CCP's EVE Valkyrie:for Pc ,Oculus Rift & Ps4 Project Morpheus

Eve Valkyrie preview: inside CCP's groundbreaking virtual reality space shooter





at 10:00 on 21 July 2014


We’ve all read about EVE Online’s epic space battles, where thousands of ships are lost and billions in ISK, the in-game currency. Yet only a relatively small number of players get to experience these events firsthand. Valkyrie is the solution: a space dogfighting sim designed for Oculus Rift that puts the player right in the middle of that dazzling combat.


source: Pc gamer
 
EVE: Valkyrie comic starts on June 3rd, 2015

(3 hours ago)
Sci-Fi, EVE Online, Lore, News Items, Consoles, Virtual Reality
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EVE: Valkyrie fans won't have to wait until the game goes live to start exploring the lore behind this spinoff of EVE Online. A comic miniseries is being published by Dark Horse comics, written by Brian Wood and drawn by Eduardo Francisco. This four-issue series will start selling on June 3rd, 2015, giving potential players or just general science fiction fans a chance to start exploring the lore before the game is finally launched.

Valkyrie is still on track as a launch title for both the Oculus Rift and the Sony Morpheus, bridging both consoles and PCs. No specific release date has yet been announced.

 


Let's All Go to the Trailers
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Eve is Strange

Battlefield Hardline sends us in circles, EVE takes VR into a whole new corner of the galaxy, and Life is Strange laughs in the face of traditional storytelling.
Views: 1,105 | Posted: 03/24/2015



source: GT
 
EVE Valkyrie


Eve Online boss thinks we’re overestimating VR: “it’s not going to be big”

04 May 2015 • 1 day 20 hours ago •
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CCP Games are hard at work on one of VR gamings most exciting projects: EVE Valkyrie. But despite it proving to be quite something, head honchos at CCP don’t believe that VR is going to skyrocket like some of us expect. The studio’s chief executive officer Hilmar Veigar Pétursson was talking at a panel at SlushPlay in Iceland recently, where he explained that we shouldn’t expect VR to be big anytime soon.
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source: pcgamesn.com
 


EVE Online : Valkyrie: Ready When the Hardware’s Ready

Posted Aug 17, 2015


We caught up with Lead Game Designer Andrew Willans to talk about the latest on EVE: Valkyrie, the space dogfighting shooter from CCP games. Currently in pre-alpha, we touched on weapon balance, player progression, eSports and much more.
Read more of Gareth Harmer's EVE Online: Valkyrie - Ready When the Hardware's Ready.
One of the big highlights of this year’s Gamescom was strapping myself into EVE: Valkyrie. That sense of immersion – of being in the cockpit of a spacefighter – is a dream I’ve had since childhood, but CCP’s grand experiment has brought it within reach. I’ve stared down the launch tubes several times over the last few years of development, but now it feels tantalisingly close to release.
How close? I asked Andrew Willans, Lead Game Designer on EVE: Valkyrie, just how ready it is. “Put it this way, we are in full production. We have dates, very loose dates, which are hardware-bound. We’ve said we’ll be a launch title for Oculus, we’ll be a launch title for Sony Morpheus. When they’re ready, we’ll be ready.”


