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Blaston’s new update brings multiplayer lounge spaces and a single player campaign. Massively expanding a game isn’t easy. We walk through the new content, then talk through the new opportunities and issues for Blaston’s future.
Legendary developer John Carmack is back to publishing VR app reviews, this time for the Oculus Quest platform. His nuanced approach abandons stars and numbers for more insightful commentary and suggestions for improvement. We also compare his stringent quality bar with the quality bar of the Oculus store.
We unleash our inner karate kids this week with Path of the Warrior; a VR love letter to old-school Beat-Em-Up arcade games. Goons get punched, food gets munched, and ultimately things get underwhelming as we discuss the highs and lows of these rage filled streets.
Red Matter is a great example of where VR can take players when you rely on grounded principles and wide usage of solid interactions...then why have we barely heard about it!? Today we’re exploring that question and more! Join us for insightful discussion on the mechanics, storytelling, and performance of this eerie adventure title.
The Climb 2 got new levels! In them, Carlos found an experience closer to Tomb Raider than The Climb. This week we discuss: How does the DLC improve on the base game? What future do we see for The Climb after playing the DLC? And could The Climb deliver on a Tomb Raider experience for VR?
The Climb 2
Timestamps:
1:30 - The Climb 2 vs Tomb Raider
7:29 - The Climb 2 DLC
20:35 - Where could The Climb go next? (Mechanics)
28:15 - Opportunities for Next-gen Tech
30:28 - Opportunities for better feedback to player
35:42 - Where could The Climb go next? (Game Modes)
Other Things We Mention:
Rise of the Tomb Raider
Man falls down playing The Climb
The Climb 1
CryEngine
Adaptive Triggers
Beat Saber
We chat about how to design mech-piloting and spaceship-piloting experiences for VR.
The VR games market is evolving. Pistol Whip - and its latest “2089” update - is the perfect lens for examining the changing expectations for VR games. Will all VR games be expected to provide free updates? What impact does this have on game design? Listen in for these answers and more!
Timestamps:
0:50 - Pistol Whip
3:41 - Gameplay Modifiers and Haptics
9:21 - Content Updates and 2089
23:21 - Cloudhead Games and the VR market
27:07 - Games as a Service
31:05 - Modularity
35:20 - Final Thoughts
Games We Mention:
Pistol Whip
Beat Saber
Titanfall 2
Half-Life 2
Fortnite
Apex Legends
Population: One
Walkabout Mini Golf
Asgard's Wrath
We look at the new PSVR 2 controllers, compare the pros and cons of different VR hardware platforms, and peek into the future of VR hardware.
Timestamps:
1:45 - Introduction
2:50 - VR Controller Standard
6:20 - Vive Wands and PS Move
10:28 - Dualshock and PSVR
15:15 - Inside-out Tracking
17:37 - Wired vs Wireless
21:15 - What does the next 5 years look like?
27:54 - PSVR2 Tracking Ring
30:44 - The "Face Factor"
33:30 - Outro
Games We Mention:
SUPERHOT
Blood & Truth
Gun Club VR
Battlewake
Half-Life: Alyx
Big STRIDEs being made today. Just kidding! We chat for a few minutes about a parkour game.
Swarm is a new fast-paced, arcade-style grapple shooter, and we think it’s going to perform pretty well. But why do we think that, and what do the developers need to do to ensure it? This week, listen to us inspect (and recommend) the game from a developer’s perspective.
Timestamps:
1:23 - Swarm
7:40 - Grappling Hook Mechanic
13:26 - Motion Sickness
15:27 - Combat Loop Rhythm
22:21 - Juice
25:45 - Post-Launch Expansion
28:40 - FTUE
30:58 - Marketing
34:30 - Final Thoughts
Other Games We Mention:
SairentoVR
Robo Recall
Windlands
Jet Island
Amazing Spiderman 2
From the publisher's feed
Two developers talking about Virtual Reality. What's fun about it? How does it work? What can we learn from it? What will it learn from us? Expect design insights, technical breakdowns, and hot…