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Quest is Getting a Flurry of New Games in the Next Month and a Half

Better keep a tight grip on that wallet—the next month and a half will see the launch of a flurry of anticipated games for Meta Quest 2 and Quest 3 (and a few which are also coming to PSVR 2 and PC VR). Here’s what should be on your radar.

If you’ve been looking for something new to play, you’re about to have some decisions to make. Here’s a chronological breakdown of new Quest games coming before the end of 2023, starting with five that are already available but shouldn’t be missed!

Dungeons of Eternity – Available Now ($30)

From the Developer:

Hack-n-slash takes on a new meaning in VR: swing swords, throw axes, use bows, wield magic staffs, and more to make it out alive. With the power of VR, you will be immersed in a fantasy adventure like no other.

COOP OR SOLO PLAY Band together for an unforgettable cooperative experience with up to 3 players, or delve into the dungeons yourself.

EVER-CHANGING DUNGEONS Explore randomly-generated dungeons across multiple game modes and realms – no dungeon run is the same. A vast array of chambers await, from combat arenas, puzzle, and trap rooms, secret chambers, and more.

FEEL THE DUNGEONS Hack-n-slash like never before with a visceral physics-based combat system and realistic interactions with the game world.

ENDLESS ARSENAL Every weapon is randomly generated, offering nearly endless loot within the dungeons. You will discover many weapon types, including swords, bows, magic staffs, and more.

PLAY YOUR WAY Craft your playstyle and appearance through loadouts, upgrades, and a diverse set of character customization options.

The 7th Guest VR – Available Now ($30)

From the Developer:

The classic game that chilled you to the bone in the 90s has been brought back to life, with cutting-edge VR technology that delivers an atmospheric story like no other.

Six guests have been welcomed to the foreboding mansion. But something sinister is at play. The wealthy recluse and toymaker, Henry Stauf, hides in the shadows, and there is a dark power here, shrouded in mysteries. Who is the 7th Guest? What does Henry want with them? And who will live to tell the tale?

As you explore the eerie mansion, the puzzles become increasingly challenging, and there are dangers lurking around every corner, with every shadow, creak, and flicker of light adding to the haunting tension.

Unlock new rooms and uncover hidden secrets, all while trying to keep your wits about you against the eerie horrors. The 7th Guest VR is the ultimate adventure for fans of mystery-puzzle games and those seeking a new and terrifying VR experience.

Ghostbusters: Rise of the Ghost Lord – Available Now ($35)

Also on PSVR 2

From the Developer:

Team up with friends and become a Ghostbuster in this made-for-VR adventure.

Immerse yourself in the thrills and fun of bustin’ ghosts like never before on the Meta Quest 2 and Meta Quest 3. Quash a Mini-Pufts invasion in your own home in the exclusive game mode, Mini-Puft Mayhem – featuring the Meta Quest 3’s unique mixed reality capabilities.

Out of Scale: A Kurzgesagt Adventure – Available Now ($15)

From the Developer:

In this VR app, you explore the worlds within worlds around you from inside your mobile scale lab as you travel to five levels of scale – molecular, bacterial, insect, human, and mountain. You’re joined by STEVE, the lab’s AI assistant, who shows you the different effects of biology, physics, and chemistry in each realm. Together you’ll scan objects, find hidden ducks, and observe science in action. You will complete four missions around giant ants, a tardigrade, a protist, and giant fungi that have accidentally been scaled up by using scientific concepts and scaling objects up and down yourself.

In addition to the base game, there is a Multiplayer Theater where players can invite their friends and watch Kurzgesagt videos together in VR. There’s also a Mixed Reality Sandbox where players can bring objects and creatures they’ve unlocked in the game into their home.

Journey to Foundation – Available Now ($40)

Also on PSVR 2

From the Developer:

It’s been almost two centuries since Hari Seldon predicted the fall of the Galactic Empire and forged a Foundation to mitigate the chaos and destruction that would come.

You are an agent with the Commission of Public Safety, a shadowy organization that maintains order in the Galactic Empire. What begins as a mission to investigate deserters in the Periphery quickly becomes a battle for control of all humanity. With your superior officer in your ear, and the esteemed governor’s daughter at your side, you must journey to Foundation.

In this immersive roleplaying adventure, you decide who will rise and what is lost to the fires of anarchy. Disguise, hack, and blast your way through Asimov’s groundbreaking sci-fi universe using the most advanced tools the Galactic Empire has to offer.

The Foglands – October 31st ($35)

Also on PSVR 2 and PC VR

From the Developer:

The Foglands is an atmospheric 3D roguelike shooter where you’ll discover new paths, and uncover old secrets. Run into the unknown, fight monsters, scavenge loot, and try to make it back before you are swallowed by the Fog.

EXPLORE THE FOGLANDS – Play as a Runner, heroes of a sparse community living underground. Adventure from the wrecks of long-dead technology to the undiscovered depths where you’ll run, jump, sneak, and fight your way through the Fog.

ROWDY BAR-FIGHT ACTION – In a mysterious, fog-infested world, dangerous forces lurk in the shadows. Punch, throw, shoot, and smash through each run as you go toe-to-toe with strange, malevolent monsters and vicious, roving factions.

A MYSTERIOUS TALE – A great creature reawakens in the Fog. With the survival of your community in peril, you must strike a deal with a mysterious stranger in this sci-fi-western-horror story. Follow the network of tunnels to learn the long-buried truth and remember, sometimes the best way to move forward… is to look back.

SCAVENGE AND GROW – Scavenge precious items, unearth hidden secrets, and collect powerful abilities that can mean the difference between victory and death

Vampire: The Masquerade – Justice – November 2nd ($30)

Also on PSVR 2

From the Developer:

Become a vampire. Strike from the darkness and drink the blood of your prey. Use stealth, persuasion, and an arsenal of upgradable abilities to sneak past enemies undetected or punish the guilty in the seedy backstreets of Venice.

Vampire: The Masquerade – Justice is an open-ended, narrative Adventure RPG set in the World of Darkness universe. You have the power to strike fear into the hearts of criminals as an untraceable shadow, picking off targets one-by-one.

STEALTH IS YOUR WEAPON

Shadows are your ally. Take to the rooftops and seek new paths away from enemy eyes. Use Shadow Traps to snatch up unsuspecting prey and drag them into Oblivion. Activate Cloak of Shadows and slip unseen through enemy defenses. In Vampire: The Masquerade – Justice, stealth is your weapon.