It doesn’t mean that the 30-strong development team from Newcastle, England are kicking back and shooting up internet spaceships, as Willans went on to explain. “We do still have a lot of production work to go into the game. There are things that we’d love to do, and if we get the time we’ll get them into the launch product. We’re excited. We’re ready when the hardware’s ready is the headline.”
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Lightning in a Bottle
EVE: Valkyrie is currently in closed pre-alpha, and I was eager to discover how it had been progressing. But before we got into the details of balance, progression, and eSports, I was interested to discover what pulled Willans to the project.
“I was actually at Ubisoft for 7 years, and worked on a range of AAA games. I tried Valkyrie at GDC, not last year but the year before, and it just blew me away. As a game designer this was the sense of immersion that I’d always dreamed of, growing up in the 80s and 90s. So I was like ‘Holy ****, how do I get into this?’ They needed someone with experience in shipping big AAA titles to come in there and just help to clarify the vision, to make sure we had all the pieces for PvP, PvE, how we have a new player experience, using exposition and balancing the mechanics. It was the perfect role for me - I was really excited to join the team.”
At this point, the core experience of EVE: Valkyrie – launching into intense team vs. team dogfighting action – was already well defined, and Willans stressed to me that he’s preserving that feel. “In terms of that launch sequence and getting out into space, I didn’t want to change a thing. Like you said, you’re on lightning in a bottle here. How do you massage all of these pieces to become a cohesive AAA game, so that we can indeed be the poster child for VR? That’s what we’re aiming for”
Just as with EVE Online, CCP’s sandbox MMO, EVE: Valkyrie will be light on story. A single-player campaign isn’t part of the studio’s plans, instead building ‘narrative-light’ missions that explain some of the backstory and setting. “It’s more of a tuition tool, how we introduce the player to mechanics and features that they’re going to experience in PvP, but do it in an offline environment so they can practice.”
“When we get people into the demo we only do controller-light. We don’t talk about doing barrel-rolls, we don’t talk about a lot of stuff on the d-pad. There’s all kinds of manual locks, there’s chaffs, there’s countermeasures. And there’s a lot of stuff going on the HUD, with shields and hull damage, fire rate and everything. We don’t go into that, because we really want to be no pre-flight checks. Get out there, have fun, enjoy VR, get some kills and feel good about yourself, then bring that to the PvP.”
“And that’s where the heart of the game is. We want to be the number one competitive multiplayer shooter for VR. And honestly, when you get in there, we’ve got two sides of PvP, half the office versus half the office, it gets insane. It’s like being in Battlestar Galactica, which is a hell of a feel.”
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A Squadron of Test Pilots
Currently, EVE: Valkyrie’s pre-alpha is open to a select group of testers who number ‘in the hundreds,’ many of them with Oculus DK2 developer headsets. As Willans described, testing is currently focusing on two areas of polish: weapon and class balance, and player progression. “We’ll have matches with them on a weekend and stuff, and then we’ll talk with them about shields, hull damage, why this cannon was particularly overpowered, this missile’s not quite right, how do I get this in a Heavy class, how do I move it to a fighter class. We’re really hammering out the details of that, so all of that time is brilliant because it means we can have a really well-balanced game.”
“But we’re doing that in-line with looking at how we put in player progression, within PvP. We’re trying to reward people for spending time with a particular type of ship class. So if you like the fighter class, then how can we give you appropriate rewards and allow you to customize your ship so that it matches your playing style, but then at the same time tease you with other things? Like ‘have you tried the heavy?’ And what is it about the heavy that you like, that you don’t like? Is there any way we could make those parts modular so that you could maybe put them on to your fighter? So we’re looking at experimenting with that gameplay balance, to make sure everyone is happy and gets the craft that most matches their play style.”
With trees for each class of spacecraft, it presents a conundrum – do you focus on a single ship, or try to unlock everything? While some of us might focus on a single role, Willans thinks that completionist tendencies will persuade players to try everything. “I think initially I’ll be a fighter and I’ll follow that as far as I can, but I’ll definitely be branching out, because there’s tools and upgrades within the other progression trees that are really helpful, so you’ll probably be mire inclined to say ‘I’ll be a fighter for a bit because I’ve really got my eye on this particular perk the fighter has’, and then there’s a point on the tree where I can use it.”
With pre-alpha underway, a significant portion of feedback has understandably been about weapon balance, particularly with finding the ‘sweet spot of missiles and cannons.’ Surprisingly though, Willans told me that that level design feedback has been one of the newest challenges, mainly because VR represents a new medium with its own set of challenges.
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“When you have structures in 3D space, how big do they need to be? It sounds great flying through a trench, [but] how big does that trench need to be? Where are the entry and exit points of that trench? If I say to you ‘Dude, I need backup, I’m beside the asteroid!’ ‘Which asteroid?’ Eer, yeah [laughs]. A lot of the challenge is getting hooks and environmental narrative within the level so we can call it out with each other quickly, because there’s so much going on.
But, Willans added, pre-alpha players had also praised that strong sense of immersion, echoing the cries of almost everyone who’s played EVE: Valkyrie over the past two years.
“You’re sat down, you’re in a cockpit, you’ve got a joypad/gamepad – some people even bring joysticks into the office – you’ve got a controller that feels immediate, and I think it’s that. Strap on the VR headset and you’re immediately out there. Competence in minutes, mastery in months. That’s been the strongest feedback, and that’s something that we’re keen to never lose.”



