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VR Let's Talk PC VR

Al3x1s

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Boneworks is an experimental VR physics action adventure game coming to you on December 10th!

Again, thanks for posting the trailer while I was asleep! The video makes the game look pretty polished but as a trailer it sucks (I guess it trumps fake scripted shit). Can't wait though (Stormland will help, 5 days left)!

They kinda killed the hype with it however. I'm sure every VR user still looks forward to it but I was hoping for a media blowout that would get everyone (not just VR enthusiasts) talking about it like the first demonstrations of the game did. This was like, if Half-Life trailers just showed us Freeman walking down some corridors, smashing some boxes, pushing some buttons and maybe shooting a little bit on the side. It works to show me the physics/polish/VR and underlying systems but not to excite the average gamer.
It's a full length game, 25-40 hours with great reviews. What do you expect to pay?
$5 pls.
Has anyone played this? it looks great, but man, $40 or whatever....
You can try it for (less than) 2 hours and ask for a refund (not store credit like Steam, proper refund) if you don't like it. That's what I did (the core combat system didn't click for me and I found the level design, god mode and other aspects amateur despite the production values), but most like it.

And once again, some more recent cool stuff reposted for the new page to kick off nicely:
 
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Romulus

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I don't mind paying it, but is it good?
I think so. My opinion aligns with the reviews. Wait for a sale though if the reviews concern you.

I disagree with the poster above though, trying it out for 2 hours didn't give me a good sense of it. It really clicked about the 4 hour mark.
 
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Al3x1s

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Re Pistol Whip.

The Deadeye modifier (which disables aiming assist) makes the game feel like an old school tough as nails lightgun shooter. Which is great for me because I suck at rhythm games (if it wasn't for the haptic feedback I wouldn't even understand the beat of some of these songs, they're not what I usually listen to).

Still, I really don't think anyone will be able to both play Deadeye and keep the rhythm aspect of the game in mind in the higher difficulty scenarios. Then again some of the Beat Saber players out there appear to be superhuman too so I could easily be eating crow about this soon enough.

I do think it should have different scroreboards for some of the modifiers though, not just alter the one main score by + and - percentages based on them. Deadeye is one that should have its own scoreboard. Maybe it should be a different mode of play altogether in the main menu rather than appear as just a modifier. And maybe Dual Wield shouldn't have as much of a penalty in that as for most people it's gonna be impossible to be ambidextrous in that way and aim well with both hands anyway, the bonus bullets only being a benefit for bonus real skill. Or just not have the same modifiers as the main mode of play, I dunno.

I don't know if some levels/difficulties will even be possible to complete at all in Deadeye, score considerations be damned. There are instances with TONS of enemies that you normally just vaguely point at and pull the trigger like mad for a killing streak, you can kill folks behind your back that you missed without even looking at them and so on, Deadeye doesn't work like that so it could be literally impossible to get through. Although, again, it would be cool if Deadeye was its own mode of play, maybe ditching the rhythmic aspect altogether, possibly adding things like a max payne style slow motion gauge you can fill up with accurate killing streaks and then spend on the more insane sections that would otherwise be impossible.

Stuff like that. It really works great as an arcade style shooter even if that wasn't their primary intention. Again, great for me, I'm not much into rhythm stuff.

Also, the game's super polished, but they need to add the modifier information in game, I still don't know what some do and the menus some times bork. Additionally, it could do with some kind of arcade mode that lets you play through various levels in succession rather than just the level. Especially since they have a lot of things that try to make it like a little bit of a story rather than just a track selection as in Beat Saber and other music based games.

Other than these it's near perfect! I'm sure it's going to be a mainstay for anyone who has the slightest interest in rhythm games. Maybe for others like me too! So it should be very successful and that should let them keep updating and adding to it (and not just more songs).

Also I got a good score on 2 levels' easy mode, 3 & 5! On the others I'm like 250th. Probably 2500th by next month once more people play, lol.

 
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Al3x1s

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This is looking pretty good. Perhaps not THE Indiana Jones game one day we could have since it doesn't have free locomotion and stuff but it seems to nicely hide the lack of moving around with all the magical machinery moving parts taking you to the different challenges as you progress. It looks well made if tacky!
 
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Al3x1s

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But it seems the level is the same? It's probably harder to make new custom levels for this, it's not just cubes flying at you. I feel these are more like actual game levels, not just tracks, for people to whine about the amount in Pistol Whip.

I can't even tell if he changed the beat requirement for scoring to match the new song or just chose one that is similar enough for it to work out without any other configuration changes. Edit: by what he says, it's probably just the latter.