BECOME A POWERFUL VAMPIRE

Punish the guilty with brutal abilities. Launch yourself towards opponents with immense force or boil their insides with Cauldron of Blood. Sink your fangs into their necks to stock up on blood. Load your crossbow with special bolts to kill, distract or knock out guards from afar. Dish out Justice with a vengeance

LEVEL UP AND EXPLORE

The dark skies of Venice provide ample opportunity to level up powers and build a character suited to your playstyle. Tackle side-missions to earn more experience. Convince NPCs to aid your quest, solve puzzles, uncover collectibles and test yourself with optional tasks in each mission.

Stride Fates – November 9th ($30)

Also on PC VR

From the Developer:

Enhancing everything players love about the freerunning nature of STRIDE, the full-fledged sequel ‘Fates’ pushes the parkour action formula even further with new gameplay and a story-driven campaign.

MEET YOUR FATE

Raised in the slums of dystopian Airon City, at the very bottom of the food chain, you got a golden ticket out.

To survive and climb the ladder in elite police forces of SkyChase, you will have to deal with power shifts in gangs, dirty family feuds, corporate secrets, forbidden tech and much more. Your fate is bound with other motley characters in this story. Will you accept the destiny or fight against it?

FEEL LIKE A PARKOUR SPEC-OPS OFFICER

  • Climb buildings, vault through windows, and slide down cables with lightning speed.
  • Explore open-world locations under the watch of snipers and drones.
  • Feel the thrill of close-quarters combat with tactical shooter gameplay.
  • Use your gadgets and hacking skills to outwit thugs and corporates.

Demeo Battles – November 9th ($20)

Also on PC VR

From the Developer:

Welcome to the arena! Demeo Battles is a competitive turn-based strategy game for 1-4 players, featuring:

Turn-based Tactics – Battle your opponents in dungeons, forests and more as you square off against your enemies in grid-based action combat across 10 maps tailored for intense PvP competition — but don’t fall victim to “The Burn”

Monstrous Minions – Assemble an army of chaotic critters to fight alongside you — from rats and goblins to cave trolls to giant slimes — a rotating cast of 37 creatures to pick from at launch, all with a mind of their own!

Heroic Teamwork – Bring two champions to the battle in every match and leverage their synergies; control both heroes directly or partner up with another player to defeat competitors cooperatively

Play Your Way – Choose a champion to match your play style from 7 classes — hunter, sorcerer, assassin, guardian, bard, warlock or barbarian — to unleash magic, melee mayhem and more, with 89 possible cards to pick from when raining fury down on your opponents

Bespoke Builds – Spend your coins wisely when you enter the arena to build a unique loadout in every game, choosing from a randomized selection of action cards and monsters

Speedy Strategy – Challenge yourself to battle after battle with average matches lasting just under 20 minutes

Cross-Play – Play with your friends across all supported devices

Assassin’s Creed Nexus VR – November 16th ($40)

From the Developer:

Embody three legendary Assassins in this all-new full-length Assassin’s Creed action-adventure game. Experience firsthand the thrill of parkour, the rush of combat, and the tension of stealth as you become the Assassin like never before. Uncover new memories from Ezio Auditore, Kassandra, and Connor as you work to stop Abstergo from gaining the power to manipulate people’s beliefs.

PARKOUR: Feel the exhilaration of parkouring freely across expansive open maps. Explore Renaissance Italy, Ancient Greece, and Colonial America. Immerse yourself in history as you engage with NPCs and interact with historical figures like Leonardo Da Vinci.

COMBAT: Deploy your Hidden Blade with a flick of your wrist. Use your hands to block, parry, counterattack, and duel a variety of enemies. Immerse yourself in the action with weapons including bow and arrows, swords, throwing knives, the tomahawk, the crossbow, the Hidden Blade, and bombs, all of which attach to your full-body avatar.

STEALTH: Sneak up on a target from behind or surprise them with an air assassination. Evade enemies by blending into a crowd or distract them with objects in the environment.

Assassin’s Creed Nexus VR features all of the iconic gameplay from the series, including the dazzling Leap of Faith. You will become the Assassin, choosing how to achieve your missions as you sneak, traverse, and fight your way through open maps in an unforgettable campaign.

Ironstrike – November 16th ($20)

From the Developer:

Ironstrike is a co-op VR fantasy roguelike combat game developed by E McNeill. Players can go at it alone or party up with friends with a wide array of character classes to choose from to dispatch waves of challenging enemies. Utilize a wide array of weapons as a ranger or become an arcane mage to use magical spells to buff teammates or compromise opponents.

Arashi: Castles of Sin – Final Cut – December 5th

Also on PSVR 2 and PC VR

From the Developer:

Take on the role of the deadly assassin Kenshiro as you travel across feudal Japan to defeat the Six Oni of Iga, a bandit group spreading chaos across the land. Through a wide variety of weapons, tools, and techniques, you’ll infiltrate conquered castles and outwit your enemies as you hunt down each Oni.

With the innovations of Next-Gen VR hardware, immerse yourself in the ultimate shinobi fantasy. Leap from rooftop to rooftop, hide in shadows and perform lethal sneak attacks, survive impossible odds in sword combat, and vanish from the scene just as quickly as you arrived. Heightened graphical fidelity and carefully tuned controls make each new battle more engaging than the last.

Each castle you conquer is capped off with an exciting battle against one of the Six Oni. Each bandit leader is a unique combatant both in style, personality, and abilities, putting your mastery of the sword to the test. Prove yourself against these fearsome foes as you hone your skills with each new encounter.

Your mission for justice is not one you take alone. With your canine companion Haru by your side, praised for her advanced AI and usefulness, Arashi brings a unique sense of companionship not found in other VR titles.

Customize your arsenal as you see fit before each mission with blades, grenades, mines, arrows, blowguns, pistols, and more! Whether you want to make it through unscathed and unseen, or want to face your enemies head-on with style, your choices are always supported.

Asgard’s Wrath 2 – December 15th ($60)

From the Developer:

Awaken, Cosmic Guardian – The fate of reality lies in your hands. Travel across vast realms inhabited by the gods in pursuit of the Trickster God Loki, who threatens to undo the threads of the universe. It’s up to you to battle gods and monsters alike as you take on one of the biggest and most epic scale Action RPGs ever experienced in VR.