Space Sports Shooter
If blowing up enemy spaceships is fun, then doing it with friends is even better. But how many are you going to be able to have with you on this explosive, intergalactic jamboree? According to Willans, that’s something that the team’s still hammering out. “It’s still pretty flexible. Everyone tends to go for 4 or 5 as part of a flight squad. For me personally, I’d love to think we can balance a nice five-man squad, but that’s just because I play with four of my best friends online so, if we do a four-man squad, one of the guys doesn’t play. But that’s a very personal reason [laughs]. I think 4-5 man squads are very good, but if for any reason we found the dream number was 3, we’d go for 3. We’ll see what the results are from gameplay.”


It’s the same story with team composition between the different classes of ship. “Within the straightforward team deathmatch scenario, that might be incredibly different to a game where you’ve got objectives. We’re really experimenting at the minute with objectives and cool set-pieces that we’ll probably reveal more of later in the year, but we’re looking at how that balance is effective – are you going to take three heavies out and one fighter, or is there an ideal number? So we experiment. All of the stuff is pretty much there, we just need to test it with the new objectives and see what’s cool.”
With any kind of competitive game these days, the question of eSports eventually rolls around. While he’d love for EVE: Valkyrie to become an eSports title, Willans was clear: “You don’t make the game for eSports, it picks you.” He continued that “We’re getting everything we can in there, we’re hoping we can get the community together, and get momentum behind us. I’ve got a vision of people on-stage in [EVE Online] pirate suits, with headsets which are like Ran’s headset there, as special VR headsets. I think it’d just be an epic stage show, with the screen behind and someone commentating on the match”
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That includes adding some of the multiplayer staples we’ve seen elsewhere, but tailoring and tweaking them to work in a VR environment. “We do want to have those kind of features – your kill cams, your spectator cams, but we don’t know exactly what form they’re going to take yet. We’ve done a lot of noodling around tactical maps, how you update the information mid match.”
“And because it’s VR, it’s a brand new medium, and so it’s a bit of trial and error to find out what works, what gives you the information that’s critical to the battle, and what’s the best viewpoint is for that – is it 2d, is it actual 3d? We could even put people in the actual cockpits, but what’s the sensation when you say ‘OK, I’m going to put you in this other guy’s cockpit,’ but you’re not in control of it, so it could feel a bit weird. Basically we’re experimenting with all of it, and we’ll probably end up with ‘This is the one’.”
Finally, as we wrapped up, I asked Willans if he thinks that EVE: Valkyrie could be a system seller for the Oculus Rift, when the consumer version finally goes on sale. His reply was emphatic. “I absolutely believe it, I totally believe it. Obviously they’re a really good partner for us, and I hope that relationship continues. Since day one, it’s been super, and they definitely know the potential of Valkyrie. It’s so immediate.”
Myself, I’ll be counting down the days until my next trip into space. EVE: Valkyrie continues to be the best VR game I have ever experienced. For those of us who’ve been crying out for a leap in innovation and immersion in gameplay, CCP’s latest is taking giant strides. It’s an incredible glimpse of the future of online gaming, and I can’t wait for more people to experience it.

Gareth Harmer / When he's not blasting or fireballing his way through a virtual world, Gareth "Gazimoff" Harmer can be found dissecting the mechanics of online games. Chua at heart, he's also our resident columnist for all things WildStar.
Article By: Gareth Harmer
Created On: August 17, 2015
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EVE Online : Valkyrie Shown 360 Fan Video

Posted Aug 17, 2015

Those who are looking to get a great look at EVE Online: Valkyrie can do so thanks to a great new fan video that shows off ships and factions.
Even without VR tech, the video is wicked cool. Android users that have Google Cardboard can also see it in its full glory. It's well-worth the time! Check it out.
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source:MMORPG.com
 




EVE Online : New Valkyrie Comic Series to Debut October 14th

Posted Oct 09, 2015


Dark Horse Comics has announced the release date for the first in a series of comics based on EVE: Valkyrie.
Penned by Brian Wood and illustrated by Eduardo Francisco, the first comic will be released on Wednesday, October 14th and can be preordered for $3.99 on the Dark Horse Comics site.

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two articles different places

EVE Valkyrie shifts from testing to launch this month


March 8, 2016 5 Comments



Do you all remember betas? They used to be something games went through, back in the days before early access, alphas, pre-alphas, and pre-pre-alphas. EVE Valkyrie is part of the modern generation of development that won’t be sandwiching a beta between alpha and launch, although it doesn’t mean that the game isn’t ready for prime time.




The fighter title will be wrapping up its alpha program next week on March 12th in preparation for launch. CCP thanked the testers for helping to ferret out bugs: “You’ve helped us fix bugs and balance ships. You’ve hung out on the forums, asking all the right questions, pushing us to make the game better. Our alpha pilots have been instrumental in helping shape the future of the game.”






