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PlayStation VR/Project Morpheus Thread

some require you to walk around you living room or bed room some don't I think eve Valkyrie doesn't . a lets play of that was just put up. for those that wa't their star wars X wing fix, that's a good one

thanks.
 
so can you play VR games while entirely seated?

or, do some games require you to stand up and move around the room?

like, to move your VR character around, do you have to actually move yourself or do you just press a button/use the controller?
None of the games I've played so far (most everything on the two demo disks, Batman, and Eve) required *you* to move around your room. Some, like Job Simulator, allows a little freedom of movement within a very small area, but nothing that I would consider real navigation. None of the games require you to stand, so you can certainly sit and play, though some of them work better if you do stand, simply so you have room to crouch.

As for moving a character, most of the games are stationary or on rails. If they do require you to move a character (outside of vehicles), you are mostly going to look at an area and press a button to teleport you there. There was only one game I played, Here They Lie, that has you using a controller to navigate like a non-VR FPS game. And that made me a little motion sick.
 
None of the games I've played so far (most everything on the two demo disks, Batman, and Eve) required *you* to move around your room. Some, like Job Simulator, allows a little freedom of movement within a very small area, but nothing that I would consider real navigation. None of the games require you to stand, so you can certainly sit and play, though some of them work better if you do stand, simply so you have room to crouch.

As for moving a character, most of the games are stationary or on rails. If they do require you to move a character (outside of vehicles), you are mostly going to look at an area and press a button to teleport you there. There was only one game I played, Here They Lie, that has you using a controller to navigate like a non-VR FPS game. And that made me a little motion sick.

Was this Eve Valkyrie or gun jack? well I know the former is on play Station 4 VR. But technically there are two Eve VR games.
 
oh one other thing, I had to look this up due to spider who just calling outthe game name eve. But I for got there's another eve game called "gun jack" which I forgot that it's on the ps4 as well.

it's a Digital purchase for now. while Eve Valkyrie is retail . the one I know of that you play with out moving around (Walking in your room or living Room )too much and is done the way spider who described is valkyrie.

I haven't looked into EV: Gun Jack of yet or know of any one who has.. but just know that two Eve Vr games . And it's good to know which one is which .
 
Summer Lessons will get an English release. Only subtitles though. And only for the Asian market.

[YT]sbN8uUFPTXI[/YT]
 
None of the games I've played so far (most everything on the two demo disks, Batman, and Eve) required *you* to move around your room. Some, like Job Simulator, allows a little freedom of movement within a very small area, but nothing that I would consider real navigation. None of the games require you to stand, so you can certainly sit and play, though some of them work better if you do stand, simply so you have room to crouch.

As for moving a character, most of the games are stationary or on rails. If they do require you to move a character (outside of vehicles), you are mostly going to look at an area and press a button to teleport you there. There was only one game I played, Here They Lie, that has you using a controller to navigate like a non-VR FPS game. And that made me a little motion sick.

oh one other thing, I had to look this up due to spider who just calling outthe game name eve. But I for got there's another eve game called "gun jack" which I forgot that it's on the ps4 as well.

it's a Digital purchase for now. while Eve Valkyrie is retail . the one I know of that you play with out moving around (Walking in your room or living Room )too much and is done the way spider who described is valkyrie.

I haven't looked into EV: Gun Jack of yet or know of any one who has.. but just know that two Eve Vr games . And it's good to know which one is which .

thanks guys!
 
I'm really enjoying the VR and the idea of it's potential, I love some of the ideas I've read in here and never thought of them.

I had the bundle pre-ordered since March and the games I got so far are PSVR Worlds, Batman, Eve Valkyrie, Driveclub, Battlezone, Until Dawn, and I installed the VR add-on for Super Stardust, (also looking forward to that Star Wars Battlefront VR coming soon). I held a little VR launch party at my house last night and invited a few friends over and had a great time. It's always funny watching other people play certain games on it heh.

