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    Showing posts with label E3. Show all posts
    Showing posts with label E3. Show all posts

    Friday, 17 June 2016

    ‘Resident Evil VII’ is scary in first person and scarier in VR

    Posted By: Uni logo - 03:01:00
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    It’s just a game.
    This is what I told myself, repeatedly, as I experienced the Resident Evil series in virtual reality for the first time. It was just a game, it couldn’t hurt me. I wasn’t really in a creepy, decrepit old farmhouse—just in a press demo room that happened to be modeled after the rooms in said creepy house. I knew it was just a game. I knew I was safe.
    So why was I gripped with fear every time I looked over my shoulder?'
    Resident Evil VII is both a return to the series’ roots and a new chapter in its history. For the first time ever, the entire game is in first-person, eschewing the traditional third-person view the Resident Evil games have generally used for two decades. It takes place within the series' canon a few years after the events of Resident Evil VI, so it’s not a reboot or reimagining. The focus on survival horror rather than action and shooting, however, is throwing it way back to the earliest RE games, back when they took place in contained locations around Raccoon City.
    The E3 demo, which is also available now for PlayStation Plus users in non-VR mode, took me a similar, spooky house. I didn’t know anything about the character I was embodying or why I was there, but the prompt to get out of the house seemed like a solid course of action. 
    Having the PlayStation VR headset on gave everything a new level of scariness, since the setting was literally all around me. Every time I heard a noise, I very slowly moved my head left and right, and a few times worked up the nerve to look over my shoulder to make sure nothing was following behind me.
    Most of the gameplay was a matter of exploration and puzzle-solving, but that didn’t make it less terrifying. The house appeared to have been abandoned, as it was still furnished but crawling with bugs and littered with cobwebs. Downstairs was a TV room, a kitchen, some hallways and the exit—locked, of course. Upstairs was an open space with a few mannequins, and despite being inanimate, they made me even more uneasy.
    A VHS tape found in a locked cabinet provided some clues about the location. The original occupants vanished under mysterious circumstances, and a Ghost Hunters-type reality show called Derelict House had brought a crew there to film at one point. My control switched to one of the Derelict House crew members, still in first person, and within minutes a producer had gone missing.
    After finding a secret passage, I was urged by the show’s host to climb down a ladder into a darkened basement area, and with every fiber of my being I did not want to do that. But, since I knew it was the only way to get on with the demo, I climbed down. What followed was a moment reminiscent of The Blair Witch Project: I found the missing producer facing a wall, blood streaming down his face, before being attacked myself.
    Back in the present, I now knew how to access the secret passage (a lever in the fireplace, naturally), and thankfully I did not have to go down to the basement again. Instead, I found the door key — finally, I could get out of there! Except when I turned around, an imposing figure crept past the door of the TV room.

    I had a feeling this was not going to come to a happy end.
    There was no sign of the figure when I slowly crept into the hallway, so I retraced my steps to the locked door. The entire time, I was just waiting for something to reach out and startle me. I kept looking all around me, behind me, flinching at shadows and sounds. But nothing came.
    I stuck the key in the lock.
    The figure from before — which didn’t look quite human, but also didn’t look like Resident Evil’s typical zombie, either —grabbed me from behind and provided a violent thrashing to end the demo. I was back in the Los Angeles Convention Center, safely in the Capcom booth, in which they’d built a replica of this creepy house. From the looks on the Capcom reps’ faces, my yelps and mutters of “Nope” hadn’t been as quiet as I’d hoped.
    Resident Evil VII in VR is scary. There have been reports from the show floor of the demo causing nausea in virtual reality, but thankfully I wasn’t plagued with any disorientation — just a distinct feeling that I needed to get back to the bright lights and safety of the show floor. It wasn’t until I was walking away that I realized that while the demo had perfectly embodied survival horror, it didn’t necessarily feel like a Resident Evil game.
    Capcom is keeping quiet about just how Resident Evil VII ties into the rest of the series and whether we’ll see the return of any familiar characters. Expect to find out more when it launches next January.

