• A Discovery Of Witches VR Comes To London This Weekend
    A Discovery Of Witches VR Comes To London This Weekend

    Deborah Harkness’s popular fantasy novel, A Discovery of Witches, is coming to the small screen in the UK tonight as a new TV series airing on Sky One. Before you catch it on your box, though, you’ll be able to experience the world of the show in VR… if you’re in London.

    Sky has set up a new installation at the capital’s Waterloo station this weekend, running a new promotional VR experience for the show. Featured on the Oculus Rift, you’ll be able to immerse yourself in the world and its characters, with the real actors appearing via the magic of volumetric capture.

    THE MAGIC IS REAL: Well, virtually. Join us at London Waterloo 14-16 September to celebrate the launch of @ADiscoveryOfWTV by stepping inside the Bodleian Library c/o #SkyVR. #ADiscoveryOfWitches

    — Sky One (@SkyOne) September 13, 2018

    The installation will be available until September 16th. No word on if there’ll be a wider launch just yet.

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  • L’Oréal Paris Launches New AR Tool For Trying Out Make Up L'Oréal Paris and Modiface lets customers test make-up looks in AR with no additional apps required.
  • Facebook Artist Transforms Iconic Manga Into VR Sequence Facebook Social VR artist adapts Dragonball Z manga into short VR sequence.
  • Philip K. Dick VR Adaptation The Great C Announces Junkie XL As Composer Tom Holkenborg, aka Junkie XL, composer for Hollywood blockbusters, signs on to create music for The Great C.
  • Life In 360°: The Nation’s Church The BBC return with another walk through an historic London icon.
  • Vuzix Announces Agreement With Aerospace Firm For Custom AR Display A Tier-1 aerospace firm has signed and agreement with Vuzix for a customised avionics head-mounted display system.
  • The VOID Adds Five Marvel & Disney Location-Based Experiences

    The hyper-reality provider partners with ILMxLAB to develop a new series of interactive experiences, starting with Disney’s upcoming animated film, Ralph Breaks the Internet. Multi-sensory, location-based VR venue The VOID is best known for providing AAA interactive experiences based on some of entertainments biggest properties. From Ghostbusters Dimensions, to Star Wars: Secrets of the Empire,

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  • Evasion Hands-On: A VR Shooter That’s All About Staying Mobile
    Evasion Hands-On: A VR Shooter That’s All About Staying Mobile

    There are a fair number of VR games, both available now and coming up, that feel a lot like the next evolutionary step of the arcade-style light gun shooter, like Time Crisis or House of the Dead. You have more mobility and agency in a VR game, of course, but only just, and the VR bits are used to iterate on, or just awkwardly bolted on top of, the existing gameplay model.

    Evasion, conversely, is about movement and, well, evasion. On PSVR, you can play the game with the PS Aim controller, but on PC-based platforms like Rift and Vive, it uses a two-handed control scheme with the corresponding motion controllers. Either way, it’s a first-person shooter that initially feels very arcade-like, pitting your space mercenary up against armies of invading robot insects.

    The studio, Archiact, is based in Vancouver, and has put a 25-person team to work on Evasion. The developers at PAX West told me that they were influenced a great deal by the recent success of Ninja Theory, and wanted to follow their lead in making a big, full-size flagship title. Right now, Evasion features nine missions with three survival modes, leavened with a bit of dark humor and a decent soundtrack.

    It took me a minute to figure Evasion out. I was running into each new fight and acting like I just put roots down. I’d stand there and target-lock on each one, methodically blowing them away. That worked for a while, but the further I got into the mission at hand—defending an off-world mining colony from what seemed to be an unprovoked attack by the bugs—the less effective it became.

    It was only when I realized the game was probably named Evasion for a reason—it was late, I was tired, leave me alone—that I started using my mobility to my advantage, strafing and circling like you can in a non-VR FPS. The longer you can go without getting hit, the more your weapon charges up, and the stronger your basic attack gets. You can eventually discharge it in a single, screen-clearing super attack that feels a little bit like parking the moon on something’s face.

    The trade-off for that mobility is that healing is easier if you stand still. Sometimes, enemies drop a green healing item, a big canister full of what probably isn’t Mountain Dew, and you can yank it towards you with a tractor beam built into your main weapon. When you do, the canister creates a small circular healing field on the ground that rapidly restores your health for as long as you can manage to stand inside it. It’s a trade-off; you’re immobile but healing quickly.

