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  • Hands-On: PSVR’s Blood And Truth Made Me Feel Like John Wick
    Hands-On: PSVR’s Blood And Truth Made Me Feel Like John Wick

    When was the last time you played an action game where you had to put any real thought into reloading?

    It’s an abstracted activity, most of the time, bound to a single button or key. Usually, you get into the habit of reloading after any exchange of fire. (Which means your character is leaving a bunch of partially-full magazines lying around everywhere, like that person you knew in college who was completely incapable of ever finishing an entire can of soda.) Reloading’s mostly just there in these games to provide a break in the action, some vague nod to realism, or some degree of additional tactical complexity, but you usually don’t have to think about it beyond that. Aside from the occasional mechanic like Gears of War’s “tactical reloads,” you just hit the button and forget about it.

    The above demo and video interview are from a preview event held in October 2017

    Blood and Truth, at least in its current state, is a game about that reloading. At its simplest level, it’s just a very British shooter (similar to its predecessor, London Heist) that’s more than a little reminiscent of old arcade games like Time Crisis. You move from cover to cover, shooting and being shot at. So far, so comfortably familiar.

    You’ve got a realistic ammunition limit in your guns, and have to reload manually. Your character, a British special forces operative named Ryan Marks, carries spare magazines in a pouch on his chest. You use one controller to grab it with your character’s empty hand, then manually bring it to the port on your gun to reload. It doesn’t take long, but that’s a couple of seconds during which you aren’t returning fire, and that’s long enough to get you into trouble.

    Not only is it weirdly immersive, but it really forces you to keep count of your shots in a way that a lot of other games simply don’t. I played a short demo version of  Blood and Truth on the floor at PAX West, which was stripped down to its most basic elements. Marks’s family is in the clutches of an unnamed criminal element; Marks is entering a run-down part of the London Underground as part of his endeavors to find and rescue them. That run-down part of London, as it turns out, is the part where somebody’s been arming the chavs, and I ended up in a shootout with what appeared to be the most well-equipped group of football hooligans in the history of fiction.

    Playing Blood & Truth made me think a lot about how much tactical-response stuff I’ve inadvertently picked up from years of increasingly realistic shooters, as well as how many terrible habits I’ve gotten into at the same time. For example, dual-wielding in this game is a really stupid idea, because you’ll run both guns dry in seconds, and then you have to laboriously holster at least one gun so you can reload the other.

    The guns feature a realistic amount of sway to them,

    The post Hands-On: PSVR’s Blood And Truth Made Me Feel Like John Wick appeared first on UploadVR.

  • Learn What to Expect In Upcoming VR Shooter Telefrag Armed with a teleport gun, players can take out enemies by teleporting into them.
  • Community Download: Is The Vive Wireless Adapter Too Expensive?
    Community Download: Is The Vive Wireless Adapter Too Expensive?

    Community Download is a weekly discussion-focused articles series published every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. 

    Virtual reality is expensive and now that the Vive Wireless Adapter is on sale and available for pre-orders as of today, that price tag is immediately visible once again. Even if you’ve been fortunate enough to get in on the ground floor in these first few years as an early adopter of consumer-grade headsets, you’ve got to admit that the cost of entry (unless you grab a lower end Gear VR or Daydream View with your existing phone) is objectively expensive.

    If you’ve already got a multi-hundred dollar PS4, it’s still going to cost you almost as much as the system itself to get a PSVR with all of its necessary equipment. And if you’ve got a ~$1,000 gaming PC, you’re still gonna have to drop a few hundred dollars to get a Windows VR headset or Oculus Rift, or even almost the cost of the PC to get a high-end Vive Pro setup. That’s a lot of money.

    So after you’ve sank hundreds, or even thousands, of dollars getting VR-ready and buying games, if you want to go wireless and unlock even more freedom of movement inside virtual spaces (if you’ve got the space of course) then you need to drop another $300 for the official Vive Wireless Adapter + an addition ~$60 for an extra add-on if you have the Vive Pro. If you got an original Vive on day one and have only bought games in the last 2 1/2 years, $300 may not seem like too much to go wireless, but when you add it all up that’s a hefty chunk of change overall. Plus, pre-orders are now open but press have not been sent review units yet. Hopefully we can give a full assessment prior to its release in a few weeks.