I guess it's still good if you don't like the songs in the game so you can play it with your own songs as long as they can be made to match the same beat, maybe by cutting a few seconds from the intros and stuff, though other song parts, pauses and shit, could still mess it up as you play.
 
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Stitch

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I guess the level stays the same but the timing and everything else are generated from the audio file.
 

Al3x1s

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Ok that's better than I thought at least.

VR Ping Pong Pro's developers (it's releasing in a couple days btw) are starting work on another game!

And Airborn got some fancy new sci fi guns (reposting older tweet for a comparison to the new stuff following it).
 
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Al3x1s

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Oh, I totally missed this recent night time video of Armored Front: WW2 Tank Warfare. Cool stuff!



Into the Radius Patch Notes:
 
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Al3x1s

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Al3x1s

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These are the results of this year's VR Awards. Carmack got a lifetime achievement award and had a recorded video message to accept it.

He always seems to dwell so much on what's not yet done over what's already been achieved. Maybe that's exactly the kind of person it takes for progress to occur but I really hope he's happier outside work and that kind of talk is just his way of trying to push people.
VR Hardware of the Year: Oculus Quest
VR Game of the Year: A Fisherman’s Tale by Innerspace VR & ARTE France
VR Experience of the Year: Vader Immortal: A Star Wars VR Series – Episode I by ILMxLAB & Oculus Studios
VR Film of the Year: Wolves in the Walls: It’s All Over by Fable Studio, Third Rail Projects & Oculus Story Studio
VR Marketing of the Year: Oasis Pocket Adventure: The Infrunite Slide
Rising VR Company of the Year: Fable Studio
Innovative VR Company of the Year: Emblematic Group
VR Education and Training of the Year: Working at Height by Vodafone & Make Real
VR Healthcare of the Year: Fundamental Surgery
Out-of-home VR Entertainment of the Year: War Remains by MWM Immersive & Flight School Studio
VR Social Impact Award: The 100% – Maggie’s Story by Springbok Entertainment
VR Enterprise Solution of the Year: VIROO: Virtualware Immersive Room by Virtualware
 
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gifgaf

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VR Game of the Year: A Fisherman’s Tale by Innerspace VR & ARTE France
Wut?

This is complete crap. A fishermans tale was good but no way was it GOTY. Astrobot shits all over it in the GOTY category, Even Firewall was a better choice than A Fishermans tale.
 
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Al3x1s

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Wut?

This is complete crap, A fishermans tale was good but no way was it GOTY. Astrobot shits all over it in the GOTY catagory, Even Firewall was a better choice than A Fishermans tale.
Both those are 2018 games.
 

gifgaf

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Both those are 2018 games.
Yet both games were finalists are in the Category.

VR Game of the Year



Winner: A Fisherman’s Tale by Innerspace VR & ARTE France

Focusing on the use of Virtual Reality within games is the VR game of the year award. This combines the ingenuity and creativity that it takes to make a successful game along with the innovative use of movement that makes an experience worth while.







Finalists
JAPAN Studio & ASOBI Team
– ASTRO BOT Rescue Mission
Ninja Theory – Hellblade: Senua’s Sacrifice VR Edition
Coatsink – Shadow Point
Sony London Studio – Blood & Truth
Owlchemy Labs – Vacation Simulator
Outerloop Games – Falcon Age
Secret Location – Transpose
First Contact Entertainment – Firewall Zero Hour
Survios – CREED: Rise to Glory™
Archiact – FREEDIVER: Triton Down
Resolution Games – Angry Birds VR: Isle of Pigs
SignSine – PROZE: Enlightenment
 

Al3x1s

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Weird :D

But I guess maybe they came too close/after last year's awards just like plenty great PC VR games this year, from Pistol Whip and Asgard's Wrath to Stormland and Boneworks. That should mean these will be considered for 2020, lol, that's just weird.

Not that I agree they deserve awards, they don't do much other games didn't, Astro Bot refined what Lucky's Tale/Moss did for platform action games in VR and there are tons of better controlling PVP FPS games than Firewall on PC (most early access, but still).

I guess A Fisherman's Tale is a creative polished little thing even if I didn't like it. Anyway, awards in general suck really, they shouldn't even be about release dates to be annual like that, kind of like Carmack's award, he didn't get it for this year's contributions but overall.

So games/software/platforms/contributions that weren't considered before should get their chance if they finally notice them even if they aren't of the past year. And ideally it's about acknowledging/celebrating the contributions of good stuff rather than just picking winners/losers.
 
