. It’s a lovely thing, allowing you to have a giant’s eye view of anywhere in the world, much of it rendered in 3D.

Clearly, visiting a blurry version of Monument Valley and looking down at its smudged textures from 100 foot above is no substitute for a real visit to canyon country, but it’s a neat shortcut for reminding oneself of the majesty of nature. And a recent ‘flight’ over Tokyo or Hawaii is good for questioning one’s life choices as one trudges home through the November rain.
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Skreleton’s Hotdog Kitchen: Exactly What It Sounds Like

Shooting things in virtual reality with the HTC Vive controllers is probably the best feeling I’ve ever had in a video game. I don’t care how nonsensical the experience is, I just want to shoot stuff. Enter Skreleton’s Hotdog Kitchen [official site] by Scott McBee, where you too can take the role of a skeleton shooting hot dogs into the mouths of giant floating heads with a crossbow. Read the rest of this entry »

The HTC Vive Is Getting An Official Wireless Add-on

Huh. The smart money was on the Vive (and indeed Oculus Rift) not embracing the wireless future is so desperately needs until a full second generation of the hardware, but seems like we might get to cut the cord a whole lot sooner than that. An HTC partner company is about to start selling a little bolt-on box that makes the existent Valve-friendly headset entirely wireless. Finally, we can frolic freely, like Lawnmower Lambs.
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Serious Sam VR Is VR At Its Most Stupid & Most Brilliant

I guess I don’t feel entirely comfortable saying that a game about nothin’ but shooting restored some of my damaged faith in VR, but what the hell: yee-haw! In my fond imagining, VR was going to take me to brand new places, not strand me in the blood-strewn alleys of modern videogaming’s norm. There’s no avoiding it, though: Serious Sam VR: The Last Hope [official site] feels so damned good. This is Time Crisis steroidal and unrepentant, eschewing both gimmick and complexity in favour of finger guns and laughter.

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The Rise Of Captain Longbeard Setting Sail To VR

The Rise of Captain Longbeard is Colopl NI’s latest push into VR gaming. Coming to Steam Early Access during the holidays, it’s a game that, well, it lets you be a pirate. Ah, to be a pirate. Or a sailor. Whichever is more appropriate for the phrase “a tall ship and a star to sail ‘er by,” which happens to be one of my favorite lines from one of my favorite movies, Willy Wonka and the Chocolate Factory. RIP, Gene Wilder. Read the rest of this entry »

Steam Dev Days Goss: New Vive Controllers, Steam Link In TVs

Valve invited our mate Ian Video Games to their Steam Dev Days conference this week because “they recognise his genius potential”, or so he’d have you believe. Suspicious sorts have observed that the never-before-mentioned ‘twin brother’ housesitting to water Ian’s plants looks just like him, down to the same red wine stain on his jeans, with a stick-on moustache. Other say that the tweets and photos he’s ‘sending back’ from Seattle look suspiciously like tweets from actual developers who are actually there. No matter. Either way, Valve have been gabbing about prototype new Vive motion controllers, Steam Links included with Samsung televisions, and other Steamstuff. Read the rest of this entry »

Serious Sam VR Jacking Into Early Access This Month

As much as I think the current wave of VR is a fad, mate, even I wouldn’t down turn waving my hands as two giant ridiculous guns in Serious Sam VR: The Last Hope [official site]. Well, I wouldn’t if cybergoggles worked properly with my eyes. Anyway! Point is: the virtual reality spin-off from Croteam’s silly FPS series is coming to Steam Early Access on October 17th, publishers Devolver Digital announced today. That’s a bit later than its planned summer launch but hey, you’ll get to wave your cannonhands, yeah? Focus on what’s important.

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Chernobyl VR Project Now On Vive Too, Updates Videos

Alec wasn’t entirely happy when we duct-taped him to a chair, bolted his Rift goggs to his skull and jacked him into a tour of Chernobyl and Pripyat with Chernobyl VR Project [official site]. He liked seeing inside that irradiated corner of Ukraine – known to Those Young People as the setting for the S.T.A.L.K.E.R. games – but technically it’s messy. It’s split between photogrammetry-scanned environments and plain old 360-degree video, see, coming out a bit disjointed. Well! Today brings the release of a Vive edition, along with an update adding more content and improving those videos.

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Review: Too Good To Be True? A 4K VR Headset That Supports SteamVR For $300

Oh, virtual reality. So much promise, so many drawbacks. Stick your hand into the Tombola Of VR Woes and see what you grab. Headaches and nauseau? High system requirements? Too many cables? Screen door effect? Apparent low resolutions? Gimmicky games? Problematic prices? Your face in a box? I could go on, but I won’t because, er, that is most of them. Both Oculus Rift and the Vive offer a real jolly good time for initial forays into lifesize 3D wonderlands, but come up short when it comes to longer term usage, for reasons we’ve opined about at length here and here. But those constitute just the first consumer generation of hardware.

The tech will be refined over time (unless the market totally loses faith in the concept), but whether that is achieved by Oculus, Valve/HTC or someone else entirely is very much up for grabs still. In the interim, here’s Chinese outfit Pimax, who are selling what they label as the first 4K VR headset for PC, which works with SteamVR. It’s also $350 (or $300 without headphones), compared to the Rift’s $599 and Vive’s $799. Two questions, then. 1) Can it really solve the image quality problem? 2) Can it really do what it needs to at half the price of the big boys of VR? I’ve been testing the Pimax for the last few days, and here’s what I think.

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