The next batch of Oculus games highlights the Touch controller
2016 has been a banner year for Oculus for one main reason: After four long years, it finally shipped the consumer edition of its VR headset. Sure, it’s pricey at $600 and sure, it requires a pretty powerful computer, but for a first-generation product in an extremely young field, the Rift delivers the goods. One of the reasons for that is that Oculus has been busy cultivating a vast ecosystem of games and apps for years now, thanks to the company’s fervent developer community. On the eve of Oculus’ third annual developer’s conference, we got to get a sneak peek at the very latest that community has to offer. The big theme this year? Getting to use those soon-to-be-available Touch controllers.
Arktika.1

First-person shooters are de rigueur for VR games, and for good reason — it’s just so much fun. That’s certainly how I felt when playing Arktika.1, where I took on the role of a mercenary set in a post-apocalyptic ice age a 100 years into the future. My job? To protect the colony from getting robbed by bandits and all kinds of fearsome enemies — both human and non-human varieties. It’s an Oculus exclusive but, importantly, it’s also a Touch exclusive, as it was designed with the motion controllers in mind. — Nicole Lee, Senior Editor
Kingspray

Kingspray is really less of a game and more of a virtual gathering of friends. That is, friends who are into the creation of street art. In this VR experience, you essentially use those Touch controllers to manipulate spray cans to tag up walls to your heart’s content. You’re able to change up colors, adjust brush size and even capture a screencap of your masterpiece to share on social media.
The real idea behind Kingspray is to mark up a wall not just by yourself but with your friends too, through a social multi-player mode. You can do things like throw virtual bottles and cans at your buds if they mess up your art. There’s also a boombox that’ll play your favorite tunes as you indulge your graffiti fantasies. We’re not quite sure if VR graffiti will catch on with the masses, but at least this way, you won’t be risking arrest. — Nicole Lee, Senior Editor
Killing Floor: Incursion

If you’re a fan of the Killing Floor survival horror franchise, you’ll likely be a fan of the Rift version of it too. Instead of using a gamepad to kill the undead, you’ll be using the Touch controllers to not just shoot at them, but also to stab and punch them to death. To keep alive, you’ll have to wander around finding health and ammo packs and, of course, to just be vigilant. The best thing about this game though, is that it’s a multi-player co-op, so you can get your friends to join in on the zombie killing fun too. — Nicole Lee, Senior Editor
VR Sports Challenge

Sports and video games have always gone hand in hand — but it was the breakaway success of the Nintendo Wii that made motion controls their ever-present third wheel. With Oculus’ Touch controllers on the horizon, VR Sports Challenge was an inevitability. Sadly, it’s also a little mediocre. The idea is good (who wouldn’t want to play out the fantasy of being a star athlete?) but the experience can come off as a bit awkward and unintuitive. The game’s football experience is a good example: Despite using motion controllers with 1:1 tracking, the ball doesn’t go where you physically throw it, but where you are physically looking. The force of the throw doesn’t matter either — distance is determined by the angle of the player’s head, not the power of their throw. It feels, frankly, a little unnatural.
VR Sports Challenge’s basketball mode fares better, at least. Free throws, passes and blocking with the motion controller work exactly as you’d expect, although the game’s tendency to automatically teleport the player to wherever the most action on the court is can be a little disorientating. By and far, the best experience in the VR Sports package is hockey — not for the sport itself, but for the first-fights. Turns out having an angry brawl in VR is a ton of fun. — Sean Buckley, Associate Editor
Unspoken

