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Posts tagged ‘News’

7
Oct

AT&T to sell LG V20 starting Oct 7 for an outrageous price


LG is going toe-to-toe with the highest-end phones out there.

High-end smartphones are expensive, often inexplicably so. But even when recognizing that they’re generally expensive across the board, we were still surprised to see the announcement today that AT&T will be offering the LG V20 for a rather massive $830 when pre-orders start on October 7.

lg-v20-black-01.jpg?itok=TUUSOx9o

There’s no doubt that LG has thrown a massive number of specs and features into a really nice design on the LG V20, but the pricing of $830 puts it in some pretty rare company. Looking down AT&T’s device offerings, the iPhone 7 Plus starts at $769, the Galaxy S7 edge at $794 and the Galaxy Note 7 at $879. Of course the just-announced Google Pixel XL will start at $769 as well. For what it’s worth, the LG V10 debuted at $700 this time last year.

Can LG really get over $800 for a phone today?

AT&T offers 24- and 30-month 0% financing for its phones, but that doesn’t erase the fact that hardly anyone was expecting the V20 would cost well over $800. Seeing as how the LG G5 hardly flew off store shelves at its flagship price, it’s hard to see how many people will buy the V20 for some $150 more. Very few companies can charge that kind of money for a phone, and despite the Note 7’s issues slowing down Samsung, we’re not so sure that LG is one of those companies.

Until other carriers reveal pricing — T-Mobile announced availability but not pricing earlier today — we’re going to reserve completely judgement for a moment, but $830 for the LG V20 is really going to test how much people are willing to go with an LG phone over other equally competitive models at lower prices.

LG V20

  • LG V20 preview
  • LG unveils the V20
  • LG V20 specs
  • LG V20 vs. Galaxy Note 7
  • Discuss the V20 in the forums!

7
Oct

Oculus Touch controllers: What are they, how much do they cost, and when can you buy them?


Facebook-owned Oculus VR is in the middle of its main keynote, where it has shed new details on the Oculus Rift’s Touch controllers.

The virtual reality company’s third-annual Oculus Connect conference kicked off on 5 October and will go until 7 October, but the big event is the main keynote, which began at 10 am PT on 6 October. Facebook CEO Mark Zuckerberg took the stage to reveal Oculus is making a standalone VR headset that works without cords, among other things.

But if you only care about the Touch controllers, no worries. You don’t need to watch the entire keynote to catch up, as we’ve detailed everything you need to know, including how much they cost and when you can get them. We also have this piece that details what they are and how you can use them with Rift.

  • Oculus Rift and Oculus Touch eyes-on
  • Oculus Touch controllers price revealed
  • Best VR headsets to buy in 2016, whatever your budget
  • Oculus Rift: Price, shipping date and everything you need to know
  • Oculus Rift preview: The VR revolution begins here

What is Oculus Touch?

According to Oculus, Oculus Touch is a “pair of tracked controllers that deliver natural ‘hand presence’ – the feeling that your virtual hands are actually your own.” The controllers, which were first announced last year, work with the Oculus Rift VR headset. For more information, see our Oculus Touch guide.

How much does Oculus Touch cost?

Oculus Touch is priced at $199.

Oculus promised the Touch controllers would work at room scale, but you’ll need to use a third camera placed in the back of the room. Those cameras will cost $79 each. The Rift’s $599 headset package, when combined with the controllers’ $199 price and the extra camera’s $79 price, makes the full Oculus platform more expensive than the $799 HTC Vive, which has two Lighthouse tracking boxes and two handheld controllers.

There’s no word yet on UK pricing.

When can you buy Oculus Touch?

Oculus Touch will be available on 6 December. Preorders open 10 October. The controller bundle will come with two titles (VR Sports Challenge and The Unspoken) as well as a second camera. Remember, a third sensor, which will release 6 December, is needed for the Touch controller to room-scale. 

There’s no word yet on availability outside of the US.

Do other games work with Oculus Touch?

