Atari co-founder Nolan Bushnell launches a VR company
Atari’s Nolan Bushnell is busier than ever these days — in addition to his mobile game efforts, the video game pioneer is launching a virtual reality company. Modal VR is promising a combination of hardware and software that delivers high-end virtual experiences of the sort that make an HTC Vive or Oculus Rift seem like small potatoes. It’s completely wireless, low latency (under 10 milliseconds) and accommodates multiple users in areas as large as 900,000 square feet. There are full body tracking suits, to boot. Instead of limiting you to sit-down or room-scale VR, developers could create immersive experiences that fill whole fields and warehouses.
As you might guess, Modal VR isn’t designing something you would buy for personal use. You’d most likely use it in arcades — think of it as a very, very advanced version of the Virtuality rigs from the 1990s. Businesses could also create custom VR apps for their workers, such as 3D modelling tools that let engineers see life-size examples of their work.
Modal’s technology is still in the prototype stage, and it will only start shipping beta developer kits “soon.” If it works as well as promised, though, it could extend not just the capabilities of VR, but its reach. While many people can’t justify buying their own hardware, they might not have to. You’d only have to pay on a per-session basis, and could join in multiplayer games that are impractical (or in some cases, impossible) with existing tech.
Via: TechCrunch
Source: Modal VR
‘Maguss’ wants your help bringing its mobile spellcasting to life
If you like the idea of a Harry Potter-like mobile spellcasting game and aren’t that attached to J.K. Rowling’s universe, you can now plunk down some cash to get it. The Maguss team has launched an Indiegogo crowdfunding campaign to bring its Pokémon Go-style augmented reality wizardry to life. Pledging at least $19 (normally $25) will get you access to the beta test when it starts on December 10th. However, you’ll likely want to pay more to get the full experience — spending $39 ($49 if you’re not an early bird) gets you a Bluetooth-based physical wand on top of beta access 9 days earlier. You can contribute more if you want to either get into the alpha test (November 10th) or duel your friends.
Maguss isn’t guaranteed to launch as planned, but it’s one of the more realistic crowdfunding projects we’ve seen. The game has already been in development for two years — this is just the finishing touch. Its biggest challenge may simply be the potential for pressure from Harry Potter copyright holders. Creator Ondrej Tokar hasn’t received any confirmed legal nastygrams (whether from publishers or Warner Bros.) and has taken steps to distance Maguss from the world of Hogwarts, but there’s no certainty that the lawyers will stay away.
Source: Indiegogo
‘Battlefield 1’ helps you make movies on your game console
PC gamers have long had tools to make professional-looking movies. Console players, however, haven’t had much luck… it’s usually either raw gameplay or nothing. DICE and EA want to give living room directors their shot, though. They’re implementing an enhanced spectator mode in Battlefield 1 that’s tailor-made for cinematic productions on not just PCs, but also the PS4 and the Xbox One. You now have extensive control over the camera, and it’s not just about choosing what to look at or how the camera follows a given unit. You can play with the field of view, depth of field and even an array of visual filters that include Noir and Battlefield 3’s signature bluish tones.
This isn’t a full-fledged scene creator like Valve’s Source Filmmaker, so don’t expect to create custom animations, record canned segments or otherwise produce your magnum opus. All the same, this could be an important step in the console world. The developers are recognizing that many people want to watch more than straightforward live streams and “let’s play” videos, and that you shouldn’t have to buy a brawny gaming PC just to explore your creative potential.
Source: Battlefield, Xbox Wire, ShadowSix Films (YouTube)
BioWare’s ‘Jade Empire’ gets another shot at life on iOS
BioWare is virtually synonymous with Mass Effect and Dragon Age these days, but it has had its share of experiments. Remember Jade Empire, its China-inspired (and critically well-received) action role-playing title? Aspyr does — it just released versions of Jade Empire: Special Edition for the Mac and, crucially, iOS. You can now relive the story of a martial artist restoring balance to the world using your phone or tablet, not just your computer at home. There are simple controls in the iOS version if you’re not comfortable with a touchscreen, but you can also switch to an expert mode when you’re comfortable with using taps and swipes to defeat other warriors.
Both versions are available now for $10, which isn’t too shabby for a game that combines fast-paced fighting with signature BioWare elements like moral dilemmas. You’ll want to make sure you have plenty of free space, though. The iOS release chews up just short of 4GB, so you probably won’t be playing on a 16GB device unless Jade Empire is going to dominate your mobile life for the next while.
Via: Kotaku
Source: App Store, Mac App Store, Aspyr
‘Superhot VR’ feels like a time bending, action-packed puzzle
Earlier this year, Superhot launched on PC and consoles with a fresh gameplay gimmick: Time only moves when you move. This simple idea turned the fast-paced action of an FPS shooter into an odd, methodical, and tense puzzle game where players could stop in their tracks to think their way around a barrage of incoming bullets. It’s incredibly fun on traditional gaming platforms — but it’s even better in virtual reality.
The basics of Superhot carry over to its virtual reality version, but it’s not exactly a straight port. Rather than running around levels, and having your momentum kickstart the timestream, the player stays in one place as the enemies advance. The levels are shorter, too. After a barrage of attackers are dispatched, the game moves forward to the next scene. Each moment is like a short, time-locked puzzle — surviving a section means figuring out what order to dispatch enemies in and how. Sometimes this means merely shooting one, other times it means methodically blocking their shots with an object in the room or throwing a coffee cup at them (really). Sometimes, it means just knowing when to duck so a trap in the room takes out the bad guy instead of you.