    It isn’t as much of a death sentence as it sounds like, because your main gun in Evasion generates a force field in front of it, in a way that the developers mentioned was influenced by Audioshield. Any incoming enemy fire that strikes your force field gets reflected away at an angle, which lets you occasionally pool-shark an opponent’s bullet straight

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  • Humanity Can Mess Up Anything. A New VR Exhibit Imagines How We Nearly Ruined The Moon. The dark side of the moon, indeed...
  • Leaders In VR and AR Set to Appear at Virtual Reality Strategy Conference Virtual Reality Strategy Conference will take place on 16th-17th October, 2018 in San Francisco.
  • Pimax Will Open A Virtual Store Inside Somnium Space Somnium Space users will be able to examine Pimax headsets and talk to representatives in virtual store.
  • KLM Airlines App Uses AR To Determine If Your Luggage Is Carry-On

    Royal Dutch Airlines turns to AR to take the second guessing out of carry-on luggage. Having the urge to pursue your wanderlust and experience foreign cultures, check out famous landmarks (physical or digital), and meet new people around the globe is as exciting and romantic as you could imagine, but sometimes that excitement and romance can

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  • AR Take On Galaga Will be Heading to iOS Directive Games demonstrate an AR multiplayer version of Galaga for iOS.
  • Tactical Shooter Zero Caliber Gets Early Access Launch Date, PSVR Support Confirmed
    Tactical Shooter Zero Caliber Gets Early Access Launch Date, PSVR Support Confirmed

    More tactical VR shooting is heading your way very soon.

    A-Tech Cybernetic developer XREAL Games today confirmed to UploadVR that its anticipated modern shooter, Zero Caliber, will launch via Steam Early Access on November 9th for Oculus Rift and HTC Vive. On October 25th, however, the studio will launch a free demo that’s available up until the Early Access release.

    Expect both the demo and EA release to offer the game’s opening tutorials and the first story mission, which can be played either on your own or with a friend. The Early Access release will also add two more levels, forming half the campaign. More levels will be added to the game throughout Early Access. We don’t yet know when the full version will launch, although A-Tech is still in pre-releasing having first launched on Steam back in March 2017, so it could be a while yet.

    We’ve been looking forward to Zero Caliber for a little while now; its trailers suggest it’ll offer a polished, realistic shooter experience that will give fans of both single and multiplayer games something to look forward to.

    Meanwhile, over on Twitter, XREAL also confirmed that work on a PSVR version of the game had also begun.

    #indiedev Let’s do a recap:
    Started development for #PSVR✊
    Been polishing #ZeroCaliberVR like crazy (many thanks to our great testers!💕)
    What have you done this week that made you proud? What’s your motivator?#vr #virtualreality #vrgaming #gaming #steamvr #htcvive #oculus

    — XREAL Games VR (@XREALGames) September 11, 2018

    That’s great news for sure, but does Zero Caliber have the chops to go toe-to-toe with Firewall Zero Hour? We’ll find out in a few months’ time. Don’t forget there’s Zero Killed on the way very soon too. Why do VR developers love the word ‘zero’?

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  • Hands-on: Arca’s Path Is The VR Equivalent Of A Christmas Stocking Stuffer
    Hands-on: Arca’s Path Is The VR Equivalent Of A Christmas Stocking Stuffer

    Dream Reality Interactive might be onto something here. Its answer to making sure everyone from your grandparents to your nephew is trying VR this Christmas? Replace real presents with virtual ones. In this case, it’s the marble maze, a rare symbol of present-ized unification under the tree. It’s something that everyone can pick up, play with and ultimately get addicted to. The same is true of Arca’s Path.

    This is UK-based DRI’s first commercial VR release and I have to admit it’s not what I expected. Set in a distant future, you follow a young girl that discovers a VR-like headset of her own amongst a trash heap, transporting her to a much more peaceful world in which you steer a ball through a series of levels using just VR’s head-tracking alone. Given that this is a team partly comprised of former members of PlayStation VR Worlds’ Sony London, I’d assumed its first game would build upon, say, the ground-breaking immersion of Ocean Descent or the heart-pounding action of London Heist. But DRI is casting its net wider here.

    “The initial pitch to the team was ‘What can we do that runs on any headset?’, which was actually a commercial decision,” studio director Dave Ranyard tells me when I visit the team’s offices last month. “There’s not that many headsets and there’s loads of weird controllers, so we asked ‘What can we do that takes all that problem away and just consolidates that market?’ which is this.”

    ‘This’ is a surprisingly tranquil little game; peaceful and unassuming and yet immediately engaging, striking the delicate balance between entertainment and challenge with aplomb. You don’t need to press any buttons, nor wave your hands about, but you will need to move your head with a meticulous degree of precision. Whilst the first two levels I played serve as a breezy introduction, there are moments in which moving your neck a single degree too far will bring your ball tumbling off of the side, while collectibles dotted around the steep slopes and narrows paths tempt you to take riskier ground.

    Arca is an experience that wants to appeal to both the core gaming audience and beyond, acknowledging that the former group has enough wave shooters and addressing the people that have no such interest in that genre. It helps that its neon-lit visuals are a joy to behold within VR, too.

    “One of the things that we’re very pleased with Arca is that it is a new mechanic,” Raynard says, adding that the team spent around three months experimenting with ideas. “We came up with some mechanics and we could have made games with them, but we just tried again. What we ended up with, I think, is so intuitive that at E3, basically anyone who had played a game, you put it on their heads and didn’t need to tell them anything.”

    It’s hard to argue that Arca’s control scheme works in a way that few controller-based games could hope to match. Every movement is an instinct; a

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