• Watch New Zero Caliber Co-Op Gameplay, Alpha Signups Now Live
    Watch New Zero Caliber Co-Op Gameplay, Alpha Signups Now Live

    Zero Caliber is one of the most promising VR shooters on the horizon. After we were mostly let down by Seeking Dawn recently and Firewall: Zero Hour only coming to PSVR, we set our sights on X-Real’s upcoming mixture of intense action and military realism to scratch that new shooter itch.

    In Zero Caliber the developers have really gotten quite ambitious. Their previous game, A-Tech Cybernetic, which is still in development, caught us by surprise with its surprising polish, so we hope that attention to detail can carry over into Zero Caliber. This game is billed as a full-on VR shooter with a deeper than average campaign that’s fully playable in co-op. A bit like a modern military take on Farpoint with full campaign co-op multiplayer support.

    Here’s some fresh gameplay footage:

    Also this week the developers revealed on Steam that they’re currently taking sign ups for Alpha testers. It’s tentatively slated for August 10th and you can sign up right here on Discord. After that testing phase, a free, public demo for Zero Caliber will be released presumably on the game’s Steam page.

    We’re excited about this one, but for now we’ll remain just cautiously optimistic. The action in the trailer looks great, but it remains to be seen just how much of that happens during actual gameplay. If you’re curious as well, head over to the Discord and throw your name into the Alpha tester hat.

    Let us know what you think of the game so far down in the comments below!

    Tagged with: X-Real, Zero Caliber

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  • Creators Of Arizona Sunshine Launch Location-Based VR Company

    Vertigo Games announces their new publishing company, Vertigo Arcades, alongside a location-based release of Arizona Sunshine. As location-based (LB) immersive experiences continue to grow in popularity, developers have begun seeing the potential benefits in bringing their own VR games to 4D arcades. Vertigo Games, the developers behind popular zombie-shooter Arizona Sunshine, is doing just that

    The post Creators Of Arizona Sunshine Launch Location-Based VR Company appeared first on VRScout.

  • Vuzix Arranges Discussion of Q2 Financial Results Vuzix CEO and CFO will be discussing its Q2 performance in upcoming conference call.
  • Protect the Sharks on Krikey and Conservation International’s new AR Game The title is all about making sure pollution doesn't kill them.
  • YouTube VR Creator Lab is Coming to London

    YouTube’s 3-month workshop heads to Europe for the first time. Since launching the VR Creator Lab alongside YouTube last year, we’ve seen some of the brightest up-and-coming content creators come together to push the boundaries of immersive filmmaking. Earlier this year we introduced the VR180 workshop in LA, exposing talented creatives to the VR180 format.

    The post YouTube VR Creator Lab is Coming to London appeared first on VRScout.

  • Furious Seas Livestream: Watch Us Play This VR Pirate Battle Simulator
    Furious Seas Livestream: Watch Us Play This VR Pirate Battle Simulator

    Yo ho, yo ho, a pirate’s life for me! Today we’re playing Furious Seas, a VR pirate battle game that’s in Steam Early Access. Stylistically the visuals are bright and inviting with a style similar to Skull & Bones, an upcoming non-VR pirate battle game from Ubisoft.

    While you could draw comparisons to Sea of Thieves since you’re the captain of a ship fighting against other pirates, this is actually a single player only affair right now. Since it’s still in active development lots of new content is planned by the end of 2018, including more levels to finish the campaign and more gameplay features. Hopefully multiplayer is on the horizon too!

    We’ll be livestreaming Furious Seas on PC today using an Oculus Rift with Touch controllers starting very soon as of the time this is being published (which means we’ll start at approximately 1:00 PM PT) and aim to last for about an hour or so. We’ll be livestreaming directly to the UploadVR Facebook page. You can see the full stream embedded right here down below once it’s up:

    VR Pirate Sim Livestream – Furious Seas!

    Watch us play VR pirate battle simulator, Furious Seas! It's like Sea of Thieves and Skull & Bones in VR!The game is in Steam Early Access on Rift, Vive, and Windows VR.

    Posted by UploadVR on Wednesday, August 1, 2018

    You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). All future and current streams will be on Facebook, which you can see a list of here.

    Let us know which games you want us to livestream next and what you want to see us do, specifically, in Furious Seas or other VR games. Comment with feedback down below!

    Tagged with: Furious Seas, Future Immersive, livestream, Pirates

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  • Firewall Zero Hour Physical Release Bundles Now on Pre-Order Physical disk versions can now be pre-ordered from PlayStation Store and select retailers.
  • Pixel Ripped 1989 Review: Highly-Concentrated Nostalgia Meets VR
    Pixel Ripped 1989 Review: Highly-Concentrated Nostalgia Meets VR

    I’m a sucker for clever subversion gimmicks. One of my all-time favorite video games is Spec Ops: The Line, a war game that makes you feel like a horrible person for killing people you were led to believe were the bad guys. Virtual Virtual Reality is an excellent, self-aware VR experience that I insist everyone give a shot. And now Pixel Ripped: 1989 takes everything you love about classic, retro gaming and makes your nostalgia look and feel tangible.