EVE Valkyrie will launch on March 28th and is part of a $599 package that includes the Oculus Rift.


Also with





Valkyrie : Alpha Testing Phase to End on March 12th

Posted Mar 08, 2016



The EVE: Valkyrie site has been updated with a notice to players that the current alpha testing phase will be ending on March 12th.
Players have been enjoying the testing process since January 18th. The cessation of the alpha helps developers get prepared for launch which is scheduled for March 28th.
The EVE: Valkyrie Development Team would like to extend a massive thank you to all our testers who have participated in the alpha. Your commitment and feedback have made a massive contribution during this crucial phase of development! Launch is just around the corner, on 28 March, and we can't wait to fly with you guys in the game.
Read the full notice on the EVE: Valkyrie forum.
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via:Massivelyop.com/& MMORPG.com
Source: EVE Valkyrie
 




Valkyrie : Now Confirmed for Valve's Vive VR in 2016

Posted Apr 05, 2016


The EVE: Valkyrie Twitter has been updated with the good news that the game will be compatible with Valve's Vive VR headset.
According to the post, Valkyrie will be "coming to Vive in 2016", though no more specific date was revealed.
Congratulations to HTC & Valve on launch! We’re excited to confirm #EVEValkyrie is coming to #Vive in 2016. pic.***********/B6QHFjSu0H
— EVE: Valkyrie (@EVEValkyrie) April 5, 2016​
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Valkyrie : Stories in Space

Posted May 02, 2016


At its core, EVE: Valkyrie is about multiplayer space dogfighting mayhem. But beyond that intense combat, a story is starting to emerge of mercenary fighters struggling for survival.We interviewed CCP’s Andrew Robinson to find out where this narrative came from, and where it’s headed.
Read more of Gareth Harmer's EVE: Valkyrie - Stories in Space.


The arcade-style action, delivered through an Oculus Rift headset, makes for some of the most intense virtual reality gameplay currently available. And yet, those short combat matches make CCP’s former experiment an easily accessible experience.
Just as the game has grown on the journey from initial prototype to early access launch, the story behind EVE: Valkyrie has also evolved. Anchored within the EVE universe, the tale of Ran Kavik and her isolated mercenary outfit has become intertwined with the experience, partly in new new single-player content, and partly in a comic-book series developed in conjunction with Dark Horse.


That narrative will continue to develop alongside the game, as new content is developed andnew platforms are added. To take us through the journey, and where it’s headed, I sat down with artist and narrative designer Andrew Robinson. From developing the world of EVE: Valkyrie to extending out the characters, there’s a huge amount out there, just waiting to be tapped.
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Building the Foundation
Pull on the headset and fire up EVE: Valkyrie, and you’re not immediately greeted with a firefight. Instead, your senses gradually pick out the details of a vast chamber, as if your conscious has been transmitted to the innards of a supercarrier. It’s a subtle piece of visual storytelling, a fragment of a cohesive whole. As Robinson explained, that consistency was no accident.
“When we moved from EVE: VR to Valkyrie, when I moved from Reykjavik to Newcastle, it was important building it from a 3-minute presentation to a fully-fledged game, that it had structure, it had backbone. I started to put together a creative framework. Something that I could give everyone who started, every audio designer, ever graphic designer, artist. Anyone who came to join, I could give them an idea of the world we were trying to build, so we were building it from the same page. And I think think that makes a huge difference to the immersion. To know the game world inside and out means we could build better stuff, and I think the cockpits and ships and characters all came from this framework, this structure.”
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That feeling, of waking up inside the belly of the supercarrier, also helped to separate the experience of Valkyrie from EVE Online. As Robinson explained, that separation gave the small team in Newcastle the freedom to work on their own thing, while still being part of the same universe.
“One of the headline things that we had in the game was that you are the pilot. To transpose the outside person and the inside person as one thing, and not have you play as a character - you play as yourself. So we started to work around those aspects of how do we build that into a thing? The story thread: people being stolen from New Eden and transported – all their data, their soul – over to this Valkyrie game, and reborn there and used for purposes over there, all came from that. And that gives a nice little mystery thread from EVE, where people are disappearing or going missing. Taking an anonymous pilot out of EVE, dropping them into Valkyrie, and just saying ‘This is you, this is your new life, accept it, and carry on as you wish.”