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Al3x1s

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The doctor is in the house!
Edit: I tried it and it's probably a pretty decent adventure, especially for Doctor Who fans (I really never got into it, it's decidedly too weird and British for me), but it's brought down by object/puzzle interactions that are just too rigid when in VR they should be far more natural and convenient. For example there's a puzzle where you open a safe with a numeric key lock but to use it you just shove your hand on it rather than try to actually push the buttons manually (there are no gestures beyond open/closed fist so you can't point accurately, the hand positions are a little bit off for Oculus Touch also) and it inputs 4 wrong random digits as you do it 4 times, then only after you find the clues does it automatically input the 4 correct digits when you repeat the process. Additionally, while snap turning and teleporting are fine, smooth turning and free locomotion are too slow even on the fastest settings making it unplayable. I guess they could patch this to fix it for people who want smooth/free options but I don't imagine they will do much to overhaul object interactions. The visuals are pretty nice, it all seems decidedly doctor-esque and looks very clean even on my CV1, I was worried it would be a jagged mess or hurt my eyes with all that bloom but it's actually pretty good, especially the environments. I've only encountered a couple other, well, character-ish models and they're not as good but also for now they've been kept at distance/hidden by darkness, things like that so it's hard to say exactly. I guess overall it feels like a good and polished VR adventure... from 2016. It feels quite similar to those The Gallery episodic adventure games (also on Steam).
 
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Knch

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Had some fun with the beta, controls are a bit weird on the Index but it worked well enough. The game really expects you to use the controller inputs to turn, which I refused to do, which meant I was facing the wrong way on some scene changes.

Other than that, it looked great and shooting robots is always fun. Don't know if the spawning will be as random in the final version, but it was fun not seeing the same enemies at the same location on different attempts you made at the same level just because... Not at all because I suck and died...

The doctor is in the house!
I shall get it on sale sometime.
 
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Al3x1s

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This just came out. I'll see if I prefer it over Racket Fury which was pretty damn good and had half decent single player content as well, this looks potentially more involving.


There are many new videos on youtube, most of the PSVR version, some of the PC's. It looks good but no details on things like online mode lag yet (or eventual player base).

 
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Al3x1s

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The Last Labyrinth released also, they bumped it up, it said 13 hours left just a little bit ago as I kept checking. I hate how limited control appears but it seems to be the point.
Crazy pricing on this one though, $40/45EUR, what the hell are they thinking... Come the fuck on. How much did they spend on the voice actor of the little girl to demand this.
 
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Al3x1s

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Thief Simulator VR just came out in early access too. The non VR version has a fairly positive reception and they appear to be doing a proper in depth VR port so... We'll see...
 
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Wonko_C

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This just came out. I'll see if I prefer it over Racket Fury which was pretty damn good and had half decent single player content as well, this looks potentially more involving.


There are many new videos on youtube, most of the PSVR version, some of the PC's. It looks good but no details on things like online mode lag yet (or eventual player base).
Reviews of the PSVR version aren't encouraging. I was waiting for this to come out to chooae between this or racket fury. Pretty environments but it seems the physics are wack. Racket fury has meh environments but great control. Maybe the PC version's better tracking makes it more playable?
 
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Al3x1s

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Short interview but some good insights, like in how to achieve good looking, polished, intuitive interactions that still make the player feel in full control of it. 2 days left!
“Much like controlling a character in a [non-VR] game, we found that the [interactions which feel best] aren’t the ones where the game literally honors the inputs one-to-one, but instead intuits what the player is trying to do and helps them do it. This is most apparent when picking things up—[Stormland doesn’t] get too picky about having [the player’s] hand close enough or the right orientation; we generally try to make the interaction work in as many circumstances as possible.”
“The best place to put your polish is where you expect players’ attention to be,” Daly says. “In many cases, this is the hand-to-world interactions. These interactions are worth the effort to make them look and sound as good as possible because of both the player’s attention on them and the frequency & regularity at which they occur. The time when it’s passable [in a VR game] to have objects blink into your hands or your hand snap between poses is behind us.”
2 days left!
 
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Wonko_C

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Short interview but some good insights, like in how to achieve good looking, polished, intuitive interactions that still make the player feel in full control of it. 2 days left!



2 days left!
This is good because as of right now we can't really "feel" the objects we interact with. On the other hand if you automate it too much it tends to break the illussion, like reloading in Blood & Truth. It feels cool to grab a clip and insert it into a gun, but after a while you realize you just have to get the clip close enough and then it magically floats into the gun, as if it was pulled away from your hand by a magnet. Let's hope Stormland has the right balance.
 