I think people should completely keep an open mind when watching VR gameplay (not in it), especially if they've never tried it. It is completely underwhelming when you watch it on the TV but a very impressive experience once you put it on. I am new to VR gaming and I'm excited about what other games are coming. There are certainly some technical hiccups here and there that I hope they smooth out (maybe some of them are my fault with my camera set-up but it's all a work-progress as I haven't had time to adjust things in my room for the VR, especially after re-hooking everything up after the party. Cables, man. Cables everywhere ha. Thankfully I found a way to hide away a big chunk of those cables from the processing unit.

So far my favorite experience has been between Batman and London Heist in Worlds. I have yet to play Battlezone, Driveclub, and only did a little tutorial in Eve Valkyrie but enjoyed what I was seeing in Eve. Until Dawn was creepy and I played the first chapter to the entertainment and delight of my friends watching heh. I also played Kitchen VR (Resident Evil 7), took me forever to find that demo as the PS Store makes it seem like it's the Beginning Hour demo when it's not, it's on the PSVR Demo Disc app. Kitchen VR was cool and it certainly freaked me out a little bit.

London Heist has a lot of cool little things in it like the shooting range, interrogation and office shootout. One thing I was very impressed with in London Heist was the freeway chase because I would open the passenger door and stick my gun out behind the car and shoot at incoming enemies, I was like WHOA. Leaning out of a moving car and shooting at an SUV with an Uzi in VR, insane. I even took a cup of soda in the car and threw it out onto the freeway and watched it fall out on the road. I can't wait to see more and I hope the future is bright for PSVR because I'm all in.
 
Yeah, London Heist has been my favorite game so far. Hopefully they make a full fledged version.
 
I had saved video of when I first saw you could lean out the car and shoot in London Heist and so this is what I meant by that. Had to mute out a little of the volume 'cause of my potty mouth ha but this is really cool when you try it for yourself. Very impressive.

 
well a good lot of his work has been on play station. so I thought this would best be fitted here.
The thing i s the way his work goes it would be best suited for Vr especially if it were more interactive then always more cinematic.



David Cage is interested in making VR games, but won't do it just "for the sake of it"




11 hours ago

David Cage, creator of Heavy Rain, Fahrenheit and the forthcoming Detroit, says he is encouraging his staff to experiment with virtual reality,...
Read more



source: PCGamesN
 














INTERVIEW: Jon Hibbins on Developing VR Titles and Controllers


[FONT=&quot]Wednesday, November 2nd, 2016[/FONT]
Jon Hibbins of Psytech Games discusses VR movement options,
developing for various touch controllers, and the difficulties of developing for
Read more

[FONT=&quot]Wednesday, November 2nd, 2016
[/FONT]