Insomniac Games’ The Unspoken has often been described as a bizarre mash up of Fight Club and Harry Potter; At Oculus Connect 3, the game got an extra dose of magic. Fundamentally, the magical multiplayer combat experience hasn’t changed. Players still fling spells at each other while teleporting across a chaotic battlefield, but the game’s just a bit more complicated now — with new spells, new motion controls and the introduction of two character classes: the Anarchist and Kineticist.
The game’s new class system to serves to enhance the complexity of its battle mechanics. Each type of character offers players a completely different set of skills — Anarchists sling fireballs and deal in direct damage, while the Kineticist uses telekinetic powers to throw cars, plants and debris at their opponents. Players can also now cast spells with mere gestures, allowing them to cross their arms to put up a shield or spread their hands apart to unleash a powerful attack. Apparently, the new gesture spells were designed to allow players to focus on the action without looking away from the battle to use item-based attacks. It worked — we didn’t take our eyes off our opponent for our entire demo. — Sean Buckley, Associate Editor
Landfall
What would happen if you crammed Halo: Spartan Assault into VR, minus the Halo branding? You’d probably get Landfall. Okay, that may be stretching a little, but not too much: earlier this year, the developer behind Halo’s top-down shooting games reformed as VR-exclusive production house. The company’s first game? A twin-stick, top-down VR game, naturally. At first blush the experience seems a little odd, but in a space currently dominated by first-person experiences, Landfall’s overhead perspective is a little refreshing.
Our multiplayer Landfall demo pitted Engadget’s team of two against two unseen journalists from Japan, tasking us with defending a series of control points against a horde of soldiers, turrets and the occasional oversized war-mech. Each player controls a single warrior, viewed from an disembodied aerial view. It was almost a nostalgic perspective — like looking down on a collection of toy soldiers. — Sean Buckley, Associate Editor
Lone Echo

Without a doubt, Lone Echo was one of the best experiences on display at Oculus Connect. You take on the role of “Jack,” a possibly sentient robot working on a space station in the rings of Saturn. We don’t know a lot about the story yet, but it has something to do with a special anomaly and disaster that threatens both the station and its human astronauts. It’s a good story, but that’s not what makes this game great — that’s more about how the player moves through the space station: completely weightlessly.
Lone Echo uses the Oculus Touch controllers to let players push off bulkheads and grab walls to weightlessly navigate through their environment. Can’t find a good hold? Don’t worry — your robot avatar has tiny jets to propel him through the void of space. It’s a game where momentum matters, and offers players a realistic sense of what it might like to float in the freefall of deep space. That’s exactly what a lot of us want out of VR: the kind of experience we’re just not likely to get out of our mundane lives here on earth. Ready at Dawn studios was coy about how the rest of the game will play out, but the developer certainly has our attention. — Sean Buckley, Associate Editor
Walking in virtual reality is hard, so ‘Lone Echo’ got rid of it
First generation virtual reality may have nailed sense of presence, but one major limitation keeps it from feeling truly immersive: Walking. The endless landscapes of the digital world are hampered by the confines of reality — your playspace is only so big, and if you walk too far in any given direction, you’re going to hit a wall. Most games get around this with teleportation mechanics, allowing the player’s avatar to jump to far-off locations. Ready at Dawn Studios’ Lone Echo took another approach: turn off the gravity, and eliminate the need to walk altogether.

Lone Echo casts the player as Jack, an artificially intelligent robot who helps astronauts run and maintain a space station that orbits Saturn. It’s the perfect environment for a game trying to sidestep limitations of VR’s walking problem: with no gravity, there’s no need to walk. The player pulls themselves around the space station by hand instead, grabbing rails and pushing off bulkheads to weightlessly drift through the space station’s futuristic corridors. Moving with your hands in VR isn’t a completely new idea, as it’s essentially the concept behind Oculus Studios’ The Climb — but freeing the player from the threat of gravity allows ‘Lone Echo’ to have a full, endless range of motion that doesn’t feel confined by the physical space around the player.