Alongside legendary Egyptian gods, you’ll fight deadly warriors and awe-inspiring mythical creatures through physics-based, visceral combat with unique weapons and playstyles. Possess unique mortal heroes and convert loyal animals into your own warrior followers as you explore a massive, free-roaming and living world and solve mind-bending god-scale puzzles.

What Didn’t Make it in 2023

While that’s a solid lineup before the end of the year, two big Quest games that we hoped to see this year won’t be out before the New Year.

Image courtesy Skydance Interactive

First is the highly anticipated Behemoth from Skydance Interactive, the developer behind the Walking Dead VR games. Original slated for a 2023 release date, the studio recently announced a major delay for the game until 2024. Also coming to PSVR 2 and PC VR.

Image courtesy Rockstar Games

And last but not least is GTA: San Andreas VR. Announced way back in 2021, we figured the game would be set for release not later than the launch of Quest 3… but with no release date set, it’s almost certainly not going to land in 2023. And with no recent updates on the game, we might not ever see it.

Quest is Getting a Flurry of New Games in the Next Month and a Half Read More »

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‘Ghostbusters: Rise of the Ghost Lord’ Review – I Ain’t Afraid of No VR Ghost!

It’s been a while since we first busted ghosts in VR, but this time around veteran VR studio nDreams and Sony Pictures Virtual Reality are serving up an at-home co-op game for Quest and PSVR 2 that will finally let you strap on a proton pack and go head-to-floating-head with a good variety of belligerent specters. Check out our review below to see if it’s worth getting the whole squad involved.

Ghostbusters: Rise of the Ghost Lord Details:

Available On:  QuestPSVR 2

Release Date:  October 26th, 2023

Price: $35 (Standard), $55 (Full Containment Edition)

Developer: nDreams

PublisherSony Pictures Virtual Reality (SPVR)

Reviewed onQuest 2

Gameplay

Here’s the breakdown: you’re busting ghosts in San Francisco (as you do) and the Ghost Lord shows up to wreak havoc on the city. Work your way through a bunch of random missions and periodically report back to HQ for a few drips of the game’s narrative, presented via a TV screen where you’ll learn what happened to some obviously evil billionaire type who totally isn’t an evil Ghoul King, Specter Sovereign, Poltergeist Potentate, or anything of the sort. Ok, so it’s pretty clear the narrative isn’t the star of the show here, as it really only sets the scene for casual drop-in, drop-out co-op matches, which last anywhere from 10-15 minutes each.

Of course, you can go it alone in offline mode with the help of the game’s admittedly competent AI, or team up with friends or strangers for more fun and firepower. That said, you really should consider banding together with a few buddies (from two to four players) and tackling it all the way through together.

Image captured by Road to VR

It feels very much in the same vein as After the Fall (2021)which we called “VR’s best stab at Left 4 Dead,” although I think there’s an argument to be made for keeping pace with your friends in the game as you all earn successive upgrades, letting you form a real team that makes the most of each upgrade path. That feels more like Ghostbuster’s intended sweet spot, as opposed to randomly dropping in with whoever’s online, quietly grinding missions for money and maxing all upgrade paths indiscriminately, and then beating the titular Ghost Lord a bunch of times. There is some competition in there to get more points, but in the end it’s really a team effort.

Image captured by Road to VR

Although I compare it to After the Fall, this isn’t really the same sort of horde-based shooter, because frankly the proton pack isn’t really a gun. There’s also no ammo pickups and no loot to pick up besides some random ecto goo that gives you the ability to upgrade stuff later, such as unique weapon attachments for things like single-use shotguns blasts and short-lived turrets. You can fire your proton stream continuously if you want, and then lasso the poor ghosties forever too—provided you learn how to properly operate the thing. More on that below.

The game also doesn’t really expect you to fail that much either since anyone in your party can always revive you once you’re down with a simple high five. Instead, your main focus is earning cash by completing missions which are placed across seven massive and circuitous maps, each of which allow you to play a random mix of four mission styles: Exorcism, On the Clock, Giga Trap Retrieval, and Harvester. In order, it’s basically a wave mode with the same mini-boss, a timed wave mode, a bomb escort mission, and a wave mode with light puzzle elements.

The big question I always ask myself in these sorts of random mission-driven games is whether both the action and upgrades will be enough to bring me back for more on a consistent basis. I felt the game doled out an okay assortment of both, although it all feels like it’s missing an overall structural direction to keep me engaged in the long-term. You only get three missions to choose from at a time, which are then shuffled randomly again once you’re back at HQ, making it difficult to get a sense of how you’re progressing, save a computer screen that really doesn’t do a great job of making you feel like you’re moving toward an actual goal besides “DONE”.

Image captured by Road to VR

Despite the increasing mix of standard baddies as you move through to 100 percent completion, which means you’ve beaten 42 missions, about halfway through things start to feel a little samey. There just aren’t enough mini-bosses, and it just isn’t clear how long it will take to get to the main boss; you just have to keep playing random missions until the game decides you’ve had enough and can actually move forward.

That said, I generally liked the assortment of regular enemies, although I wish there were a greater variety of mini-bosses to provide a bump in difficulty beyond just having ‘more of everything all at once’. Normal enemies include a conventional assortment of ranged and melee types, with smaller types usually zapped into oblivion with a few seconds of the standard blast from the proton pack. The larger, more often ranged types require not only a constant blast from your proton pack, but also need to be lassoed into your handy dandy trap.

Melee types are typically smaller and weaker, and are mostly just annoying to deal with as you go in for the real ghosts worth nabbing in any given level.

Here’s how lassoing works, which is key to dispatching larger, more deadly ghosts: a shield bar on the right of ghosts depletes with a standard blast, while the health bar on the left indicates how much the enemy needs to be jerked around with your proton-lasso in order beat it unconscious and then drag it into your trap, which gobbles it up automatically. Wear out the specter, shoot out your trap nearby, and let the wonders of technology do the rest. This is actually pretty satisfying as a VR specific thing, as you wildly follow the ghost as he helplessly flails around looking for a hiding place to recover health. Springing the trap with your left hand and shooting the proton pack with the right is about as Ghosbusters as you can get.

Image captured by Road to VR

About an hour into playing, I also figured out I could just point my proton stream at the floor to spam the game’s most important tool: the boson dart,which is basically just a big blast that keeps your proton pack from overheating and being inoperable for a bit. Activating the boson dart didn’t feel intuitive at first—something I chalk up to some pretty aggressive pop-up messages in the early game that made it personally difficult for me to concentrate on the task at hand. I ended up just jogging through whatever was asked of me in the tutorial so I could figure it out later in my own time. Really. Pop-ups are so big and offputting.