[FONT=&quot][/FONT]
[FONT=&quot]Windlands is Psytec Games Ltd.’s second VR title. It is a game that takes place in a deserted world where you go out and explore. On October 23, 2016, I sat down with Jon Hibbins, a developer of Windlands, and talked with him about Windlands, developing for the various VR headsets that are on the market, about Move support for the PlayStation VR version, the future of Crystal Rift, and he teased the idea of future VR titles containing multiplayer support.[/FONT]
[FONT=&quot]This is a three-part interview. Part One, where Mr. Hibbins discusses Windlands and its crowdfunding roots, can be found here. Come back for Part Three where Mr. Hibbins talks about Psytec Games Ltd’s first title, Crystal Rift, the likelihood of Windlands DLC, and what lies in store for Psytec Games, Ltd. in the future. [/FONT]
[FONT=&quot]You can follow Psytec Games Ltd. on Twitter, like them on Facebook, and check them out at their website. You also can follow Jon Hibbins on Twitter and visit his website.[/FONT]
[FONT=&quot]Windlands is out now on Steam, the Oculus Store, and for PlayStation VR. You can also buy Crystal Rift on Steamand on the Oculus Store.[/FONT]
[FONT=&quot]Interview by Quentin H.[/FONT]
[FONT=&quot]This interview has been edited for clarity and brevity.[/FONT]
[FONT=&quot]“The [PlayStation VR] is hard [to develop for]. Really hard. I wouldn’t tackle it as a single developer. I would have said it’s almost impossible.”[/FONT]
[FONT=&quot]OR: You’ve come out in support of ‘custom locomotion systems’ for VR titles, instead of relying upon ‘blink/teleport mechanics’. Why do you feel that ‘custom locomotion’ is superior?[/FONT]
[FONT=&quot]JH: Well, you know fundamentally – the problem is that I am biased in this. I am a particular fan of not having limitations to movement. I do get affected by VR sickness. But if VR is done well, I don’t get affected by VR sickness. So part of it is that. But the second – probably more importantly- is that I think that this problem needs resolving. It’s very constraining [with] every other method I’ve tried. I’ve never found any other method, even the best-in-class teleportation, on games like Robo Recall – there are so many examples, it’s immersively breaking. It’s- the world rotates and you don’t know where you are suddenly. It’s just very unpleasant experience.[/FONT]
[FONT=&quot]I think Windlands proves that locomotion can be done well. In Windlands case, it’s massive jumps and great big swings across huge voids, and there’s all sorts of feelings of vertigo. It can be done. And [there are] other great examples of locomotion that I can think of – quite a few, Onward is another example – racing car games do it all the time. And these games are fantastic games. And in fact, I played one recently called Flight. And it’s full-on locomotion, but they’ve done so much to reduce nausea and [the] majority of people get used to it and get their ‘VR legs’. In fact, we’ve got huge amounts of research.[/FONT]
[FONT=&quot]We’ve got the benefit of having shown Windlands to as many as ten-thousand people in public venues. There are a lot of those people are VR virgins. A lot of those people have never been in a locomotion game before. And that gives me a perspective that a majority of people are absolutely fine with locomotion. We’ve done surveys that thousands of people have responded to that tells me that – my confidence is that most people are fine with good locomotion if it’s done well. For the percentage that are left, they either get their VR legs through playing plenty of VR and learning to switch off the inner vestibule or they get extra benefit from things like cages or all the things we turn on. And there’s a very small percentage, it really is like a very, very small percentage of people that can never do it. I really feel for them, because they are missing out on something. But ultimately, we’re all different, we’re all wired different. There are plenty of people who can’t play Call of Duty because it’s too fast, and it makes them sick. It’s the same scenario. At the end of the day, it’s a new challenge to deal with.[/FONT]
[FONT=&quot]VR can be done well, [VR sickness] can be mitigated to [a] great degree. And frankly, we need to solve the problem – whether that be hardware, animated chairs, whatever it takes to solve the problem of locomotion. We should be plowing forward and resolving it. I recognize that if I get sick in a game, to turn the headset off. And there are very, very fast computers – very, very fast software- that means you can hit rock-solid 90 fps, and never had an issue with VR performance. And that helps as well. But even the best in [teleportation] class – and the most recent one I can think of, Robo Recall – was just completely jarring and an unpleasant experience for me. And I think that they have the best-in-class.[/FONT]
[FONT=&quot]They are doing things I don’t enjoy about teleportation – such as the arc on the grenade throw, you never can get it quite where you want it. You never quite get it facing the way you want it. And in the middle of a whole bunch of action, it’s just a skill that’s unpleasant to learn and use.[/FONT]