    Obviously we know why it’s so expensive. Cutting-edge technology always is at first, and then newer, better things come out and drive the price of older hardware down. It’s the circle of life.

    But the question at hand, even still, is this: Do you think the Vive Wireless Adapter is too expensive at $300? If so, what would be a better price? If not, why do you think it seems reasonable?

    Let us know what you think down in the comments below!

    Tagged with: community download, htc vive, Vive Wireless Adapter

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  • Syntec Optics Expands Capacity to Meet Demand VR and AR are fuelling a rising demand for optical components
  • Artists Spread Inspirational Political Messages Through Geo-Located AR Art

    Augmented art application ‘4th Wall’ launches location-specific, collaborative art exhibition to inspire “thoughtful dialogue.” Originally released February of this year, Nancy Bake Cahill’s art app, 4th Wall, gives users the opportunity to take a closer look at some of the artists captivating pieces of VR artwork from the comfort of their home via AR technology.

    The post Artists Spread Inspirational Political Messages Through Geo-Located AR Art appeared first on VRScout.

  • AR App Seeks Crowdfunding to Enhance Travel Learn about local points of interest using an AR app called Worldee.
  • Intense Rhythm Action Title Thumper Coming to Oculus Go Tomorrow Hold on to your hats, its going to get bumpy.
  • Oculus Go’s Hardlight Blade Is Getting A Beat Saber-Style Rhythm Mode
    Oculus Go’s Hardlight Blade Is Getting A Beat Saber-Style Rhythm Mode

    Beat Saber may one day come to mobile VR headsets but, for now, RJdoesVR’s Hardlight Blade has beaten it to the punch.

    The Oculus Go game, which sees players using a lightsaber-like blade to fight off waves of incoming enemy robots, is getting a new mode in the near future and, you guessed it, it’s pretty much a Beat Saber clone. You slice notes to the beat with Go’s motion controller. Check it out in the video at this link.

    Looks more than a little similar, doesn’t it? To be fair, this mode is going to come with a cool feature, allowing you to store MP3 files on Go’s music folder and then upload them to the game, which will automatically generate beat maps for it. We can’t speak to how well this effect will be achieved, though.

    It’ll certainly be interesting to see how Beat Saber’s gameplay holds up with Go’s motion controller, which only offers three degrees of freedom (3DOF) tracking. Judging by the gameplay, it looks like you’ll simply need to rotate and then tilt the controller to slash the single lightsaber, then, while Beat Saber’s 6DOF tracking on PC VR headsets allows you to fully wield two weapons.

    Hardlight Blade isn’t the first game to take a page from the book of beats; back at Gamescom last month we saw a new arcade game named Holobeat that was essentially just Beat Saber for four players. We’re beginning to wonder what Beat Games makes of all the imitation, though Beat Saber itself obviously borrows from Star Wars as well as VR games like Audioshield.

    The Hardlight update will be going live later this week.

    Tagged with: Beat Saber, Hardlight Blade

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  • Zen Studios VR Collection Gets Release Date and New Trailer A new trailer reveals what players can expect when Zen Studios VR Collection releases on PlayStation VR.
  • The Excellent Virtual-Virtual Reality Hits Vive This Week
    The Excellent Virtual-Virtual Reality Hits Vive This Week

    By the end of the week there will be one more place for you to experience Tender Claws’ brilliant Virtual-Virtual Reality.

    The surrealist story game will be arriving on Steam with full HTC Vive support (along with pre-existing Oculus Rift support) on Friday, September 7th. A final price hasn’t been revealed but we’d expect it to cost $19.99, seeing as that’s what it costs on Rift over on Oculus Home. If you have a Google Daydream, Gear VR or Oculus Go, though, it’s also available for $9.99 and just as good on those platforms.

    Virtual-Virtual Reality teleports players into a future in which AI constructs serve the will of their dream-seeking clients in an online metaverse. It’s often bizarre and hilarious, but it carries a key core message that’s not to be overlooked and is one of the best narrative-lead VR experiences yet.