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Al3x1s

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Various tubers got to play this early and are now showing off. I won't be posting all of them, I just chose one at random. Spoilers ahoy obviously. Anyway, one damn day left!

Edit: I'll just leave this here for reviews, who even cares about whatever random "media outlets" any more.
 
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Al3x1s

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Reviews are coming for this too, again I'll just link this to not spam for every new one.
 
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Al3x1s

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Reviews are coming for this too, again I'll just link this to not spam for every new one.
And it's out.

Still waiting for Stormland to go live on Oculus store, dammit. Edit: aaaand it's here, finally!
 
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Stitch

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‘Stormland’ Doesn’t Work on SteamVR Headsets via Revive but Could Eventually

OpenVR Advanced Settings 4.0.1 was released a few days ago

Why contort like Neo when you can just dance through Super Hot?

ah someone discovered omotea :D recently she's (? :p) been dancing through pistol whip.

 
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Romulus

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After seeing some of the most recent games and announcements I said fuck it and picked up an Oculus Rift S today, it'll be at home when I get off work. Very, very excited to try it out.

Do you have experience with VR?
 
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Romulus

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I've used them before at conventions as well as a friend's a few times, but that's about it. The last one I tried was the Rift S and I liked it quite a bit.
Oh okay. I'm noticing more and more people driving into VR with no experience lately. I guess it's the game catalog that's appealing now.
 
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Reon

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Oh okay. I'm noticing more and more people driving into VR with no experience lately. I guess it's the game catalog that's appealing now.
Yeah the continued interest and support from developers is really appealing, I wasn't sure how well it was going to be adopted initially so I held off. Now there's so much to dive into and it's only getting better from here from what I can see.
 
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Al3x1s

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Vengeful Rites is at it again. I don't play with teleport but it's cool how they accommodate any locomotion method like that even with mechanics like noise levels for stealth, I haven't seen that before (but maybe it's been done, of course this isn't a new feature discussed in this video, it's old).
 
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Al3x1s

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This looks good as far as arena shooters go but going by some reviews of the non-VR game there's not too much content.

The same developers also have a decently received adventure game with both VR and non VR versions:
And something unrelated. The second tweet it old but just to show what the project is since just a #screenshotsaturday does nothing for that, lol.

And more Holoception stuff.
 
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Al3x1s

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Tokyo Chronos (VR VN) sequel announced.

I forgot to write about the Until You Fall update. I only wrote that it would release on the 14th a couple days prior and then forgot to say it came out, lol.
Players can now experience the highly-anticipated finale to the Shattered Woods campaign, complete with all-new environments, mysterious encounters, and driving synthwave music. In addition to the expansive new landscapes, players will also encounter two new ferocious enemies. Joining forces with the existing Unraveled, the Empowered Captain and Empowered Spellweaver will fight to take down the land of Rokar. Brave Rune Knights can enter the Industrial Outskirts and experience their final encounter with the Aether Horror. To aid in combat, players will be able to wield the strength of two powerful new weapons, the Twin Katars. These one-of-a-kind punching daggers can be used together or separately with other weapons for a unique and customizable fighting experience.


And some more from the promising Crunch Element!
 
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Al3x1s

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Links with info, cable specs, currently recommended cable before the official is out, etc., inside. No AMD GPUs are currently supported mind.
 
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Salmonboy

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Links with info, cable specs, currently recommended cable before the official is out, etc., inside. No AMD GPUs are currently supported mind.
I really hope I don't need to buy a new GPU to be able to play the Quest. My 980Ti is doing fine for everything else.
 

Al3x1s

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Finally something more from Vertigo 2, small but cool.

Dude also had seen - or most likely worked on - HL:A when he was working with Valve on Aperture Hand Lab and comments on that in other tweets, cool.
 
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gunslikewhoa

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Links with info, cable specs, currently recommended cable before the official is out, etc., inside. No AMD GPUs are currently supported mind.
The NA link goes to 3 ft and 6 ft cables. Here's a link to the Anker 10 ft C to A:


Hopefully, they didn't link to the shorter cables because of issues with the 10 ft.
 
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Al3x1s

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Release date for Espire 1: VR Operative finally! I'm gonna bet the delay was mostly to get it out on all platforms simultaneously rather than any bugs they claimed to find at the last minute...

Edit: I assume they forgot to add "Steam" there...
 
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