    In Pixel Ripped you take on the role of Nicola, a second-grade student that’s just as nerdy and obsessed with video games as most kids back in the late 80s and early 90s. Throughout the adventure you play her Gear Kid handheld (essentially a Gameboy) in which you control Dot, an 8-bit-sized heroine in the same vein as Mega Man. The bad guy is trying to take over both the digital and physical (VR) world so it’s up to you to stop him once the dimensions begin to merge together. It’s a VR game within a game…within a game? Sort of?

    Perhaps what I like most about Pixel Ripped, other than the ingenious premise and wonderfully nostalgic presentation, is just how consistently inventive it all is. From the opening moments that see you hurtling down a retro-futuristic stylized tunnel of sound and color to the small references to gaming’s past, present, and future, I was constantly surprised. Just when you start to think you’ve seen all the tricks it has in store for you, it throws another curve ball.

    For example, Pixel Ripped starts out simply enough as a basic 2D sidescrolling platformer game. You move from left to right, shoot bullets at baddies, and jump over gaps. We’ve all done that before. But then it starts to flip that concept on its head as you collect pixels to slowly evolve and build up your character. Then the levels merge into the world around you as it becomes more than just a game within a game. Before long, it’s not even a platformer at all, as the retro characters and VR world meld together into something that’s so powerfully nostalgic it’s almost overwhelming.

    The actual platforming bits are extremely well done, thankfully, as that is the bulk of the game. If you ever played any of the classic Mega Man NES games then you’ll know what to expect in terms of not just the controls, but the difficulty as well. You should expect to die a lot which is perfectly fine given the source material. It wouldn’t feel authentically retro if it wasn’t frustratingly difficult from time to time.

    Some of the VR interactions could have used some work as well. For example, during some of the levels you’re sitting in class playing the Gear Kid under the desk secretly. If the teacher spots you then you run the risk of getting thrown into detention, which can be a real bummer. To avoid this you need to shoot spitballs at different items around the class to distract

    The post Pixel Ripped 1989 Review: Highly-Concentrated Nostalgia Meets VR appeared first on UploadVR.

  • Here They Lie On PSVR Will Be Free To All PS Plus Subscribers Until October
    Here They Lie On PSVR Will Be Free To All PS Plus Subscribers Until October

    Starting on August 7th and lasting until October 2nd, PSVR-exclusive horror title Here They Lie will be free for all PlayStation Plus subscribers. If you redeem the game during that two-month timeframe, it will be a part of your digital library for download/re-download permanently as long as you remain a PS+ subscriber. So you don’t need to play it during that time period, you just need to at least redeem and/or download it.

    Here They Lie was actually a PSVR launch title all the way back in late 2016. It was one of the first titles on the platform to allow for full, smooth locomotion using the DualShock 4 controller. You can see some glimpses of its spookiness in the launch trailer below:

    It’s not a perfect game and is far from the excellent quality found in similar horror titles, such as Resident Evil 7, but it’s got some really creative visuals and an intriguing premise that could be worth a few hours of your time if you’re a fan of the genre.

    From our original review back in 2016:

    Virtual reality is an experiential medium and Here They Lie has some memorable experiences. But it all feels fuzzy and thrown together. A game that features striking moments to serve a powerful story along with engrossing gameplay will be the masterpiece that defines this early medium. While this game touches on  some of those points here and there, it never fully realizes its potential. It leaves you wandering and wondering, even after the game is done, searching for more.

    Do you plan on taking this one for a spin once it hits the PS+ library? Let us know what you think of the news down in the comments below!

    Tagged with: here they lie, PlayStation Plus, PSVR

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  • Free-Roaming Mech Battling Title Looking for Beta Testers MechZ from SiliconDroid is searching for Beta testers for online multiplayer on Oculus Go.
  • End Space to Receive one big ‘Collective Update’ Tomorrow Across all Platforms End Space to feature cross buy across the Oculus ecosystem as well.
  • Learn Star Trek’s 52-year History at the Roddenberry Nexus The VR experience debuted today at the 2018 Star Trek Convention in Las Vegas.
  • XRDC’s 2018 AR/VR Innovation Report Finds HTC Vive Still Most Popular for VR Developers The report also shows AR is significantly gaining ground on VR.
  • More VR Devs Are Looking To Rift For Next Project Instead Of Vive
    More VR Devs Are Looking To Rift For Next Project Instead Of Vive

    Every year XRDC (formerly known as VRDC) releases survey results from an “Innovation Report” that’s compiled with responses from over 600 professionals across the VR/AR/MR community. This year most of the survey results are about what you’d expect if you have even a passing interest in the VR/AR market, but there were a couple points that stood out as surprising or significant.