[FONT=&quot]And so I’m very vocal about that. I’m not just openly vocal about it – I actually do stuff to try to help. I’m doing some projects with Oculus on locomotion. I’ve been working with some hardware manufacturers through hardware use, like machines and things. I think it’s sad that so many developers shy away from it and we end up producing five-hundred cloned games, basically, because if you set the rule – you can’t be free, you’ve got to stand in this space- you just end up with a lot of trash. And it’s sad to see. And I’d like to see more people to push the envelope and ultimately find more and more ways to resolve the issues.[/FONT]
[FONT=&quot][/FONT]
[FONT=&quot]OR: You’ve now developed Windlands for three high-end VR headsets. What differences did you discover while developing for the Vive, the Oculus Rift, and the PlayStation VR?[/FONT]
[FONT=&quot]JH: They’ve changed those along the way. So the PlayStation being the latest – even though we’ve had the benefit of having the PlayStation VR headset for awhile now- when Oculus first came out, there wasn’t the concept of 3D input. So we had to reinvent ourselves a number of times to support the Vive ones and then eventually the [Oculus] Touch ones. All three headsets are amazing, actually. They are all really comparable. We’ve done such a good job with Windlands. If you were to put each of the headsets on one after another, only a professional could probably tell you which one you were using. Just pure specs – they are the same game. There is nothing cut out from any of the versions.[/FONT]
[FONT=&quot]Visually, they are all running at 90 fps. They all are fully baked, there’s no polygons being reduced or anything like that on any of them. PlayStation [VR] does a good job on Windlands because the PlayStation optics are very good. I’m getting into technicalities here, but, both fields the headset use concentric circles, so you don’t get the same sort of blurry stuff from whatever. And the screen they use in the PlayStation is particularly bright and filled with colors. Not so much with blacks, but with colors it’s extremely good and Windlands lends itself to that vibrant type of color. So those two things together mean they look pretty damn good on the PlayStation [VR].[/FONT]
[FONT=&quot]But the process we’ve been through the last few months converting to PlayStation VR was extremely intense. It took about five people three months to do that. And the main difficulty between each of the platforms is the – Steam is the easiest platform to publish to. Oculus has got their own processes and stuff to get onto the store. And Sony are a completely different level of professionalism. Even basic things like having get ESRB for a rating [and] obviously [Sony] has to invite you to the store to publish your game on there in the first place. It’s a completely different level of professionalism. But the Oculus [Store is] slowly going that way. I think I’m very impressed with how the Oculus [Store is] now adding quality control processes into their systems to make sure that their content on their store is great. And I think Vive pretty much opened the floodgates. Which is common – what we’ve ended up with is that Steam has looked a little bit like the early Oculus stuff where anybody could publish anything and it was all very experimenting. But [un]fortunately, it’s paid stuff, which is even more detrimental to [VR]. But there is a need to be experimental, I just wish it was clearer that some of the content on there was pretty poor.[/FONT]
[FONT=&quot]The [PlayStation VR] is hard. Really hard. I wouldn’t tackle it as a single developer. I would have said it’s almost impossible. It’s taken the best part of six months – it’s the hardest platform to publish for because you’ve really got to optimize for quite not the start-of-art 1080-type hardware that PCs can run. And to do that well in VR, and to produce something, it requires a level of skill that’s taken us about three years to learn. And I don’t think we’d have done as well as we’ve done unless we had all that practice with [a] reasonable large team. It just- there’s a lot of things to do. It actually costs quite a lot of money as well – you have to pay for an awful lot through the process. But hopefully, it’s worth it. We’ll find out Tuesday.[/FONT]
[FONT=&quot][/FONT]
[FONT=&quot]OR: Was Sony willing to help you through the development process while you were developing for the PlayStation VR?[/FONT]