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Of Tales and Titans
Although Valkyrie is light on what Robinson calls “front-of-house” storytelling, new single-player content has been added at launch. Chronicles train new players on some of the basics behind piloting a fighter, but also share some of the background behind the characters and their lives. Each multiplayer map can also be accessed in solo ‘Scout’ mode, where desolate space has been sprinkled with audio logs that describe what happened. And, if the player response at EVE FanFest is anything to go by, there’s a clear hunger for more of this content in the future.
“We are a small team; we’ve been as low as 17, 18 people, up to 30 people just now, so we have to prioritise stuff. At the heart of it is always going to be this multiplayer game, keeping that balanced, tight, and making a great game through that. But one of my main jobs there now is to continually work on this story, to reveal more about this, and Chronicles as we call them, like Convoy is a chronicle, is a great way to do that. It’s a great way to let people experience different aspects of Valkyrie.”
“Convoy was an ambition of ours from day one, to have people fly in and amongst huge ships. To be the smaller part of a larger whole. Fighting all these smaller things while all this crazy stuff is happening around me, and you feel the sense of scale more than anything else. It’s quite overwhelming, and the titan jumping in and stuff. That’s a little snippet, that’s a piece we can show.”
While most of the existing story content has focused on Ran Kavik’s time in the Gallente Navy, Robinson also shared that future Chronicles might be from the perspective of Fatal, a former capsuleer and Guristas lynchpin. Beyond his particular arc, there are no current plans to include other pirate factions in Valkyrie, such as the Blood Raiders or Angel Cartel.
“I would like to see them peek into the game at some point, but it’s not something I have immediate plan for. With the initial launch especially, it was about focusing and drilling down into the Valkyrie story, and making sure it could stand up on its own two feet as a game in itself.”
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“I’d like to see aspects of New Eden bleed into it. For the first time, Valkyrie starts to shine a light on the pirate side of EVE. It’s one of the reasons we went into that side of stuff, because it gave us a great flexibility. The Guristas and pirate aspects haven’t been explored to any great extent yet; there’s bits about them, little scraps here and there. It gives us an opportunity to get into them, really get into them. I’d like to see other pirate factions at least have an impact or grow the world of Valkyrie a little bit in the future, but it’s definitely in my mind as one of the pieces.”
Ship of Suspicions
Through Chronicles and the dark horse comic, a sizeable chunk of Valkyrie’s story has already been shared. That said, it’s largely setting the scene: why Ran Kavik can’t return home; why Fatal remains a thorn in her side; and why the Valkyrie have to fight for every scrap of resources they can get.
But, as with any early access game, Valkyrie continues to be updated with new content. Players got a chance at EVE FanFest to try out a new map called Crossroads, based on a scattered asteroid field somewhere in Gallente space. A new combat mode dubbed Carrier Assault will be arriving later this year, which will directly involve attacks on larger ships for the first time. The spectacle of space combat feels like it can only grow with every subsequent release.


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And yet, as Valkyrie grows, the evolving narrative can only grow with it. When asked how much story he still had to share, Robinson was upbeat. “The back-of-house stuff is quite extensive. The focus was always first and foremost on building the world, building the characters up, and building this great multiplayer game. But yeah, I’ve got a lot of stuff tucked away.”
“So we’ve got Ran and Fatal. We’ve also got the barfly guy from the Crow’s Nest who talks a little bit about conspiracy theories. He gave me a great angle and opportunity to talk about stuff in a totally different way. Not in such a knowledgeable way but, like the players, is scrambling around for information in the world, trying to make sense of it and figure things out.”
“We deliberately left the quartermaster as quite a sinister, nefarious figure. He’s in the background. There’s a lot of talk about him being a little untrustable, where have his things come from. I’ve worked a little bit on him; in some different ways we can introduce more aspects of him.”
Rather than adding further new characters, Robinson was also clear that he wanted to focus on expanding the stories behind the existing cast, giving them room to develop further. “I’ve established some characters there, that I think over time we’ll build on and put more stuff in. It’s not a linear single-player game, so we get it in where and when we can. Chronicles, scout mode stuff, we’ll see more of that in the future for sure.”
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Player Character
Ultimately, EVE: Valkyrie is about player experiences. It’s about pulling on that headset and being transported to a different time and a different world. As long as the narrative is consistent, littered with small hints and nuances, and rooted in the EVE universe, it’s also strong enough for players to form and share their own stories.
It’s something that Robinson described as “not playing, but living,” where the person clutching the controller doesn’t feel they’re playing the game, but is living that brief moment as a fighter pilot. “The first time people tried VR, the first time they tried Valkyrie, they come off with this incredible sense that they just lived it.”
“That was the real mantra of the game initially. Transpose the player, make sure they feel like they’re achieving these things, they’re doing these things. People come off, and they have all this information they need to get out of them, and we’ve reacted to that constantly, built the game around that. If people feel that they’re experiencing stuff, that’s the stuff we should be pushing further.”
For now, Valkyrie’s biggest struggle remains outside of the studio’s control: getting headsets into the hands of players. That particular problem should ease up with the launch on HTC Vive and PlayStation VR later this year, with cross-play supported across all three platforms. That said, I’m told that every time headsets get delivered to players, Valkyrie sees an uptick in pilots.
Even so, Robinson’s not waiting around. “It’s about just growing the world. Valkyrie’s now a great baseline, it’s a great foundation. It’s got the potential to grow in all kinds of interesting ways. The multiplayer aspect will grow, the community will grow, as more people get the hardware. We’re going to see more chronicles, more stories. Every aspect has room to push out.”
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Gareth Harmer / When he's not blasting or fireballing his way through a virtual world, Gareth "Gazimoff" Harmer can be found dissecting the mechanics of online games. Chua at heart, he's also our resident columnist for all things WildStar.
Article By: Gareth Harmer
Created On: May 02, 2016




