[QUOTE=dai;51018830]goddamn that's an instant buy, looks nothing short of a great successor to san francisco rush 2049
-vid-
also judging from how I handled some of the earlier oculus game experiments (can't remember what it was but it resembled [url=http://store.steampowered.com/app/330770/]this[/url] but far more mechanically linked to the track, had to whip around to avoid obstacles), it might be surprisingly OK in VR and I'll definitely give it a go when my [del]pizza[/del] gets here. When you crash it'll be hella disorienting but it often feels deserved and natural as a feedback for fucking up[/QUOTE]
Like I said, haven't tried the VR portion of it, but I honestly cannot recommend this game enough otherwise and if the VR bit is good, that's a bonus.
[thumb]http://images.akamai.steamusercontent.com/ugc/53246134184077616/CC99EB6BD1BD1074260BD9D53A9D285A7D4BE0E0/[/thumb]
[sp]on one of the maps they give you infinite boost and I noticed at one point you have just enough force to outlift the weight of your car if you go nearly perfectly straight up[/sp]
played through the existing portion of the campaign, very intense and I can't wait to see more, especially once the trackmania community digs into its editor. The track random seed generation system sounds cool but 90% of the tracks seem to come out as a long hallway with sparse, mostly harmless obstacles
gonna be a blast (and a challenge) in VR
in the meantime, have we seen any updates this past month on that rock climbing game thing? Is it still 100% just xbox controls while in headset? Feels like that should be pretty physically active. Also what other games seem to be active, my wife is a fan of kinect games that get you moving (including a rock wall climbing minigame), are there any particular games y'all'd recommend that are casual but demand lots of motion like that?
[QUOTE=dai;51020121]played through the existing portion of the campaign, very intense and I can't wait to see more, especially once the trackmania community digs into its editor. The track random seed generation system sounds cool but 90% of the tracks seem to come out as a long hallway with sparse, mostly harmless obstacles
gonna be a blast (and a challenge) in VR
in the meantime, have we seen any updates this past month on that rock climbing game thing? Is it still 100% just xbox controls while in headset? Feels like that should be pretty physically active. Also what other games seem to be active, my wife is a fan of kinect games that get you moving (including a rock wall climbing minigame), are there any particular games y'all'd recommend that are casual but demand lots of motion like that?[/QUOTE]
The workshop content is already fantastic for Distance, there's 1,706 levels despite it being in EA and a surprising portion are good. Some of them are obnoxiously hard but I haven't run into one I couldn't beat yet. Obligatory: [url=http://steamcommunity.com/sharedfiles/filedetails/?id=273454119]Rainbow road[/url]
I played Distance in VR a couple of months ago and enjoyed it a lot up until they introduced the flying and gravity mechanics, at which point the motion became really jarring and made the game so difficult to play. I don't normally have a problem with weird types of motion in VR, but I think the fast pace and limited FOV were a bad combination in this instance.
[QUOTE=Darkwater124;51019200]That's it. You just touch the trackpad and you move in a direction, like a joystick. It works surprisingly good.[/QUOTE]
How does this avoid motion sickness? It seems way too simple a locomotion method
[QUOTE=Itszutak;51020898]How does this avoid motion sickness? It seems way too simple a locomotion method[/QUOTE]
Don't know, but I haven't had any yet. It helps that you move slow and there's no acceleration.
Tilt Brush updated again, always love it when this happens.
[url]https://docs.google.com/document/d/11ZsHozYn9FnWG7y3s3WAyKIACfbfwb4PbaS8cZ_xjvo/preview#[/url]
Haven't tried it yet, but it seems like they implemented that resizing of the world feature I found so mindblowingly great in PaintLab. Difference is that in PaintLab, the rest of the game is fucking awful. If it's the same feature in Tilt Brush, that is truly amazing.
Holy shit
[video=youtube;YobyXs8osxM]https://www.youtube.com/watch?v=YobyXs8osxM&feature=youtu.be[/video]
(Resize feature can be seen at 1:57)
[QUOTE=dai;51020121]played through the existing portion of the campaign, very intense and I can't wait to see more, especially once the trackmania community digs into its editor. The track random seed generation system sounds cool but 90% of the tracks seem to come out as a long hallway with sparse, mostly harmless obstacles
gonna be a blast (and a challenge) in VR
in the meantime, have we seen any updates this past month on that rock climbing game thing? Is it still 100% just xbox controls while in headset? Feels like that should be pretty physically active. Also what other games seem to be active, my wife is a fan of kinect games that get you moving (including a rock wall climbing minigame), are there any particular games y'all'd recommend that are casual but demand lots of motion like that?[/QUOTE]
The track generator takes keywords, for what it's worth. Try things liek 'huge', 'virus', 'red', etc :v:
[QUOTE=Itszutak;51020898]How does this avoid motion sickness? It seems way too simple a locomotion method[/QUOTE]
Some people complained and refunded but I think majority of people are fine. I did feel a bit iffy for the first hour or so of playing.