[FONT=&quot]JH: Yeah, I think they’ve been helpful. I’ve got great contacts at Sony, and we’ve got people that’ve been involved with what we’re doing. But there’s only so much they’re going to do. They’re not going to sit down and do the programming. And there’s a point where it’s our job to do a good job. As an indie dev on Sony as well, I think you [have to be] ambitious. It’s just not an easy process. I don’t want to terrify anyone who wants to try, it’s just that I’ve found that it a whole different level of development. It’s an awful lot to consider, an awful lot of simple things towards the end of the process that is like creating art with in-store cards and things like that. It’s all quite overwhelming for a small indie developer. And I think that we’re very lucky to have done so well with Steam and Oculus platform which has helped finance, helped us grow the team to be a sizeable enough [team] to deal with it. I think [we’re] one of maybe a handful of companies who’ve all three platforms at launch. And that’s testament to what an amazing team I’ve got behind me on Windlands at Psytec Games [Ltd.]. There’s a lot of very talented people who make this stuff happen.[/FONT]
[FONT=&quot]OR: The original iterations for the Rift and the Vive have THC Vive controller support and will have Oculus Touch support as soon as those controllers are released. Will the PlayStation VR version have additional Move support at launch?[/FONT]
[FONT=&quot]JH: Not day one. But let me explain.[/FONT]
[FONT=&quot]The Vive Controller input came along mid-project for us. And it was a thing people wanted: ‘Wouldn’t it be nice to point both hands and direct where your hooks go?’. And we were looking at Vive controller ‘day one’ here. The very, very release one – We were the third in the UK to get one. It was amazing. When we started to implement Windlands with that, the controller we released – ‘Yeah, we can make this work’- the controller will fight a bit against us, because we’re so analog driven, stick driven, with our movement and the way that the game was designed. The Vive Controllers just have a touchpad, and I honestly don’t think the controllers are amazing. [There’s] disparity- maybe that’s improved with the latest manufacturing cycles- but the early days, it was certainly quality issues with the pads and they’d break on people – you can’t really get a good touch against the edge of the pads. People can slip off the top of the [Vive touch] pads and accidentally hit the button above it. And it makes it like – we’ve had to do an awful lot of microseconds and delays to make things work [for the Vive touchpad]. And we ended up doing a stellar job of giving people a number of choices on the Vive. And generally, it’s really well received and people love playing on the Vive. And so we did a really good job there.[/FONT]
[FONT=&quot]We got early Touches as well. We were lucky with that. And we did the first Touch demo, and from the minute ‘go’, it was going to be the best version of Windlands. It was like: the analog sticks are perfect, they just register right, physical buttons, everything is in the right place, it’s like playing on Xbox controller, but you can aim your hands. It was just like ‘these are perfect’. And I think Oculus had won that for Windlands. The Touch version of Windlands will be stellar and will be there at launch. It’s actually working already exactly as we want it to be.[/FONT]
[FONT=&quot]Now the Move has been a different experience for us. The Move controllers- there are a number of things that are against us. Now partly is the tracking. Windlands requires these big arm movements and stuff. And let’s face it: sadly, we’re still working on last-gen tech camera, last-gen tech Moves. The Moves were made for the PlayStation 3 and a single camera use. They are not ideal for Windlands. So we got the tracking problem with them, the buttons – there’s no analog sticks at all. There’s not even a joypad. There’s nothing. Everything’s physical buttons. There’s no actual sensitivity to it. And so all of this [is] fighting against us. But we went to the drawing board with it. We knew people wanted it. And we’ve done this absolutely awesome job of it. But it’s still in progress. We think we can do better before launch. And I think we’ll find it difficult enough not launching with Move, sadly. It’s no point launching this terrible experience that people are just going to go ‘This is awful’. We’d rather launch it when it’s right.[/FONT]
[FONT=&quot]The last time I played through – which wasn’t that long ago, a week ago maybe- I really enjoyed it on the Move. It was a very good experience. I think we’re getting there, and I think people want it that way. They want the best we can do with Move. I think they’re now comparable to the Vive. I think they’re as good as the Vive. I think we’ve done that well. So that’s good, that’s great.[/FONT]
[FONT=&quot]Actually, a majority of the work now is hooking that whole platform up to internal input manager and doing more playtesting on it, and doing things like models so you can see the towers and things. So yeah, I expect that to be coming in the next few weeks. We launch on Tuesday [for the PlayStation VR], and we’ll patch [Move support] in [at] some point in the next month or so. If Move gets where we’re happy with it internally, then that’ll be great. But it’s coming. I think we’re at the stage where now we can publicly say ‘it’s definitely happening, it just won’t be on launch day.’ In fact, the version that’s coming out on Tuesday was locked and sealed weeks ago. So we can’t update that anyways.[/FONT]
[FONT=&quot]
Shot4.png
[/FONT]