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Valkyrie : Out of the Launch Tube

Posted May 09, 2016


Just over a month ago, EVE: Valkyrie launched on the Oculus Rift.
At EVE FanFest, we sat down with Lead Designer Andrew Willans to look at what they’ve learned, how the community’s developed, and what’s coming up in the next year.
Read more of Gareth Harmer's EVE Valkyrie: Out of the Launch Tube.
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EVE Valkyrie unleashes Carrier Assault update, new map, and new singleplayer missions

June 20, 2016 2 Comments

CCP has pushed out EVE Valkyrie’s very first big content patch today. Called Carrier Assault, the update introduces a new game mode by the same name that essentially allows players to undertake a Death Star trench run into the heart of massive-scale enemy carrier ships.


Among the other additions introduced by the patch are a new multiplayer map, new singleplayer missions, improved strategy mechanics in multiplayer maps, a ship and AI balance pass, and new ways to get experience even in losing matches.


“The Carrier Assault update is available now for all owners of EVE: Valkyrie on Oculus Rift via a mandatory update on Oculus Home,” CCP reminds players confused about the game’s platform availability. “It will be included in the game at launch for PlayStation VR this October, and for HTC Vive in 2016.”
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source::Massivelyop.com/





 
hmm almost missed this this week .

Go behind the scenes of EVE Valkyrie’s carrier assault mode

June 30, 2016 9 Comments

EVE Valkryie is aiming to create a high-octane virtual reality experience, and one of the strongest weapons in its arsenal to provide that is its relatively new carrier assault mode.
In a new developer video, CCP talks about the creation and aim of this 20-minute mode. According to the studio, a side that’s losing doesn’t necessarily mean it will end in defeat: “This additional time allows battles to swing to and fro, so the team on the back foot always has a chance to win it back thanks to the clearly defined stages of battle.”
You can watch the full video after the break!
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source: Massivelyop.com/
 
Katee Sackhoff stars in new EVE Valkyrie PlayStation VR trailer

September 1, 2016 13 Comments


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Still reeling from yesterday’s EVE Online F2P announcement? Switch targets to EVE Valkyrie for a moment, then. The spinoff VR title expands to PlayStation VR next month — October 13th, to be precise — and CCP is kicking up some hype with a new dev blog on how the game has been designed to take advantage of the full 360-degree field of view.

But players don’t necessarily take advantage of it the way you might think.
“We’ve been staring at 2D screens since the start of our gaming careers. You can’t blame people for forgetting,

” CCP’s Andrew Robinson writes. “I remember the initial playtest of our Eve: Valkyrie prototype before we added the missiles. Excited to share and show off the demo, we sat down a few unsuspecting developers at CCP and asked them to give the game a try. We were confident that they would shortly be enthralled in a Deathmatch like they’d never experienced before. Over the short rounds we were really surprised how stationary everyone was, simply facing forward and playing in a traditional way. We immediately knew [mobility] was a skill we needed to teach.”

The studios have a new video out this week starring actress Katee Sackhoff, who voices Valkyrie leader Rán Kavik in the game. Watch below!
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source: Massivelyop.com/




 

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