Not only does this movement mechanic solve VR’s physical space problem, but it makes the entire game feel more immersive. Manually pawing your way through the levels helps you feel connected to the virtual space and makes it easier to get invested in the story. And the story is plenty interesting, focusing on the chaos that erupts after a space anomaly tears through part of the station and threatens your robot avatar and the human astronauts he works with. Along the way, Jack will have to travel and explore the station, cut through bulkheads with a wrist-mounted torch, save human lives and repair broken systems. Admittedly, that would all probably still be pretty interesting if the game had relied on the same teleportation mechanic a lot of VR games are using right now — but it found a better way.
Sadly, Lone Echo’s solution to VR’s “walking problem” only works for games that where the player doesn’t need to actually physically walk. It’s kind of a cheat — but it’s a cheat that represents everything that’s great about first-generation VR. Lone Echo seems to be a game that put design first: one that was built around making the most of the medium’s limitations. Technology will get better, and each generation of VR will come with fewer and fewer shortcomings for developers to work around. I’m looking forward to that, but I’m also glad we’re not there yet. Clever developers can do great things with VR’s foibles. I can’t wait to see what they come up with next.
Update: We just played a 5 x 5 multi-player demo of Lone Echo here at the Oculus Connect event, where you’re essentially playing a fancy game of Capture The Flag. Except in this case, you’re supposed to grab a frisbee and then fly it back into your opponent’s den, thus destroying it and taking it over. The mechanics are identical to that of the single player demo we saw above — to propel through the zero-gravity space, you grab onto surfaces and push off on them. You can also generally move around by pressing on thrusters and boosters. I found it pretty hard to get around at first, but you soon get used to flying through the air. In general though, I’d prefer the single player mode to multi-player; chasing after frisbees proved too fast-paced for me.
Fight off post-apocalyptic bandits in ‘Arktika.1’
It’s a hundred years in a post-apocalyptic future and a second ice age has arrived. You’re a mercenary, hired by a Russian colony to protect the facilities from bandits, criminals and other… creatures. That’s the basic premise behind Arktika.1, a brand new VR title developed by 4A Games with the help of Oculus Studios. This first-person shooter is an Oculus exclusive, and importantly, it’s also a Touch exclusive, which means it’s designed from the ground up to utilize the VR firm’s motion hand controllers.

After donning the Rift headset and going through a brief tutorial, I got the hang of using the Touch controllers fairly quickly. I picked two guns as my weapons of choice and wielded one in each hand. As you do so, the tutorial offers a brief hologram on how to reload your gun — which either means lowering your gun and lifting it again or flipping your wrist to cock a virtual barrel. You’ll know when to reload when the floating ammo digits above your gun is, well, zero.
In my demo, I was thrown into enemy combat fairly quickly, in what appears to be a storage facility. Thankfully, the bandits didn’t appear to be terribly bright, and I could crouch behind barricades and walls without being detected. To move throughout the space, you simply aim your gaze at a pre-determined area — they’re highlighted in blue or yellow — and press the A button. You’ll be teleported there instantly. Blue spots have high cover but terrible shooting angles while yellow areas have low cover but you get to blast bandits with greater accuracy. After you clear the room of bandits, you get to move to the next stage by teleporting to the elevator and going on to the next floor.
Arktika.1 is what I would describe as a full-body VR game, as I not only used my arms and hands to shoot, I also bent down and got on the floor to avoid getting shot. It was a lot of fun, so much so that my 20-minute demo time flew by. The use of the Touch controllers really makes this game pretty immersive as well. Arktika.1 should be out by Q2 of next year, which is good, because the Touch should be available by then too.
Does anyone want to buy Twitter?
At the end of September, the list of reported potential suitors for Twitter included Apple, Disney, Google and Salesforce. Based on new reports from Recode and CNBC, it sounds like none of those companies are interested in buying the social network at this point. Recode’s sources indicated this week that Google wasn’t preparing to make a bid and that Apple wasn’t likely to do so either. It followed that up with a report that Disney, after exploring a potential proposal, wouldn’t move forward with an official offer. Twitter’s shareholders surely aren’t happy about those big names withdrawing interest as the company’s stock fell 9 percent yesterday.
Salesforce CEO Marc Benioff downplayed his company’s interest in Twitter during an interview with CNBC yesterday as well. The chief executive said that while he considers a lot of potential acquisitions, he ultimately decides to pass on most of them. Benioff didn’t comment specifically on Twitter, but noted that “it’s in our interest to look at everything.”
According to Reuters, Twitter wants to wrap the sale process by October 27th, the day it’s scheduled to announce its Q3 earnings. That news follows a Bloomberg article that detailed the internal battle at Twitter over the potential sale, including that CEO Jack Dorsey is reportedly holding up the process because he wants the company to remain independent. Twitter does have some untapped potential on top of its social network and newly cemented live video push, but it looks like getting a deal done before the end of the month may be a lot harder than it seemed just a week ago.
Oculus brings VR gameplay streams to your Facebook news feed
Facebook has been experimenting with livestreaming gaming for a bit, and now Oculus is coming into the fold. You’ll be able to broadcast your Gear VR gameplay to the world’s largest social network. From the stage presentation, perhaps unsurprisingly it resembles how the current streams work. Basically, it looks like a status update, and you can tag friends, comment and talk smack. Or, ill-timed words of encouragement from your family members as you blast away enemies. Because that’s how Facebook works.
‘Blade Runner 2049’ and Disney will come to VR via Oculus
Oculus is working on a handful of new VR content projects, but the biggest names dropped at its Oculus Connect 3 conference this afternoon were Blade Runner and Disney. The coming film Blade Runner 2049 and a series of experiences about classic Disney characters are heading to Oculus platforms. Blade Runner 2049 is the sequel to 1982’s cult sci-fi hit and it was just announced today; it’s due in theaters on October 6th, 2017. Oculus didn’t delve into details about either project.
In other big Oculus Connect 3 news: The company is working on a standalone VR headset and it showed off how Facebook-enabled social spaces will work in VR. Plus, Oculus is building a VR web browser codenamed Carmel, it’s enabling Facebook streaming in VR, and it’s offering a third, $80 sensor that turns the Rift into a room-scale VR system.