[FONT=&quot]Windlands is out now on Steam, the Oculus Store, and for PlayStation VR.[/FONT]
[FONT=&quot]Look forward to Part Three being published soon![/FONT]
source: Operation Rainfall
 
this wasn't reviwed much onthe console but it's getting a sequal.

The MOP Up: Gunjack 2 gets a launch date (November 13, 2016)


November 13, 2016 1 Comment





The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!


This past week, CCP announced a launch date for Gunjack 2: End of Shift. We’ve got that plus stories and videos from Aion, Final Fantasy XI, and more, all waiting for you after the break!
Read more

source:Massivelyop.com/
 
http://cdn.mos.cms.futurecdn.net/BsKh5xrhvenDccHwXhiGH-320-80.jpg[/I[FONT=inherit]MG[/FONT]][/FONT]
[URL="http://www.gamesradar.com/playstation-vr-gets-a-new-space-dogfighter-in-spring-2017-starblood-arena/"][FONT=inherit] [/FONT]
[FONT=inherit][B]PlayStation VR gets a new space dogfighter in spring 2017: Starblood Arena[/B]

[COLOR=#666666][FONT=inherit]a day ago[/FONT][/COLOR]
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A new [/FONT][COLOR=Black][URL="http://www.gamesradar.com/playstation-vr-review-price-release-date/"]PlayStation VR[/URL][FONT=&quot]-exclusive multiplayer game is headed to PS4 in spring 2017: Sony announced Starblood Arena as part of its [/FONT][URL="http://www.gamesradar.com/heres-where-to-watch-the-playstation-experience-2016-livestream/"]PlayStation Experience Showcase[/URL][FONT=&quot], and it looks like a more approachable take on zero-G dogfighting games like EVE Valkyrie. A bit slower, too, so hopefully there won't be quite as much airsickness.[/FONT][/COLOR][/QUOTE]

[FONT=inherit][FONT=inherit][FONT=inherit][FONT=inherit][FONT=inherit][FONT=inherit][FONT=inherit][FONT=inherit][COLOR=#1D2129][FONT=Helvetica][FONT=inherit][FONT=inherit][FONT=inherit][COLOR=#90949C][FONT=inherit][FONT=inherit][FONT=inherit][COLOR=Black]s[/COLOR][/FONT][COLOR=Black]ource:[/COLOR] [/FONT][B][URL="https://www.facebook.com/gamesradarplus/"]GAMESRADAR+[/URL][/B][/FONT][/COLOR][/FONT][/FONT][/FONT][/FONT][/COLOR][/FONT][/FONT][/FONT][/FONT][/FONT][/FONT][/FONT][/FONT]
[URL="http://www.gamesradar.com/playstation-vr-gets-a-new-space-dogfighter-in-spring-2017-starblood-arena/"] [/URL]
 
16:46
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Best VR Game 2016 - Rocket & Raygun Awards - Electric Playground


  • 1,141 views1 day ago
Published on 16 Dec 2016
Get ready for the annual Rocket & Raygun Awards, where we name the best games of the year! Victor Lucas is joined by his pals Ben Silverman, Jose Sanchez, and Steve Tilley to discuss the best games of 2016. In this video, we name the best VR game. The nominees are:

Batman: Arkham VR
Lucky's Tale
EVE Valkyrie
Until Dawn: Rush of Blood
Rez Infinite
Thumper
Audioshield
The Lab
The Unspoken
Raw Data


source:
EPN.tv
 
CCP's VR shooter Gunjack 2 patches in weeklies, competitive challenges

February 7, 2017 Leave a comment
http://massivelyop.com/tag/gunjack
Gunjack moves pretty fast. If you don't stop and look around once in a while, you could miss it. Ah, there it goes. You missed it. Gunjack 2: End of Shift already launched in December. Missed that too? Have a free update! Now you're caught up!
Yes, CCP's EVE Online-flavored VR-based Daydream-only mobile shooter (this needs a snarky acronym!) launched a freebie patch this week for game owners; it introduces new challenges matches, a new progression system, a new loadout system, and weeklies.
"The Daily Shift has now become the Weekly Shift, in which seven procedurally generated new missions will be made available each week for players to dive into at their leisure. High scores for each mission will be displayed on a leaderboard, rewarding those players best able to destroy waves of attackers and defend the Kubera."
Read more



source:Massivelyop.com/
 
I finally got to try it out my brother bought it last week we played some of the VR demos and I got him Batman Arkham VR (holy crap that game is awesome). It makes me want to eventually get it for me too.
 
Also with



NEWSPlayStation VR first-person shooter Farpoint launches alongside gun paripheral controller this May Yesterday at 3:16 pm

PlayStation VR hasn't had too many games released for it since it launched. Resident Evil 7 just dropped which...Read more



You can blast some aliens in VR very soon.




[FONT=&quot][/FONT]
[FONT=&quot]PlayStation VR hasn't had too many games released for it since it launched. Resident Evil 7 just dropped which was a real treat to play in VR, but other than that there hasn't been too much. However, that's going to change very soon!