Played and finished the first level of [url=http://steamcommunity.com/app/524120/]Raptor Valley[/url] on my Vive just now. Remember that part in the 2nd Jurassic Park movie with the tall grass? It's like that. If you want to put yourself in that situation for some reason.
[video=youtube;tbFnWj867sA]https://www.youtube.com/watch?v=tbFnWj867sA[/video]
this looks pretty rad. the website for it is [URL="http://www.zulubo.com/vertigo"]here[/URL]
[QUOTE=Clavus;51028514]Played and finished the first level of [url=http://steamcommunity.com/app/524120/]Raptor Valley[/url] on my Vive just now. Remember that part in the 2nd Jurassic Park movie with the tall grass? It's like that. If you want to put yourself in that situation for some reason.[/QUOTE]
Instantly fell in love with this game after seeing you post it here. It's great, so perfect at building suspense.
Anyone else got any notable vive horror games? Trying to find them through the actual steam store hasn't resulted in much luck for me.
So: Distance was pretty fantastic, but underwhelming in VR. It's a very good enhancement to an already great game, but not much that will make you go 'wow', technically.
Which is kind of how I prefer VR experiences after the first time :v:
[QUOTE=Trixil;51030163][video=youtube;tbFnWj867sA]https://www.youtube.com/watch?v=tbFnWj867sA[/video]
this looks pretty rad. the website for it is [URL="http://www.zulubo.com/vertigo"]here[/URL][/QUOTE]
The demo is pretty sweet. Has free movement if you hold the grip button, while showing a transparent grid (in addition to the chaperone) to give a point of reference. The ladder climbing is cool too. All in all the experience is just as fun as Budget Cuts, definitely a good one for my demo repertoire.
The steering movements in Distance are too violent. It'd be fine if I could use the third person camera... but it seems that the game forces itself in "vr mode" just by having the Rift connected, locks to first person camera.
I tried that Blair Witch horror thing on Gear VR.
[sp]I was looking the wrong way so I didn't get jump scared. I was too busy focusing on the figure in the house.[/sp]
[media]https://www.youtube.com/watch?v=EToqMwUKHmw[/media]
Onward seems worth it for these moments :v:
[QUOTE=*Freezorg*;51035563]The steering movements in Distance are too violent. It'd be fine if I could use the third person camera... but it seems that the game forces itself in "vr mode" just by having the Rift connected, locks to first person camera.[/QUOTE]
You can turn that off in the VR settings, actually. But the third person camera is labeled 'barfy' for a reason...
Also, it helps if you use a controller.
[media]https://twitter.com/ID_R_McGregor/status/775747192782979072[/media]
[editline]13th September 2016[/editline]
My Vive box still doubles as a monolithic piece of furniture.
what constitutes "slightly smaller"? That's the box I received yesterday and it didn't stand out enough for me to think about the difference compared to when we got pre-ordered units in at my office
[t]http://i.imgur.com/2xstOzT.png[/t]
Finally some news about Justin Roiland and William Pugh's unholy union:
[media]https://www.youtube.com/watch?v=zdFDhze6MdU[/media]
wow wtf UploadVR straight up ripped the trailer and uploaded it to their channel
[QUOTE=Ott;51045622]wow wtf UploadVR straight up ripped the trailer and uploaded it to their channel[/QUOTE]
Review sites can get permission for that. Apparently the devs don't mind.
[QUOTE=Ott;51045622]wow wtf UploadVR straight up ripped the trailer and uploaded it to their channel[/QUOTE]
UploadVR was the first to upload the video directly after the interview. Crows Crows Crows uploaded it a bit later. You can check the actual upload times with this: [url]http://www.amnestyusa.org/citizenevidence/[/url]
I know Tripwire Interactive does this with their PC Gamer videos (PC Gamer uploads it first), but I'm unsure of the situation here.
Rift version of Space Engine works very nicely when it comes to 3D and all the controls, there's just an extremely annoying bug where all menus are flipped horizontally+vertically in the current implementation.
[t]http://i.imgur.com/rV7l6f4.jpg[/t]
(took a lens pic)
Apparently it's a common issue for Rift testers and should get fixed before release.
I haven't heard anything yet about a clay/zbrush like program for the vive yet, could be the one thing that would make me dust it off
[QUOTE=Giraffen93;51046246]I haven't heard anything yet about a clay/zbrush like program for the vive yet, could be the one thing that would make me dust it off[/QUOTE]
Tilt Brush did get some pretty neat features recently (artists are making some very neat stuff with the scaling feature), but it looks like Oculus Medium is going to be the go-to app if you want a sculpting workflow. Haven't seen anything comparable for the Vive yet.
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