Post by KostaAndreadis @ 02:59pm 17/03/16 | 15 Comments
The prospect of Virtual Reality, that being a place that doesn't exist outside of a computer*, makes one put together a list of things they'd like to see or do. Stuff like getting to drive a sports car, float around in space, fly a spaceship that shoots lasers, and play a sport that you're simply too lazy to find the thirty minutes or so it would take to organise. The first of the big VR heavy-hitters, the Oculus Rift, launches on March 28, and there will be 30 various titles that will let you do all of this, and more.
Check out the new launch trailer which covers a lot of the titles that will be made available either at launch or shortly thereafter.
Here's the full list of Oculus Rift launch titles that will be available on March 28.
Adrift
Adventure Time
AirMech: Command
Albino Lullaby
Audio Arena
Chronos
Darknet
Dead Secret
Defense Grid 2
Dreadhalls
Elite Dangerous
Esper 2
Eve Gunjack
Eve Valkyrie Founder's Pack
Fly to Kuma
Herobound SC
Keep Talking and Nobody Explodes
Lucky's Tale
Omega Agent
Project Cars
Radial G
Rooms
Shufflepuck Cantina Deluxe VR
Smashing the Battle
Vanishing of Ethan Carter
Vektron Revenge
VR Tennis Online
Pinball FX2 VR
BlazeRush
Windlands
And here's the list as provided by Oculus VR which details the expected price of each title, plus how comfortable and intense the Virtual Reality-ness will be.
* - Outside of the fact that we're living in an existing Matrix-style** virtual reality each and every day
** - Matrix-style should not be confused with 2012's Gangnam-style dance craze
I read an interesting perspective on why most VR games tend to look s*** in trailers and such, cos I've been thinking the same thing. Apparently if they dial it right up to 11 and go all out, when you're playing it on a headset and you're right there inside it, its like sensory overload and its too overwhelming and disorientating. So they dial it back down to about a 7, and then through the headset it looks fantastic, but when you're watching a 2d trailer or watching it on tv, it just looks like a really average game and lower quality than what we're used to getting.
Dunno how much truth there is in that, and how much is marketing spin, but it makes some sense. Not enough to sell me on VR and make me go buy one, but I guess at least enough to maybe make me withhold judgement. Or at least, not immediately hold it to the standards of more traditional games and judge it unfairly. Its enough to at least keep me open minded about the whole affair.
I can believe that. Watching a trailer for a VR title is almost a complete waste of time; the few times I've used VR stuff (Oculus & Gear) the experience is not one that can really be matched by watching a standard trailer.
Agreed, word of mouth will have to be the #1 seller of VR.
When I had my DK2, I could tell people all about it all day and yet the second they put the headset on, it was "OMG THIS IS INTENSE! HOLY S***! I DIDN'T EXPECT IT TO BE THAT INSANE!"
It will sell on its own merits once enough people get in on it. And I'd imagine that eventually, VR trailers will start coming in 360 degree 3d video or even small demo's in VR.
#SelfieTennis Adventure Time Altspace Arizona Sunshine Audioshield The Brookhaven Experiment Budget Cuts Cloudlands Minigolf Elite: Dangerous Envelope Eve Everest Fantastic Contraption Final Approach GiantCop HoverJunkers Job Simulator John Wick: The Impossible Task La Peri Marble Mountain Modbox Pool Nation Raw Data Roadside Space Pirate Trainer The Gallery: Call of the Starseed The Lab The Rose and I The Wave Thunderbird Tilt Brush Time Machine Universe Sandbox 2 Unreal Editor Unseen Diplomacy Vanishing Realms: Rite of Steel VirZoom Waltz of the Wizard
Yeah that games list was rather underwhelming.
I don't know many of these titles either, but I think that VR s*** will need to be purpose-built often because what works well on a 2D screen won't necessarily translate?
Also:
"We have no exclusives," said Valve's VR evangelist Chet Faliszek. "We don't think that's a good thing for the industry, especially in VR where we're starting out with a promise of presence after so many years. We want to do everything we can to make sure VR succeeds, regardless of the platform. I don't think a customer ever thinks a platform-exclusive game is a good thing."
I think this is a good stance to take. VR needs to have lots of games and experiences for people to play for it to take off.
Got my rig VR ready last week. Probably going to pre-order the VIVE I think...
the flying one look's the best imo, or there's a skydiving/basejumping sim that are blacklisted because of the parental ratings/influence worries?
still, the vive looks way more baller
From my exp with the DK2, the BEST experience I had with it (besides elite: Dangerous, but that needed a higher res to be fun to actually play it rather than just feeling immersed) was the wing-suit simulator.
Was a few hundred MB, free and done in UE3 or something. Yet that was the one that got the most play time out of any of the VR enabled games I had, as well as invoking the strongest "holy s***", sphincter-puckering feels.
The vive looks pretty awesome, but honestly, I think most people will end up not using the room feature. I mean, think about it? You're gonna be tripping over cables and anything else around, since the thing only really shows you where the walls are. People who want to use it as a walk-around will have to have a special room, free of anything on the ground and a special pivoting cable holder etc.