    Earlier this year we wrote about why this is a game you still need to play. “Budget Cuts might have the tone, The Lab might have the authenticity, but for my money Virtual-Virtual Reality is the closest we’ve gotten to VR’s Portal 2 yet,” we said. “I can’t wait to see what Tender Claws does next.”

    That still stands.

    That only leaves PlayStation VR (PSVR) as the last major platform for the game to come to. Fingers crossed that happens soon.

    Tagged with: Virtual Virtual Reality

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  • Urbanbase Release AR Presentation Tool for Architects AR Scale allows architects to show designs to clients in 1:1 scale by using augmented reality.
  • Pre-order the Vive Wireless Adapter Today for £300 It'll then launch by the end of the month.
  • Electronauts Gets Tracks From Rocket League Label In Free Update

    As promised, Survios is delivering free new songs for its VR DJing game, Electronauts, and the first batch of arrivals includes tracks from videogame royalty.

    Electronauts got its first update yesterday, named the Monstercat Update, which includes four new tunes from the label that scored super-popular multiplayer sports game, Rocket League. You can look for Disarray by Bad Computer, Memory by Haywyre, Deep in the Night by Snails & Pegboard Nerds and Inject by Droptek now. The game now features well over 40 tracks. The update is available across Rift, Vive and PSVR.

    This is a standard update, though, so there are some other things to talk about. Firstly, Survios has added player count info to the Quick Match wait screen and fixed a bug stopping players from entering Offline Mode. There’s also a handful of smaller bug fixes which are listed in the full Patch Notes below.

    We were surprisingly taken by Electronauts’ brand of VR music mixing, even though the music genre isn’t exactly to our tastes. We’re hoping that, as Survios grows the platform, we’ll keep seeing more songs that cater to a wider audience.

    Patch Notes for Electronauts v1.1 (released September 4, 2018)

    Monstercat Songs: Added four new songs by artists from the label Monstercat: “Disarray” by Bad Computer, “Memory” by Haywyre, “Deep in the Night” by Snails & Pegboard Nerds, and “Inject” by Droptek
    Quick Match: Added player count info on Quick Match wait screen
    Offline Mode: Fixed a bug that prevented players from playing in offline mode Steam/Oculus
    FX Buttons: Fixed transition FX buttons not properly resetting their position after being pressed and switching decks
    Tutorials: Fixed audio doubling up in tutorials
    Arrangement Tool Save Data: Fixed an issue with the arrangement tool that caused save data to be erased after a patch
    Arrangement Tool Reset: Fixed reset of arrangement tool if undocked during menu pop-up transition

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  • Sony CEO: VR Still Has Room To Improve Sony CEO Kenichiro Yoshida talks about the potential future of VR.
  • This VR Arcade Is Now Hosting Free Demo Days Every Month
    This VR Arcade Is Now Hosting Free Demo Days Every Month

    Many predict that VR arcades will be a key means of revenue for the industry in these early days, but how do you get people in to try it in the first place? Ctrl V thinks it has the answer.

    The North American VR arcade chain this week announced a new initiative to raise awareness of VR tech. Every first Wednesday of the month the company’s US and Canadian locations including arcades in New Jersey and North Carolina will offer free 20 minute demos to new customers. These demos will include Beat Games’ ever-popular Beat Saber and arcade-style wave shooter, Space Pirate Trainer, while a third demo will be switched out every month too.

    Ctrl V says it welcomes over 10,000 new customers a month and that around 80% of these people have their first VR experience in an arcade. The idea behind the free demos, then, is to simply increase the word of mouth and get more people through the door. The company is also planning Subscriber Reward Days, in which customers signed up to its newsletter will be given a code and date to come and try out discounted demos too.

    “If you haven’t tried before, it’s hard to truly understand why it’s so compelling,” Ctrl V CEO Ryan Brooks explained in a prepared statement. “Many customers are apprehensive of new technology or are nervous about experiencing motion sickness. Though both of these factors have been virtually eliminated by the latest advancements in VR hardware and the high-caliber content we offer, we want to provide customers with zero-risk opportunities to experience this for themselves.”

    Finally, Ctrl V announced a Referral Program that will launch soon, giving existing customers a $10 gift card for every new customer they refer. It’ll be interesting to see if these efforts really do push more customers through the door, and what other VR arcades could learn from it if so.

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