    Both of the past two years (2016 and 2017) showed a clear trend: Vive was more popular than Rift with developers. In both years devs were mostly working on current Vive projects and had more plans to work on Vive again as opposed to Rift (or any other platform, for that matter) but now the tides are shifting.

    When asked: “Which AR/VR/MR platforms will your next title be released on? (choose all that apply),” for the first time the majority of respondents selected Rift instead of Vive. Here are the 2017 (last year) and 2018 (this year) results side-by-side:

    This shift is supported by other recent data, too. For starters, according to Steam hardware surveys as of early July, Rift has surpassed Vive in terms of current headset usage as well. When you consider that the Vive’s native VR platform is Steam, that’s even more surprising.

    It’s also worth noting that last year’s results did prove true in that more devs are currently working on Vive projects (45.41%) than Rift projects (41.38%).

    Also of note is the fact that over 40% of respondents indicated that their current VR/AR/MR projects are being funded by existing internal company funds, rather than outside investment. In fact, more developers reported dipping into personal funds (26.6%) than relying on angel investors (9.15%), clients (21.59%), crowdfunding (2.59%), external publishers (3.45%), or venture capital investments (8.46%).

    According to the survey, 1 in 3 developers (about 32%) are working on a platform exclusive project (such as Marvel Powers United VR for Rift or Firewall: Zero Hour for PSVR) which is in line with last year’s response (31%). Considering the fact that 95% of all respondents believe in the long-term sustainability of VR/AR/MR, things are looking good for the health of the market and the confidence of its developers.

    If you’re interested in reading the full survey, you can sign up for a copy from XRDC right here. Let us know what you think of these results down in the comments below!

    Tagged with: VRDC. XRDC. GDC. Survey

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  • Dr. Splorchy Presents: Space Heroes Review – I’m A Field Of Grass Bro!
    Dr. Splorchy Presents: Space Heroes Review – I’m A Field Of Grass Bro!

    The older Accounting gets, the better I’m convinced it is. As VR gaming has doubled down on shooters and RPGs, Squanch Games’ eccentric debut (built in partnership with Crows Crows Crows) remains one of the few experiences to explore the truly weird and unpredictable side of the tech. That’s why I was so excited to learn Squanch would next be producing a series of smaller, experimental titles for Google Daydream, and why I just spent a lot of time trying to figure out what Dr. Splorchy Presents: Space Heroes really is.

    Well, it’s just a wave shooter… I think?

    Available now on Daydream, Space Heroes initially looks like it’s going to be another madcap journey through the weird and wonderful mind of Justin Roiland and co. And in some respects it is, but after two playthroughs I left underwhelmed.

    Things start out strangely enough. You find yourself on a space station with your undeniably testicular-shaped brother, who teaches you the basics of wave-based combat and puzzle solving and spouts nonsensical one-liners at you (“I’m Clemon Lemons!”). Before long, though, you find yourself trapped in a reoccurring cycle of shootouts and trial-and-error challenges, all fuelled by those squeaky voices, angry expressions and stuttered dialogue that give Roiland’s characters life.

    At first, it seems like Space Heroes might be some sort of rollercoaster choose your own adventure ride that evolves based on both your decisions and your mistakes. Puzzles, for example, usually have hilariously morbid consequences should you make a bad move, which is basically impossible not to do. Much like Accounting’s infamous knife scene, Space Heroes got the biggest rise out of me when my actions led to something completely unexpected.

    It’s a shame, then, that about 10 minutes into the adventure, Space Heroes starts to funnel you down a set path.

    Shooting soon becomes the only option, and Space Heroes becomes infinitely less interesting the moment that happens. Combat is punchy and efficient; you tilt your head from side-to-side to dodge incoming bullets and flick the Daydream controller up and down to reload. But it’s also almost redundantly easy and surprisingly shallow. There’s one area, about four times of enemies, a handful of powerups and even just a few levels. The entire thing can be seen through in less than an hour, in fact. The only thing separating it from the flood of other wave shooters out there is Roiland’s sense of humor, which does admittedly give the game a distinct identity.

    Ultimately, though, I ended up feeling like I was just a real-life lab rat testing out a prototype for a deeper shooting game. The real shame is that there’s a lot here that suggests something deeper lies beneath the surface. In the opening minutes you communicate with your brother via nods and head shakes, but it’s the only time in the game you’ll do it. Between rounds, you’re asked a series of bizarre questions, but I couldn’t tell you what if any effect they were really having on the experience other than trying to get

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