On May 16th, PlayStation VR owners can pick up Farpoint, a sci-fi FPS that takes advantage of Sony's new Aim controller. The Aim controller is a peripheral used with the Move controllers that takes the shape of a gun similar to an AR or SMG. The game is about a man who goes to look for scientists investigating an anomaly near Jupiter. The man is then teleported to an unknown alien planet and must fight for his survival.



[FONT=&quot][FONT=&quot]View image on Twitter

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[FONT=&quot][FONT=&quot]Follow
PlayStation ✔@PlayStation

Just confirmed: @ImpulseGear’s sci-fi #PSVR FPS Farpoint launches May 16 alongside the PlayStation VR Aim Controller.​
11:01 AM - 26 Feb 2017

  • 401401 Retweets
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[FONT=&quot][FONT=&quot]1,113 likes
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[FONT=&quot][FONT=&quot]In related news, the PSVR is selling incredibly well. The only console VR headset has sold upwards of 900,000 units and is on track to sell a million by mid-April. Sony also noted that they are aware of the shortages and are planning to have more readily available in April.[/FONT]
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source: GI& http://www.gamezone.com/
GZ_logo-e60bbbfb8172ed2476fe1c65210e382e.svg


 
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wow CCp is really getting into the vr thing where console platforms are involved . this is over at the multi plat VR thread as well, since it's be on more then PS VR.



PlayStation 4, PC
CCP Games announces Sparc for VR devices

Published 11 hours ago. 2 comments.

Due out for PlayStation VR, Oculus Rift, and HTC Vive in 2017.
Sparc-Announce-CCP-Games.jpg
Ads by Kiosked
EVE developer CCP Games has announced Sparc, what it calls a “unique virtual sport only possible in virtual reality.” It will launch for PlayStation VR, Oculus Rift, and HTC Vive in 2017.
In Sparc, players will connect online to compete with each other in “fast and fun full-body virtual reality gameplay.” Here’s an overview of the title, via CCP Games:
Sparc‘s skill-based, full-body gameplay makes for a fast-paced and fun physical sport. Players use their motion controllers to throw projectiles at their opponents from a distance, and in turn defend themselves by dodging, blocking, or deflecting the incoming attacks. Players can join one-on-one matches with friends online or find opponents via matchmaking.
Sparc enables players to connect and compete in an online community. Players can watch matches in-person and queue for the next match in VR through Courtside, a freeform social area for spectating in VR or on screen. Sparc includes multiple two-player game modes as well as single-player challenges and training modes, plus a range of customization and personalization options for competitors.
“After our early experiments with standing VR gameplay, we were excited by the idea of building an original sport designed for the current generation of VR hardware. We’ve designed Sparc so that players can express and improve their skill through their physical actions.” said Morgan Godat, Executive Producer at CCP Atlanta. “Ultimately, we want players to think of Sparc as a virtual court in their living room where they can meet and compete with other players from around the world.”
“At CCP games, our goal is to harness our passion for virtual reality as a new medium and create the killer apps for the first generation of VR technology,” said Hilmar Veigar Pétursson, CEO of CCP Games. “We set out to achieve that in mobile VR with Gunjack and in seated VR with EVE: Valkyrie, both released in the first year of VR becoming publicly available. With Sparc, we want to capitalize on the unique strengths of standing VR and deliver a game with all the depth and excitement to keep players returning long into the future.”
Watch the announcement trailer below.



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Visit the official website here.

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PC, PlayStation 4, CCP Games, Clips, Game Announce, PlayStation VR, Sparc, Trailers


 


PlayStation 4
[FONT=&quot]Cyber Danganronpa VR launches March 7 in North America, March 10 in Europe[/FONT]
Published 3 hours ago. 3 comments.

Virtual reality Danganronpa experience dated for the west.


Cyber-Danganronpa-VR-West-Date-Ann.jpg

Cyber Danganronpa VR: The Class Trial will launch for PlayStation VR on March 7 in North America and March 10 in Europe, Spike Chunsoft announced at its Game Developers Conference 2017 press event.




The virtual reality title is about a 10-minute experience. If you missed it back in October, watch an English playthrough here.
Thanks, DualShockers.






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PlayStation 4, Cyber Danganronpa VR: The Class Trial, GDC 2017, PlayStation VR, Release Dates, Spike Chunsoft


source: Gematsu
 

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