It’s not just the level design that makes Superhot VR different from the core PC game, though — it’s Oculus Touch. Player movement is what triggers the world’s movement, and that includes every tiny movement your hands make with Oculus’ new motion controllers and your head movements. It’s a lot harder to keep time frozen in Superhot VR, which forces you to think faster. When you do finally figure out how to clear an area though, it’s extremely satisfying, and that’s the beauty of Superhot VR: It leaves you with a lingering sense of accomplishment. You didn’t just kill some bad guys, you solved a puzzle. It’s a good feeling.
Superhot VR is one of those experiences I can’t recommend highly enough. It’s creative, surreal and perfect for the medium of virtual reality. Unfortunately, it might not last long. Superhot’s developers say they’re targeting a 2-4 hour experience. That’s typical of a lot of first-gen VR games, but it’s a shame. If our short demo is any indication, Superhot VR is the kind of game that will leave you wanting more.
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.
Video game voice actors push for standardized contracts
In the midst of a protracted squabble, the union representing voice actors has come up with a contract for low-budget indie game developers. SAG-AFTRA is promoting a new agreement for titles under $250,000 that would limit difficult vocal sessions (presumably involving yelling or other vocal gymnastics) to two hours. Actors would also be paid double for such work, and collect residuals above the normal rate ($825.50 for four hours) for games that sell 500,000 units or more.
SAG-AFTRA threatened a strike last year after its previous agreement expired, and negotiations with indie game producers for a new one broke down. Actor and alpha geek Wil Wheaton unwittingly became the poster boy for the cause after tweeting support for the union and explaining in a post why actors need a new deal. Noting that producers have ignored concerns about tough vocal sessions, he said that afterwards, “your voice is wrecked .. and over years and years of this, it’s going to build up into serious and permanent damage.”
Your voice is wrecked .. and over years and years of this, it’s going to build up into serious and permanent damage.
Producers and critics, however, argue that the indie game industry works on tiny margins, so it can’t afford residual payments. They add that developers and programmers work much longer hours than voice actors.
The union failed to carry out its strike threat, and the situation reached an impasse this summer. The contract that voice actors are proposing is essentially the same one that producers rejected before. As a result, Deadline notes, few game producers are expected to sign the deal.
SAG-AFTRA does have a plan “B,” however — it is saying that vocal stress is a workplace safety issue and has also made a claim before the Occupational Safety and Health Administration (OSHA). “We’d rather not have to petition for new regulations,” it said in a statement, “but since the videogame employers are unwilling to address vocal stress in negotiations in a real way, we are investigating this further to protect the voices of our members.”
Hit side-scroller ‘Axiom Verge’ lands on Xbox One
Not surprisingly, Axiom Verge has taken a while to spread across platforms — Thomas Happ designed the entire Metroidvania-style shooter by himself, so even a straightforward port was bound to take a while. At last, though, you don’t have to be picky about where you play. Happ has released a version of Axiom Verge for the Xbox One, making the mind-bending side-scroller available on every modern TV console (the Wii U version arrived on September 1st). So what took so long for this release, especially since it was available on PCs ages ago?
According to Happ, it’s a matter of an unexpected switch in developer tools. He’d initially targeted the Xbox 360 a full 7 years ago, and was working with Microsoft’s freely available XNA developer kit… until Microsoft dropped support for XNA. He had to wait until Microsoft supported an open source version of XNA (Monogame) on Xbox One to bring Axiom Verge to the newer hardware. That isn’t much consolation if you’re an Xbox One owner who had to wait a year and a half to see what all the fuss was about, but it does show that the timing wasn’t entirely in the developer’s hands.
Source: Microsoft Store, Xbox Wire
GOG adds ‘Hotline Miami’ and other Steam games to your library
GOG is extending its efforts to liberate your games from Steam’s copyright protection. Alongside a back-to-school sale, the online game store is expanding its GOG Connect effort to cover 17 more games, including Hotline Miami, the 2013 Shadow Warrior remake and the space exploration title X Rebirth. It’s the same drill as before: connect your Steam account and you can grab DRM-free copies of those games at no charge, helping you back them up or move them without hassles. The focus remains on indie games, but it’s still good news if you’re worried that you’ve put too many eggs in Steam’s basket.
As for the sale? The newly-launched promo will have discounts on more than 300 games, at least some of which are big names like Dragon Age: Origins, Day of the Tentacle Remastered and Dying Light: The Following. Much like a Steam sale, you probably won’t get the best deals (up to 90 percent off) on the hits. History suggests that these will be so-so games that didn’t sell well even while new. Nonetheless, now might be a good time to go shopping if you’re looking for new things to play and don’t want to either spend a lot or send money Valve’s way.
Source: GOG Connect
A ‘Fruit Ninja’ movie might really happen
Now that the Angry Birds movie has proven to be a financial success, other studios want in on the mobile-games-as-movies trend. New Line Cinema has secured the rights to a Fruit Ninja movie already in development by game creator Halfbrick Studios and producer Tripp Vinson (of San Andreas and Journey to the Center of the Earth). Not surprisingly, this will involve a lot more than watching an off-screen assassin cut produce into pieces — the project is currently envisioned as a live-action comedy that sees a ragtag group becoming Fruit Ninjas to, naturally, save the world.
We wouldn’t count on the as-yet undated movie being a critical smash. On top of Vinson’s notable-but-not-exceptional pedigree, the writing team is best known for penning an Emmy Awards show and the TV series Anchorwoman. However, it’s doubtful that New Line is expecting something Oscar-worthy in the first place. This is really about capitalizing on one of the most popular mobile games in history before a rival studio gets a chance. At this rate, we’re half-expecting a Crossy Road flick to materialize any day now.
Via: The Verge
Source: Hollywood Reporter