Belated sequel ‘Blade Runner 2049’ debuts next October
Reports have been circulating about Ridley Scott and Denis Villeneuve’s Blade Runner sequel for a long time now and today the official title of the follow-up was announced. Blade Runner 2049 is the sequel to the 1982 sci-fi film that will star Harrison Ford and Ryan Gosling. Other than the October 6, 2017 premiere date, little else is known about the movie at this point. Of course, the title itself suggests that the film takes place in 2049, 30 years after the storyline of the original. And thanks to Oculus, we know that the movie will be available in VR.
Scott will produce the film with Villeneuve in the director’s chair. We’ve known that Harrison Ford would return as Rick Deckard since early last year, but according to IMDB, he and Gosling will be joined by Robin Wright (House of Cards), Jared Leto (Suicide Squad, Dallas Buyer’s Club) and Dave Bautista (Guardians of the Galaxy). There’s sure to me more details in the time leading up to next year’s debut and if you haven’t seen the original, you’ve got 52 weeks to make that happen.
2049 is just one year away.#BladeRunner 2049 – in theaters October 6, 2017. pic.twitter.com/DDJ752HXvd
— #BladeRunner 2049 (@bladerunner) October 6, 2016
Via: The Verge
Source: Blade Runner 2049 (Twitter)
Sony’s new A6500 and RX100 V cameras are all about speed
Today at an event in New York City, Sony revealed its latest compact cameras, the A6500 and RX100 V. And they have one thing in common: They’re all about speed. With the A6500 flagship mirrorless, you get a 24.2-megapixel APS-C sensor with 11-fps continuous shooting, which you can fire for about 30 seconds at a time. If you do the math, that should give you a little over 300 frames in a single shutter press. The A6500 also comes with in-body 5-axis image stabilization — a first for an APS-C-sized shooter from Sony — as well as 100-25,600 ISO (52,000 for stills).
The RX100 V, meanwhile, captures RAW photos at a ridiculous 24 frames per second. That’s an impressive feat for most digital cameras, let alone one that fits in your jean pocket. Sony’s new high-end point-and-shoot is powered by a 20.1-megapixel 1-inch sensor and an image processor that, according to Sony, handles real-time noise reduction for every picture. Again, the theme of the day is speed, and the RX100 V’s electronic shutter is capable of hitting a max of 1/32,000th of a second. Let’s just say you shouldn’t have any trouble taking pictures of moving subjects.
As we’ve come to expect from Sony, both cameras shoot in 4K (3,840 x 2,160), although the footage from the A6500 is scaled down from 6K. In theory, that should give you sharper videos all around, plus the ability to crop frames and not worry about losing quality. The RX100 V, for its part, features a 960-fps high frame rate mode, which gives you up to 80 seconds of super slow motion recordings (40x).
Unfortunately, I didn’t have the chance to take sample images from either camera, but we hope to be able to share more on that front in the days to come. For now, I can say that if you’ve ever held an A6000, A6300 or any of the RX100 models, the new cameras won’t feel much different on your hands. They’re lightweight and made out of metal, while the button placement remains largely unchanged.
The RX100 V will hit stores this or next month, according to Sony, with pricing set at $1,000. On the other hand, the A6500 is expected to ship in November for $1,400 (body-only).
Amazon picks up ‘Lore’ TV series
Though comic conventions might traditionally be the domain of superheroes and space epics, Amazon Studios used its New York Comic Con panel today to announce that Amazon Prime will be the home of the upcoming Lore TV series, based on the popular nonfiction podcast of the same name. Producer Gale Anne Hurd and program creator Aaron Mahnke were on hand to talk about the show, set to debut on Amazon Prime in early 2017.

