Category Archives: Make it a (virtual) Reality

Make it a (Virtual) Reality: Resident Evil HD

residentevil4_header

The twisting halls of the Spencer Mansion are burned into your memory but you’ve never seen them like this before. The dim lights now cause you to squint to see the end, the corners are completely obscured, and the windows simply showcase a thick army of trees for miles to see. We’ve learnt to walk the rooms of the Spencer Mansion countless times before, but we’ve never truly stepped foot in it. READ MORE

Make it a (Virtual) Reality: CES

CES_Header

For two years running now the Consumer Electronics Show (CES) in Las Vegas, Nevada, USA has proved to be a significant event in the virtual reality (VR) calendar. In 2014 Oculus VR revealed its Crystal Cove prototype for Oculus Rift head-mounted display (HMD), laying the foundation for the second development kit (DK2). Now in 2015 not only has Oculus VR brought its latest prototype, Crescent Bay, to the show but a wide range of other companies are offering VR products. With the consumer release of some of these HMDs expected later this year, perhaps 2016 could prove to be the most significant year for VR and CES yet. How? By letting fans visit the show for themselves. READ MORE

Make it a (Virtual) Reality: 2015

Uncharted4_Header

For the past year, VRFocus has been delivering the latest updates on virtual reality (VR) videogames and hardware. But while much of the coverage is rooted in the facts and realities of the technology, once a week VRFocus’ mind drifts and wonders about what videogames and franchises could make great VR adaptions. The feature is going to carry on in 2015, with a look at some of the latest releases. But looking at the year ahead, there are some franchises that this feature has already visited. READ MORE

Make it a (Virtual) Reality: Super Smash Bros.

SmashBros_Header

Virtual reality (VR) in its current state is best applied to slower, more plodding experiences so that users can acclimatise to the technology without worrying about simulation sickness. On first thought, then, the fast-paced, head-spinning battles of the Super Smash Bros. series seem to be exactly the opposite of what you’d want to see in VR, then. Four-player first-person timed-matches in which each combatant struggles to survive as they’re knocked to and fro? That’s a recipe for disaster on current Oculus Rift kits. But, then again, who said that first-person perspective had to be from the fighters’ view? READ MORE

Make it a (Virtual) Reality: Fallout

Fallout_Header

We want virtual reality (VR) to take us to beautiful, fantastical, surreal, unimaginable places. We want to scale impossible heights, meet undiscovered creatures and survive the most intense battles. So do we really want to travel to a barren, diseased landscape where horrific monsters roam freely and bandits wait around every corner? Yes, we really do. Especially if that experience is created within the Fallout franchise. READ MORE

Make it a (Virtual) Reality: Eternal Darkness: Sanity’s Requiem

EternalDarkness_1

If you’ve had so much as a passing interest in virtual reality (VR) technology over the past few years, then it’s likely crossed your mind that head-mounted displays (HMD) are a perfect companion to the horror genre. The isolation and immersion provided by the likes of the Oculus Rift can create an atmosphere unlike anything achievable with a standard screen. As those more deeply invested in VR will no doubt know, many developers have already tried to capitalise on this. The Oculus VR Share platform, a portal for free VR software, is littered with scary experiences while some high-profile studios such as The Creative Assembly have been using the Oculus Rift with their projects such as Alien: Isolation. READ MORE

Make it a (Virtual) Reality: Rocksmith

Rocksmith_Header

Earlier in the week Ubisoft San Francisco, the developer behind the Rocksmith videogames, dropped a tantalising hint that virtual reality (VR) technology support could play a big part in the series’ future. The developer suggested that using VR could allow players to look at the guitar they are using to learn as they are taught how to play it. Just the thought of this brings several ideas for how VR could enhance the process of learning an instrument. READ MORE

Make it a (Virtual) Reality: The Evil Within

TheEvilWithin_Header

Last month saw Shinji Mikami, the celebrated creator of the Resident Evil series, return to the genre he helped shape with The Evil Within from Tango Gameworks. The title harkens back to different eras of Mikami’s career, from the scary beginnings of the original Resident Evil to the action landmark that is Resident Evil 4. It even goes a little further than that, revisiting themes seen in the overlooked Shadows of the Damned before eventually making a few marks of its own. The title was met with a mostly positive reaction from critics and consumers, suggesting that it could have a future ahead of it. Its terrifying blend of psychological horror and intense action also make it a unique candidate for a VR adaption. READ MORE

Make it a (Virtual) Reality: Mario Kart

MarioKart_Header

The racing genre is something of a given for virtual reality (VR) experiences. With the player seated and hands firmly locked to a steering wheel, racing videogames avoid many of the issues and limitations that other VR titles currently face. That said, it’s not a match made in heaven; Sony Computer Entertainment (SCE) Head of Worldwide Studios Shuhei Yoshida earlier this year admitted that Evolution Studios’ DriveClub had now fared well with experimental VR support. The sense of speed can indeed be disorientating. But not all racing titles are about fast cars and realistic visuals. In fact, the karting genre seems perfect for a VR adaption. READ MORE

Make it a (Virtual) Reality: Mass Effect

MassEffect_HEader

You stare out at the galaxy. Hundreds of planets are strung out for as far as you can see. Each one presents a whole new landscape, atmosphere, civilisation and culture to become immersed in. You think over your next destination as the sound of consoles clicking and virtual keyboards tapping surrounds you. Members of your squad brush shoulders with you as they head to the armoury. The cockpit and pilot rest at the end of the corridor in front of you. This is your ship to command and your galaxy to explore. READ MORE