    Monday, 13 June 2016

    'Star Trek: Bridge Crew' is the VR space fantasy every nerd will love

    Posted By: Uni logo - 02:15:00
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    Today, I sat at the helm of a Star Trek ship and plotted a course to a distant star system. Sliding my fingers along the elaborate touch interface, I carefully maneuvered the ship into position then pulled back on the throttle to take us to warp speed.
    Upon reaching our destination — a starbase that had fallen under attack — my good friend, seated to my right at the tactical officer's station, scanned for escape pods. We started beaming survivor's aboard, but were interrupted when Klingon warships moved in for the kill.
    A frantic firefight ensued. At the helm, I modulated our speed and position to keep the Klingons in sight, allowing the tactical officer to open fire. Meanwhile, the ship's engineer routed power to and fro between different systems while the captain, seated behind us and armed with more information than any one of us, shouted orders.

    IMAGE: UBISOFT
    All four of us were wearing Oculus Rift headsets, immersed in a virtual reality Star Trek fantasy. This is the latest journey into social VR for Ubisoft Red Storm, the same team that's delivering Werewolves Within to VR — essentially, the party game Mafia — later this year.
    Star Trek: Bridge Crew
     casts up to four players in key starship officer roles — captain, tactical, helm and engineering — aboard the U.S.S. Aegis, an exploration and research vessel. Each officer manages the particular needs of their station, while the captain keeps everyone working together.
    It's a cooperative experience that doesn't require four players — AI takes over on unfilled roles, with the captain able to leap between them as needed — but excels with a full group.
    Each role is fairly self-explanatory. Helm is in charge of the ship's speed and positioning, as well as plotting courses and engaging the warp drive; Tactical handles weapons and shields; and Engineering focuses on power distribution and repairs.
    The Captain is a special case. He or she receives privileged information about the mission at hand. Details that individual crew members need not be aware of. It's the Captain that processes ever-changing mission parameters, then doles out orders as needed.
    There's a story driving the Aegis crew's adventures into deep space, with missions involving everything from planetary exploration to search and rescue. All of the actual gameplay happens on the bridge of the Aegis, which is part of the new Abrams-verse timeline of Trek movies.

    IMAGE: UBISOFT
    Bridge Crew also features a mission generator that pieces together challenges out of assorted variables. It's not quite finished yet, but the overall goal is to let players really get the sense of what it's like to embark on a continuing mission to explore strange, new worlds.
    The game is still in development, with the scenario described above serving as an E3-specific demo. But even in this early state it's thrilling to sit on the bridge of a Federation starship and operate those oh-so-familiar touchscreen displays.
    Star Trek: Bridge Crew is expected to launch in the fall of 2016 for Oculus Rift, HTC Vive and PlayStation VR.

    Sunday, 12 June 2016

    'Fallout 4' getting a full virtual reality version for HTC Vive

    Posted By: Uni logo - 21:14:00
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    You'll soon be able to wander the Wastelands surrounding post-nuke Boston, not just with a controller, but with your feet.
    Fallout 4 is making a virtual reality transformation, coming to the HTC Vive next year, Bethesda Softworks announced at its E3 press conference Sunday night.
    Bethesda CMO Pete Hines announced Fallout 4's VR transformation as part of Bethesda's growing virtual reality initiative. Hines referenced how the first glimpses of modern VR appeared at E3 2012, running Doom 3. Since then, he said Bethesda has worked in stealth on other VR projects.
    In 2012, John Carmack, co-creator of Doom, was still with Bethesda studio id Software. In 2013, he joined Oculus as its CTO, and eventually Bethesda sued Oculus and parent company Facebook for improperly possessing trade secrets from years of Bethesda internal VR development.
    This is all a roundabout way of explaining why it makes sense for Fallout 4 to only come to the HTC Vive, a competing platform to the Oculus Rift. 
    Fallout 4's VR edition will come out in 2017. We will have hands-on impressions from it andDoom 4's VR adaptations from E3.

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