I digress. Using the boson dart is actually pretty simple, although easy to ignore at the beginning since you don’t really need it until you meet the game’s main mini-boss, the Bruiser. Simply mash a button right before your proton stream overheats to activate a powerful blast that knocks ghosts down a bar or two on their health meter.

Once you get a handle on each enemy type, you start to see colored variants that have slightly different powers. Whatever the case, I found that strategy really only boiled down to constantly strafing around the map, keeping the trigger down, and blasting boson darts until everything—regardless of ability—was toast. Avoid shit flying at you and don’t stand in one spot too long. Everything else is gravy.

Image captured by Road to VR

Protip: If you like playing random missions every once in a while, and aren’t really concerned about getting to the final boss, you can probably just invest your cash in all of the upgrade pathways just to see what’s out there. If you’re looking for more focused playsessions though, it’s probably better to pick one specific upgrade style and max it out from the onset.

Once all is said and done in a mission, and all of the ghosts are trapped or otherwise zapped to dust, your only choice is to keep playing random missions, or maybe the single-player mixed reality mini-game, Mini-Puft Mayhem, which is a fun little boss battle against a giant Stay Puft Marshmallow Man. It’s worth a few minutes of your time, if anything just to see a giant marshmallow rip the ceiling off your house, but not integral to the rest of the game.

Again, if there were any such game, Ghostbusters: Rise of the Ghost Lord would definitely be the one you and a few other friends would buy and exclusively play together—not because you really need a bunch of active communication to play, but that the game is pretty random enough without having a good buddy by your side to give you a reason to drop back in, and keep grinding until you get to the massive Ghost Lord battle.

Image courtesy nDreams, SPVR

Immersion

Is Ghostbusters: Rise of the Ghost Lord perfect? No. It has enough variety and fun, provided you’re with a good group of people. Playing alone is the worst-case scenario though, and probably isn’t advisable if you don’t want to hit a wall halfway through when missions start to be a little bit a trudge. Still, it’s actually a pretty solid basis for what could be some interesting DLC, which I hope will help minimize some of the weaker points I mentioned above. So don’t get me wrong: Ghostbusters: Rise of the Ghost Lord is basically a fun and well-made game that just lacks a little bit of scaffolding and boss variety to be a real winner.

One thing it definitely has out of the gate though is looks. Even with the humble Quest 2, the game is pretty dang awesome looking. It has a swath of dense and richly decorated set pieces, and character animations are expressive, feeling straight out of a cartoon. Ok, so there’s no Slimer, but there are Slimer-adjacent characters that mostly do the job.

Image courtesy nDreams, SPVR

It’s more than looks though. You’d be surprised how many VR multiplayer games there are out there that really don’t understand that players instinctually want to interact with other people naturally, like, say, handing something to someone without having to throw it on the ground first, or being able to give them a high five for a job well done. That’s all here and then some. Playing in co-op mode, Road to VR’s Ben Lang stepped into something of a mine in the form of a Stay Pufft mini-marshmallow bag that explodes the little buggers everywhere when you get close, rendering your equipment inoperable until you pluck away the pests.

He still had three on his proton pack still jumping around and squeaking about. My first instinct was right. Just grab the little suckers and toss them away like picking lice from a fellow chimp! Or crush him with an iron fist and hear revel in their tiny, diabetic lamentations.

A small-ish sore spot is the games avatars, each of which only have three unlockable looks a piece, with no individual customization as such. I would have also liked to see a more customizable HQ, which would make hosting a game much more immersive since you could show off trophies or decorations to your friends when you invite them for matches.

Comfort

As a veteran VR studio, nDreams knows the score. Offer everything, including snap-turn, quick turn, smooth turn, teleportation. The list is below. It has it all. The only advisory I’d give is the game naturally makes you strafe a good deal, so if you’re particularly susceptible to motion sickness, experiment with the game’s variable blinders to make this less jarring.

‘Ghostbusters: Rise of the Ghost Lord’ Review – I Ain’t Afraid of No VR Ghost! Read More »

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Reality Labs Revenue Drops to Lowest Point on Record Ahead of Quest 3 Launch

Meta today announced its third quarter earnings, revealing that revenue of its Reality Labs XR division dropped to its lowest point on record, just ahead of the launch of Quest 3. All eyes are now on the holiday season to see if Meta’s new hardware will move the needle.

Meta announced the latest Reality Labs revenue figures today during its Q3 earnings call. While the division had shown strong performance when Quest 2 was the company’s hot new product, revenue has fallen on average as the headset has aged. That led Reality Labs’ Q3 2023 revenue to drop to $210 million, and a loss of 27% year-over-year. That’s the lowest point on record since Meta began divulging Reality Labs revenue in Q4 2020.

Due to Meta’s significant ongoing investments in Reality Labs, the division overall lost a whopping $3.74 billion in Q3 2023, continuing the trend of significant losses over the last 12 quarters. Meta has previously warned investors that these major investment expenses may not pay off until the 2030s.

Next quarter ought to see a significant revenue boost for Reality Labs thanks to a combination of new hardware and the holiday shopping season.

Quest 3 and Meta’s new Ray-Ban smartglasses launched just after the end of Q3. That means we won’t begin to see the impact of those new products on revenue until the company’s Q4 earnings announcement.

Historically, the Q4 holiday quarter has been the best performer for Reality Labs, and it’ll be interesting to see if Q4 2023 can top the division’s revenue record of $877 million in Q4 2022.

As for comments on the call, Meta executives didn’t have much to share at this point about the performance of the launch of Quest 3 or the Ray-Ban smartglasses. They didn’t offer much more than saying only that initial reviews were positive and they are happy with the launch of the new products, and excited to have them on the market on the leadup to the holidays.

Reality Labs Revenue Drops to Lowest Point on Record Ahead of Quest 3 Launch Read More »

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VR’s Favorite Mini Golf Game Gets Spooky with New Haunted Course

Walkabout Mini Golf has been on a roll ever since it launched in late 2020, now counting 22 courses strong with the addition of a very spooky level just in time for Halloween: ‘Widow’s Walkabout’.

Developers Mighty Coconut say Widow’s Walkabout brings to the game a “mysterious cliffside manor [..] haunted by a playful spirit who’s possessed an eerie mini golf course like no other.”