Yes. Other games, such as the sci-fi shooter Arktika and Lone Echo from Ready at Dawn, will launch with Touch compatibility. Oculus is even showing off demos for Touch-compatible games like Luna, Quill, Landfall, Kingspray, The Unspoken, VR Sports, I Expect You to Die, Killing Floor, and SingSpace.

Visit Oculus’ blog for more details on these games.

7
Oct

Oculus Touch to launch on December 6th for $199


Until now, the Oculus Rift has been incomplete. It’s a comfortable, high-end VR headset, but without Touch the experience feels like a preview. A taste of the platform’s full potential. Thankfully, that’s all about to change: At Oculus Connect, the company announced that its motion controllers will be out on December 6th. They’ll cost $199, putting the combined Rift price at $798. For reference, the HTC Vive with its wand controllers costs $799. PlayStation VR launches next week for $400, but that’s only the headset — you’ll need to pay extra for the camera and Move controllers.

Pre-orders for Touch start on October 10th, the same day as its fancy new Oculus Earphones. Each unit will come with a motion sensor, which gives you basic positioning but not true room-scale tracking. For the latter, you’ll need to buy a third sensor for $79. (That puts the total package at $877.)

“Touch is $199, and starts shipping December 6th!” Tune in to the #OC3 livestream: https://t.co/coMFPh8Bms pic.twitter.com/mJ2pcevAfs

— Oculus (@oculus) October 6, 2016

Oculus Touch adds intuitive hand-tracking to VR. The controller compromises of two parts — one for each paw — with analog sticks, face buttons and triggers shared between them. A plastic band wraps around the bottom, giving each pad a sleek, cuff-like look. Once you’ve slipped them on, you can naturally control your avatar’s hands in VR. Waving, punching, picking up objects — even basic finger gestures, such as a quick point or thumbs up. It certainly beats the bundled Xbox One controller — you’ll have to decide whether it’s worth the extra cost, however.

7
Oct

Virtually hang out with up to 7 friends in Oculus’ ‘VR Rooms’


Oculus announced a host of new social features for platform during its OC/3 press event on Thursday. In addition to Avatars, which allow users to customize outlines of their faces with various accessories and skins, the company also rolled out Parties and Room. Parties are just what they sound like — groups of up to eight users can band together and chat. And if you want a dedicated area to do that in, Oculus also announced Rooms. This collaborative space differs from the Facebook-centric chat app that we saw back at F8 earlier this year. Rooms is designed to behave more like a virtual living room where groups can congregate to play games or watch a movie, rather than a simple gathering of avatars.

7
Oct

Oculus to offer earbuds for the Rift headset


The Oculus Rift already comes with a set of built-in headphones, but what if you’re more of a earbuds person? Well, Oculus just announced a pair of in-ear buds designed specifically for the Rift. Simply detach the bundled headphones and attach the appropriately called Oculus Earphones. According to Oculus, they have advanced noise isolation and have drivers optimized for VR. Oculus CEO Brendan Iribe even went on to say that they’re one of the most higher-end earphones in the world. The Earphones will be available for $49. You can pre-order them on October 10th, and they’ll ship on December 6th.

7
Oct

An extra $79 turns the Oculus into a room-scale VR system


At Oculus Connect 3, the VR company announced room-scale support for its upcoming Touch controllers. To enable the feature users will need a third sensor in the room for an additional $79.

The room-scale features lets VR users move within a real space by 3D mapping the room. By adding that third sensor, games and other content should be more immersive because you can wander around in an area while wearing an Oculus Rift.

Adding room-scale support and putting extra sensors on sale isn’t that big of a surprise. Back in July, Rift’s Oculus Home software gained support for multiple sensors.

Oculus isn’t the first VR company to add this feature. The HTC Vive already supports 3D room-scale and developers can already add this to their games.

Both the Touch controllers and the extra sensors will launch on December 6th for $199 and $79 respectively.

7
Oct

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

7
Oct

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 Hands-On

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.

7
Oct

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.

Arktika.1 Hands-On

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.

7
Oct

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.