I'd imagine there's gonna be another Wii-remote style media beatup the second someone trips and dies XD
Not to mention, unless the game takes place in a room, it's gonna be kinda disorienting standing up and trying to "shift" the freedom box in-game.
I read an interesting perspective on why most VR games tend to look s*** in trailers and such, cos I've been thinking the same thing. Apparently if they dial it right up to 11 and go all out, when you're playing it on a headset and you're right there inside it, its like sensory overload and its too overwhelming and disorientating. So they dial it back down to about a 7, and then through the headset it looks fantastic, but when you're watching a 2d trailer or watching it on tv, it just looks like a really average game and lower quality than what we're used to getting.
That sounds like marketing spin. You need to render from two different cameras at 90fps. Most computers will struggle doing that from a single camera if the visuals are pushed.
Things do definitely look a lot more impressive through a the final release headsets than just on a screen, but yeah, the limitation is so things feel comfortable.
Posted 04:35pm 17/3/16
Posted 06:43pm 17/3/16
Posted 08:13pm 17/3/16
Dunno how much truth there is in that, and how much is marketing spin, but it makes some sense. Not enough to sell me on VR and make me go buy one, but I guess at least enough to maybe make me withhold judgement. Or at least, not immediately hold it to the standards of more traditional games and judge it unfairly. Its enough to at least keep me open minded about the whole affair.
Posted 08:30pm 17/3/16
Posted 10:57pm 17/3/16
Posted 10:27am 18/3/16
When I had my DK2, I could tell people all about it all day and yet the second they put the headset on, it was "OMG THIS IS INTENSE! HOLY S***! I DIDN'T EXPECT IT TO BE THAT INSANE!"
It will sell on its own merits once enough people get in on it. And I'd imagine that eventually, VR trailers will start coming in 360 degree 3d video or even small demo's in VR.
Posted 12:18pm 18/3/16
Posted 12:27pm 18/3/16
VIVE released their list yesterday, apparently AusGamers doesn't report on SteamVR ;)
-up-of-games-coming-to-htc-vive -with-50-virtual-reality-games/
http://www.eurogamer.net/articles/2016-03-16-round
http://fortune.com/2016/03/16/htc-vive-will-launch
#SelfieTennis
Adventure Time
Altspace
Arizona Sunshine
Audioshield
The Brookhaven Experiment
Budget Cuts
Cloudlands Minigolf
Elite: Dangerous
Envelope Eve
Everest
Fantastic Contraption
Final Approach
GiantCop
HoverJunkers
Job Simulator
John Wick: The Impossible Task
La Peri
Marble Mountain
Modbox
Pool Nation
Raw Data
Roadside
Space Pirate Trainer
The Gallery: Call of the Starseed
The Lab
The Rose and I
The Wave
Thunderbird
Tilt Brush
Time Machine
Universe Sandbox 2
Unreal Editor
Unseen Diplomacy
Vanishing Realms: Rite of Steel
VirZoom
Waltz of the Wizard
I don't know many of these titles either, but I think that VR s*** will need to be purpose-built often because what works well on a 2D screen won't necessarily translate?
Also:
I think this is a good stance to take. VR needs to have lots of games and experiences for people to play for it to take off.
Got my rig VR ready last week. Probably going to pre-order the VIVE I think...
Posted 01:22pm 18/3/16
Posted 01:54pm 19/3/16
my thoughts exactly
Posted 04:14pm 20/3/16
the flying one look's the best imo, or there's a skydiving/basejumping sim that are blacklisted because of the parental ratings/influence worries?
still, the vive looks way more baller
Posted 06:43pm 20/3/16
From my exp with the DK2, the BEST experience I had with it (besides elite: Dangerous, but that needed a higher res to be fun to actually play it rather than just feeling immersed) was the wing-suit simulator.
Was a few hundred MB, free and done in UE3 or something. Yet that was the one that got the most play time out of any of the VR enabled games I had, as well as invoking the strongest "holy s***", sphincter-puckering feels.
The vive looks pretty awesome, but honestly, I think most people will end up not using the room feature. I mean, think about it? You're gonna be tripping over cables and anything else around, since the thing only really shows you where the walls are. People who want to use it as a walk-around will have to have a special room, free of anything on the ground and a special pivoting cable holder etc.
I'd imagine there's gonna be another Wii-remote style media beatup the second someone trips and dies XD
Not to mention, unless the game takes place in a room, it's gonna be kinda disorienting standing up and trying to "shift" the freedom box in-game.
Posted 07:44pm 20/3/16
Posted 09:49pm 20/3/16
last edited by ravn0s at 21:49:57 20/Mar/16
Posted 12:04pm 22/3/16
That sounds like marketing spin. You need to render from two different cameras at 90fps. Most computers will struggle doing that from a single camera if the visuals are pushed.
Things do definitely look a lot more impressive through a the final release headsets than just on a screen, but yeah, the limitation is so things feel comfortable.