The haunted course is said to pack in a bunch of spooky surprises and hints to an unsettling story the player can unravel. There is sure to be plenty of phantasmal objects, Victorian architecture, and “mischievous onlookers in this house of unending curiosities and supernatural shots,” the studio says.

Priced at $4, Mighty Coconut says Widow’s Walkabout also comes along with a set of themed avatar features, settings for spooky-averse and photosensitive players, and—as with every course—18 collectible lost balls and a commemorative in-game putter, which can be earned via a Foxhunt that also reveals the course’s sinister backstory.

“It’s also the game’s densest course to date in terms of details, props, and Easter eggs with a surprisingly high poly count for this beloved low-poly title,” the studio says. “And the glass and noir lighting are special technical tricks, designed to take players deep into the many archetypes of spooky storytelling from Alfred Hitchcock and the Addams Family to Victorian spiritualism and beyond.”

Walkabout Mini Golf has unleashed a seemingly never-ending torrent of courses over the past three years, including Atlantis, Upside Town, Temple At Zerzura, Alfheim – Land of the Elves, Laser Lair, and more. Moveover, the game is also getting an iOS version, called Walkabout Mini Golf: Pocket Edition, which will feature crossplay with Quest.

You can nab it over on the Meta Quest Store, Steam and PSVR 2, priced at $15.

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Designing Mixed Reality Apps That Adapt to Different Spaces

Laser Dance is an upcoming mixed reality game that seeks to use Quest’s passthrough capability as more than just a background. In this Guest Article, developer Thomas Van Bouwel explains his approach to designing an MR game that adapts to different environments.

Guest Article by Thomas Van Bouwel

Thomas is a Belgian-Brazilian VR developer currently based in Brussels. Although his original background is in architecture, his work in VR spans from indie games like Cubism to enterprise software for architects and engineers like Resolve. His Latest project, Laser Dance, is coming to Quest 3 late next year.

For the past year I’ve been working on a new game called Laser Dance. Built from the ground up for Mixed Reality (MR), my goal is to make a game that turns any room in your house into a laser obstacle course. Players walk back and forth between two buttons, and each button press spawns a new parametric laser pattern they have to navigate through. The game is still in full development, aiming for a release in 2024.

If you’d like to sign up for playtesting Laser Dance, you can do so here!

Laser Dance’s teaser trailer, which was first shown right after Meta Connect 2023

The main challenge with a game like this, and possibly any roomscale MR game, is to make levels that adapt well to any room regardless of its size and layout. Furthermore, since Laser Dance is a game that requires a lot of physical motion, the game should also try to accommodate differences in people’s level of mobility.

To try and overcome these challenges, having good room-emulation tools that enable quick level design iteration is essential. In this article, I want to go over how levels in Laser Dance work, and share some of the developer tools that I’m building to help me create and test the game’s adaptive laser patterns.

Laser Pattern Definition

To understand how Laser Dance’s room emulation tools work, we first need to cover how laser patterns work in the game.

A level in Laser Dance consists of a sequence of laser patterns – players walk (or crawl) back and forth between two buttons on opposite ends of the room, and each button press enables the next pattern. These laser patterns will try to adapt to the room size and layout.

Since the laser patterns in Laser Dance’s levels need to adapt to different types of spaces, the specific positions of lasers aren’t pre-determined, but calculated parametrically based on the room.

Several methods are used to position the lasers. The most straightforward one is to apply a uniform pattern over the entire room. An example is shown below of a level that applies a uniform grid of swinging lasers across the room.

An example of a pattern-based level, a uniform pattern of movement is applied to a grid of lasers, covering the entire room.

Other levels may use the button orientation relative to each other to determine the laser pattern. The below example shows a pattern that creates a sequence of blinking laser walls between the buttons .

Blinking walls of lasers are oriented perpendicular to the imaginary line between the two buttons.

One of the more versatile tools for level generation is a custom pathfinding algorithm, which was written for Laser Dance by Mark Schramm, guest developer on the project. This algorithm tries to find paths between the buttons that maximize the distance from furniture and walls, making a safer path for players.

The paths created by this algorithm allow for several laser patterns, like a tunnel of lasers, or placing a laser obstacle in the middle of the player’s path between the buttons.

This level uses pathfinding to spawn a tunnel of lasers that snakes around the furniture in this room.

Room Emulation

The different techniques described above for creating adaptive laser patterns can sometimes lead to unexpected results or bugs in specific room layouts. Additionally, it can be challenging to design levels while trying to keep different types of rooms in mind.

To help with this, I spent much of early development for Laser Dance on building a set of room emulation tools to let me simulate and directly compare what a level will look like between different room layouts.

Rooms are stored in-game as a simple text file containing all wall and furniture positions and dimensions. The emulation tool can take these files, and spawn several rooms next to each other directly in the Unity editor.

You can then swap out different levels, or even just individual laser patterns, and emulate these side by side in various rooms to directly compare them.

A custom tool built in Unity spawns several rooms side by side in an orthographic view, showing how a certain level in Laser Dance would look in different room layouts.

Accessibility and Player Emulation

Just as the rooms that people play in may differ, the people playing themselves will be very different as well. Not everyone may be able to crawl on the floor to dodge lasers, or feel capable of squeezing through a narrow corridor of lasers.

Because of the physical nature of Laser Dance’s gameplay, there will always be a limit to its accessibility. However, to the extent possible, I would still like to try and have the levels adapt to players in the same way they adapt to rooms.

Currently, Laser Dance allows players to set their height, shoulder width, and the minimum height they’re able to crawl under. Levels will try and use these values to adjust certain parameters of how they’re spawned. An example is shown below, where a level would typically expect players to crawl underneath a field of lasers. When adjusting the minimum crawl height, this pattern adapts to that new value, making the level more forgiving.

Accessibility settings allow players to tailor some of Laser Dance’s levels to their body type and mobility restrictions. This example shows how a level that would have players crawl on the floor, can adjust itself for folks with more limited vertical mobility.

These player values can also be emulated in the custom tools I’m building. Different player presets can be swapped out to directly compare how a level may look different between two players.

Laser Dance’s emulation tools allow you to swap out different preset player values to test their effect on the laser patterns. In this example, you can notice how swapping to a more accessible player value preset makes the tunnel of lasers wider.

Data, Testing, and Privacy

A key problem with designing an adaptive game like Laser Dance is that unexpected room layouts and environments might break some of the levels.