Gale Anne Hurd and Doug Mahnke
As announced back in April, the show will be a mixed-media program, using narration and some re-enactments to delve into the background of various popular myths and legends. Hurd further elaborated on this premise, stating that the team is currently in talks with various documentary makers to contribute work to the show. But there’s also still going to be a fictional flair to the series, as they’ve enlisted the help of X-Files alum Glen Morgan — Mahnke specifically name-checked classic creepfest episode “Home” as an inspiration.
I’m super excited to announce that the TV version of Lore will be an original production from Amazon Video.
— Lore Podcast (@lorepodcast) October 6, 2016

Graham Yost, Giovanni Ribisi, Barry Josephson, Ben Edlund and moderator Jamie Hector
Also in attendance at the panel were Sneaky Pete writer and producer Graham Yost and star Giovanni Ribisi, as well as Ben Edlund and Barry Josephson of the recently-greenlit Tick live-action TV series. Edlund hinted that a big part of the upcoming season of his show will involve a government organization that oversees superheroic activity, and that the writers are looking to build a “superhero comedic universe you can invest in and care about.”
Sneaky Pete and The Tick will also debut on Amazon Prime next year.
Palmer Luckey skipped the Oculus event to avoid being a ‘distraction’
Palmer Luckey may have founded Oculus, but he stayed away from today’s big Oculus Connect event after stirring up some trouble recently. Late last month, it was discovered that Luckey donated $10,000 to an anti-Hillary Clinton group that wanted to take some garbage Reddit-style harassment memes and get them into the mainstream via billboards and other prominent messages (something it has failed to do thus far). He apologized, but plenty of developers and Oculus supporters took exception to his actions. Oculus confirmed today that he “chose note to attend” the event to avoid being a “distraction.”
Instead, Facebook CEO Mark Zuckerberg led a rotating cast of speakers through the two-plus hour conference, which offered a release date and pricing for the Oculus Touch controllers and a host of software demos. It’s not surprising to see Zuckerberg leading such a big event — and it makes a lot of sense to keep the focus on the Oculus announcements and avoid any potential distraction that could come from putting Luckey on stage at this point. Our memories are short, though, and we’d imagine he’ll be back at events in the future before long — just not until this election cycle is over, though.