To try and prepare for this during development, there is a button in the settings players can choose to press to share their room data with me. Using these emulation tools, I can then try and reproduce their issue in an effort to resolve it.

Playtesters can press a button in the settings to share their room layout. This allows for local reproduction of potential issues they may have seen, using the emulation tools mentioned above.

This of course should raise some privacy concerns, as players are essentially sharing parts of their home layout with me. From a developers standpoint, it has a clear benefit to the design and quality control process, but as consumers of MR we should also have an active concern on what personal data developers should have access to and how it is used.

Personally, I think it’s important that sharing sensitive data like this requires active consent of the player each time it is shared – hence the button that needs to be actively pressed in the settings. Clear communication on why this data is needed and how it will be used is also important, which is a big part of my motivation for writing this article.

When it comes to MR platforms, an active discussion on data privacy is important too. We can’t always assume sensitive room data will be used in good faith by all developers, so as players we should expect clear communication and clear limitations from platforms regarding how apps can access and use this type of sensitive data, and stay vigilant on how and why certain apps may request access to this data.

Do You Need to Build Custom Tools?

Is building a handful of custom tools a requirement for developing adaptive Mixed Reality? Luckily the answer to that is: probably not.

We’re already seeing Meta and Apple come out with mixed reality emulation tools of their own, letting developers test their apps in a simulated virtual environment, even without a headset. These tools are likely to only get better and more robust in time.

There is still merit to building custom tools in some cases, since they will give you the most flexibility to test against your specific requirements. Being able to emulate and compare between multiple rooms or player profiles at the same time in Laser Dance is a good example of this.

– – — – –

Development of Laser Dance is still in full swing. My hope is that I’ll end up with a fun game that can also serve as an introduction to mixed reality for newcomers to the medium. Though it took some time to build out these emulation tools, they will hopefully both enable and speed up the level design process to help achieve this goal.

If you would like to help with the development of the game, please consider signing up for playtesting!


If you found these insights interesting, check out Van Bouwel’s other Guest Articles:

Designing Mixed Reality Apps That Adapt to Different Spaces Read More »

‘budget-cuts’-halloween-update-twists-stealth-action-into-stalker-horror

‘Budget Cuts’ Halloween Update Twists Stealth Action into Stalker Horror

Budget Cuts (2018), the stealth action game, has always been about taking pensive steps, hiding in the darkness and not tipping off the killer robot guards on your way through the game’s liminal office space. Now developers Neat Corporation released a spooky update that flips the script, turning the game’s stealth action into stalker horror.

The studio today unleashed what it calls ‘Nightmare Mode’, bringing the main foe ADAM to the campaign levels of Budget Cuts Ultimate (2023), which includes both Budget Cuts and Budget Cuts 2: Mission Insolvency (2019).

Like Alien: Isolation (some are dubbing the update ‘ADAM: Isolation’) players must navigate what the studio calls “spookified levels while being relentlessly pursued by killer bot ADAM.”

Normally the game’s unique portal-teleportation mechanic is great for thoughtfully warping around the map and looking for safe purchase amid a sea of overpowered robot foes. In the latest update, players will need to sneak, hide and quickly warp around like never before, as weapons have zero effect on ADAM.

If you’re not up for the challenge though, the update also lets you play through the regular campaign as normal without ADAM stalking you so you can enjoy the addition of the mode’s spooky seasonal decor just the same.

The game’s Nightmare Update is now live on Budget Cuts Ultimate across all supported platforms, including Quest, PSVR 2 and Steam.

‘Budget Cuts’ Halloween Update Twists Stealth Action into Stalker Horror Read More »

hit-co-op-horror-game-‘phasmophobia’-delayed-on-psvr-2-and-ps5

Hit Co-op Horror Game ‘Phasmophobia’ Delayed on PSVR 2 and PS5

Indie studio Kinetic Games announced it’s delaying the release of its hit co-op horror game Phasmophobia on PSVR 2.

The four-player psychological horror game was slated to land on PlayStation 5 and PSVR 2 sometime in August, but was later delayed to October following a fire incident at the studio’s office.

Now, Kinetic Games says in a Steam news update that the game is suffering another delay due to some “unforeseen challenges in adapting the game for consoles.”

“These combined factors have affected our development timeline more than we initially anticipated,” Kinect Games says.

“Additionally, in preparation for the PlayStation VR2 launch, we have been diligently reviewing the game’s performance and optimizing it across all maps to ensure a seamless experience for all of our console players. In this regard, we had to rework Maple Lodge Campsite with a completely new layout (more information below). This decision, though time-consuming for our art team, is essential to provide the best possible gameplay experience.”

Kinetic Games hasn’t mentioned an updated release window for Phasmophobia, however the studio says to stay tuned.

Putting you in a number of haunted locations filled with paranormal activity, Phasmophobia tasks you with gathering evidence with your ghost hunting equipment and selling it on to the black market. Go it alone, or head in with three other friends to share a fright together.

The game has celebrated a good deal of success since it launched into Early Access on Steam in 2020, providing support for both SteamVR headsets and traditional monitors. At the time of this writing,has amassed nearly 500,000 user reviews, putting it at a 96% ‘Overwhelmingly Positive’ score.

Hit Co-op Horror Game ‘Phasmophobia’ Delayed on PSVR 2 and PS5 Read More »

data-suggests-most-expensive-quest-3-is-more-popular-than-expected

Data Suggests Most Expensive Quest 3 is More Popular Than Expected

Quest 3 just began shipping last week and headsets are rapidly arriving in the hands of eager buyers. While the 128GB model appears to be in strong supply, the more expensive 512GB model might be more popular than Meta expected.

We checked stock availability for direct purchases from Meta.com for Quest 3 (128GB) and Quest 3 (512GB) across all regions where the headsets are sold. The latest shows that most regions estimate delivery of the 128GB model within one week, but the 512GB model won’t deliver for a week or more in most regions:

That seems surprising considering that Quest 3 is the company’s most expensive Quest headset yet, priced at $500 for the 128GB model and going up to $650 for the 512GB model.

There’s a few possible explanations for the current stock situation:

  • Meta underestimated demand for the 512GB model
  • Meta anticipated the demand for the 512GB model and set aside more of the initial inventory for third-party retailers
  • For some manufacturing reason, Meta couldn’t build up as much initial stock of the 512GB model, or can’t manufacture them as quickly

Of course, Quest 3 is also available in many other stores, like Amazon, Best Buy, and other regional retailers, each of which have different levels of stock.

We’ll continue to monitor the stock of both Quest 3 models to understand more about how they’re selling.

Data Suggests Most Expensive Quest 3 is More Popular Than Expected Read More »

apple-expands-vision-pro-developer-labs-to-two-new-cities

Apple Expands Vision Pro Developer Labs to Two New Cities

Apple is adding two new locations to its Vision Pro ‘Developer Labs so devs can get their hands on the headset before it launches early next year.

It might not feel like it but 2024 will be here before we know it, and Apple has recently said it’s on track to launch Vision Pro “early” next year.

To get developers’ hands on Vision Pro launches, Apple has a handful of ‘Developer Labs’ where developers can go to check out the device and get feedback on their apps. Today the company announced it’s opening two more locations: New York City, USA and Sydney Australia.

Even with the two new locations, Vision Pro Developer Labs are still pretty sparce, but here’s the full list to date:

  • Cupertino, CA, USA
  • London, England, UK
  • Munich, Germany
  • Shanghai, China
  • Tokyo, Japan
  • New York City, USA
  • Sydney, Australia
  • Singapore

Apple is also offering developers ‘compatibility evaluations’ where the company will test third-party Vision Pro apps and provide feedback. The company is also giving select developers access to Vision Pro development kits.

Vision Pro is Apple’s first-ever XR headset and it’s sure going to shake up the industry one way or another, perhaps starting with the way the company is approaching ‘social’ in XR.

Apple Expands Vision Pro Developer Labs to Two New Cities Read More »

13-tips-&-tricks-to-get-the-most-out-of-quest-3

13 Tips & Tricks to Get the Most Out of Quest 3

Quest 3 is here and comes with a bunch of quite helpful but often hidden features (most of which will also work on Quest 2!). Here’s a breakdown of tips and tricks you’ll definitely want to know.

Quest 3 Tips & Tricks Contents:

  1. Quest 3 Screenshot & Video Capture Shortcut
  2. Quest Voice Commands
  3. Switch Between Controller-tracking and Hand-tracking
  4. Force Screenshots & Videos to Actually Sync to Your Phone
  5. Double-tap for Passthrough
  6. Turn on 120Hz Refresh Rate
  7. Extended Battery Mode
  8. Set Your Own 360 Background in Home
  9. Lock Individual Quest Apps for Privacy
  10. Color Blind Mode and Text Size
  11. Type More Easily with Swipe Keyboard on Quest 3
  12. Share Your View with Friends to Your Phone or Browser
  13. Launch Apps From Your Smartphone so They’re Ready When You Are

And if you’re looking for great games to play, don’t miss our list of 25 free Quest 3 games worth checking out.

1. Quest 3 Screenshot & Video Capture Shortcut

If you’re new to Quest 3 you’ll almost certainly want to capture screenshots and videos of your VR shenanigans to share with friends. Luckily this is easy with a shortcut you can do even in the middle of playing a game.

Screenshot Shortcut:

Hold Meta button (menu button on right controller) then pull trigger once

Start Video Capture Shortcut:

Hold Meta button (menu button on right controller) then pull and hold trigger for a few seconds. You’ll see a message appear when capture has started.

End Video Capture Shortcut:

If you’re already recording a video, you can do the same command as Start Video Capture Shortcut to stop the recording. This works whether you started recording with the shortcut, by voice, or by through the regular capture button.

You can also take screenshots and videos with Voice Commands which we’ll cover… right now.

2. Quest Voice Commands

Voice Commands on Quest are a very helpful but highly slept on feature that will let you launch games, search the store, navigate your headset, capture screenshots & video, and more. Note: Voice Commands on Quest is only currently available to US headsets.

How to Turn on Voice Commands on Quest 3:
  1. In your headset open your app library and then open Settings
  2. In settings navigate to System → Voice Commands
  3. Turn on Voice Commands switch
  4. Turn on Voice Commands shortcut switch
How to Activate Voice Commands With Controllers
  1. Double tap the Meta button (menu button on right controller)
  2. Wait for an audio cue to know the headset is listening
  3. Speak your Command
How to Activate Voice Commands With Hand-tracking
  1. Hold your right hand up and face it toward you
  2. Pinch and hold your fingers to open the Quest quick-menu
  3. With your fingers still held, move your hand right to select Assistant
  4. Release your pinch to activate Voice Commands

Tip: You can use Voice Commands anywhere in the headset, even in the middle of a game.

What You Can Do with Voice Commands on Quest:
  • Launch games – “Open Beat Saber
  • Search the store – “Search the store for Electronauts
  • Navigate the headset – “Open Settings” | “Open Store” | “Open Library”
  • Manage the headset – “Restart” | “Shut down” | “What’s my battery”
  • Capture Photo & Video – “Capture screenshot” | “Capture video” | “Stop recording”

3. Switch Between Controller-tracking and Hand-tracking

For the most part, Quest 3 is pretty good about understanding that setting your controllers on a flat surface means you want to start using hand-tracking. But sometimes it gets a little confused. There’s a shortcut to guarantee the headset switches from controller-tracking to hand-tracking, but you’ll need to enable it first.

How to Enable ‘Double Tap Controllers for Hand-tracking’
  1. In your headset open your app library and then open Settings
  2. In settings navigate to Movement Tracking
  3. Turn on ‘Double Tap Controllers for Hand-tracking’ switch
How to Activate ‘Double Tap Controllers for Hand-tracking’
  • As the shortcut says, tap your controllers gently together twice and the headset will immediately switch to hand-tracking. To switch back to controllers just pick them up.

4. Force Screenshots & Videos to Actually Sync to Your Phone

When you capture screenshots and video on your headset it’s supposed to sync to your phone so you can access it through the Meta Quest app and share it from there how you please. In practice, media almost never automatically syncs for me. However, you can force individual captures to sync to your phone.

Force Screenshot or Video Sync on Quest 3
  1. In your headset open Camera from the menu bar
  2. Find the screenshot or video you want to sync
  3. Click the ‘three dots’ menu on the file
  4. Click Sync Now

Within a few seconds for screenshots, and maybe a minute or two for large videos, you can open your Meta Quest app and navigate to Gallery to find your synced media (make sure to ‘pull down to refresh’ on the gallery if your media isn’t appearing). From there you can download the photo or video onto your phone and share it as you wish. The time it takes to sync may vary depending on your internet speed.

5. Double-tap for Passthrough

This is an incredibly useful feature which is the quickest and easiest way to turn on passthrough to get a quick glimpse outside of your headset (even in the middle of a game).

Just gently double-trap on the side of the headset (you can even tap it with your controller) and the passthrough view will appear.

This feature should be enabled by default, but if it isn’t you can turn on Double-tap for Passthrough:
  1. In your headset go to Settings → Physical Space → Passthrough
  2. Turn on the ‘Double-tap for Passthrough’ switch

6. Turn on 120Hz Refresh Rate

By default, Quest 3 runs at a 90Hz refresh rate (which is how often the screen updates). For a smoother and lower latency experience, you can bump the refresh rate up to 120Hz.

How to Turn on 120Hz Refresh Rate on Quest 3:
  1. In your headset go to Settings → System → Display
  2. Turn on ‘120Hz Refresh Rate’ switch

Now the Quest menus should run at 120Hz be default, and any applications that support 120Hz will be able to use the mode too. Note that this may have a small impact on battery life.

7. Extended Battery Mode

Speaking of battery life on Quest 3, the headset has a built-in mode to squeeze the most power out of your headset.

How to Turn on Extended Battery Mode on Quest 3:
  1. In your headset go to Settings → System → Power
  2. Turn on ‘Extended Battery Mode’ switch

Turning on Extended Battery Mode will reduce the brightness, resolution, and likely framerate so the headset does less work and consumes battery more slowly.

8. Set Your Own 360 Background in Home

Meta offers a range of virtual environments for the Quest Home space and most use a 360 photo as their backdrop, but you can also use your own 360° photo as a backdrop.

How to Set 360 Background in Quest Home:
  1. In your headset go to Settings → Personalization → Virtual Environment
  2. Scroll all the way to the bottom of the list of Virtual Environments
  3. Click the arrow next to ‘Custom Skybox View’
  4. Select one of the default skyboxes, or select your own

Note that the default Quest 3 Home environment doesn’t show the backdrop (nor do a few others). Most of the environments will show your skybox but some give a better view than others, so experiment to find which one you like the most.

9. Lock Individual Quest Apps for Privacy

Its fun to share VR with friends and family. Since many different people might use your Quest 3, it’s nice to be able to lock specific apps so another person doesn’t stumble upon your Messenger chats, overwrite your game progress, or snoop through your browser history.

How to Lock Quest 3 Apps:
  1. In your headset go to Settings → Apps→ App Locks
  2. Select the app(s) you want to lock
  3. Enter a password pattern by using your finger or controllers to connect the dots in a memorable pattern

Now any time you launch that app you’ll need to put in your password before it can be used. Apps must be minimized or fully closed in order to lock after you use them. Sleeping the headset will not lock the currently active app.

10. Color Blind Mode and Text Size

Did you know that an estimated 8% of men and 0.5% of women are colorblind? That’s almost as many as there are left-handers! If you’ve never checked for colorblindness, this 30 second test is a good place to start.

Luckily Quest 3 includes some accessibility options to make it easier to use for those who are colorblind or with limited vision.

How to Turn on Color Blind Mode:
  1. In your headset go to Settings → Accessibility → Vision → Color Correction
  2. Turn on Color Correction switch
  3. Select from one of four colorblind types
How to Increase Font Size on Quest 3:
  1. In your headset go to Settings → Accessibility → Vision
  2. Under Text Size, choose between five different size options.

Your headset will need to restart after you change the text size, and unfortunately the size change will only apply to system menus.

11. Type More Easily with Swipe Keyboard on Quest 3

Typing with your index fingers or laser pointers isn’t terribly fast. If you want to pick up the pace, you can enable a ‘swipe to type’ feature on Quest 3 that works similarly to what you see on many smartphones.

How to Enable Swipe Typing:
  1. In your headset go to Settings → Experimental
  2. Turn on the Swipe Typing switch

If you don’t see the option in Settings → Experimental, it may have been moved to Settings → System → Keyboard.

Now any time the system keyboard pops up, you can use swipe typing with either your finger or your controllers.

12. Share Your View with Friends to Your Phone or Browser

Whether you want to be in the headset and show something to people outside of it, or they’re in the headset and you want to be able to see what they’re doing to help them, casting is the best way. You can cast a video view of what’s happening in the headset to your smartphone or any web browser.

How to Cast Quest 3 to Smartphone:
  1. Make sure your smartphone and headset are both connected to the same Wi-Fi hotspot
  2. Make sure you have the Meta Quest app installed on your smartphone
  3. In the Meta Quest app, on the Home page (‘Feed’) an image of your headset will be shown at the top of the page
  4. Click the ‘Cast’ button next to the headset

This will begin casting from the headset. The user inside will see a small light on their screen indicating that the headset is casting.

How to Cast Quest 3 to Browser:
  1. On your PC or smart TV, navigate to oculus.com/cast
  2. Make sure you are logged into the same account that’s on your headset
  3. In your headset, press the Meta button (menu button on right controller)
  4. Select the Camera icon from the menu bar
  5. Select the Cast button at the top
  6. Press the menu button to return to your game

13. Launch Apps From Your Smartphone so They’re Ready When You Are

Usually when you decide to play VR you might need to do a little prep, like move a chair, take a swig of water, or fix your hair. Wouldn’t it be nice if the app you want to play could be loading in the background before you even put on your headset? Luckily that’s possible!

How to Launch Quest 3 Apps From Your Smartphone:
  1. Make sure you have the Meta Quest app installed on your smartphone
  2. In the Meta Quest app click Menu in the bottom navigation bar
  3. Scroll all the way down the page and click My Library
  4. Select the app you want to launch
  5. Click the Launch button on the app page

I hope everyone discovered at least one thing they didn’t know about their headset in this list! Are there any great Quest 3 tips & tricks we missed? Drop them in the comments below!

13 Tips & Tricks to Get the Most Out of Quest 3 Read More »

‘rainbow-six-siege’-inspired-team-shooter-‘breachers’-coming-to-psvr-2-in-november

‘Rainbow Six Siege’ Inspired Team Shooter ‘Breachers’ Coming to PSVR 2 in November

Triangle Factory announced its squad-based shooter Breachers (2023) is finally coming to PSVR 2 next month.

The studio announced the news via X (formerly Twitter), saying the PSVR 2 version will include adaptive trigger support, trophies, and enhanced visuals. It’s also slated to include crossplay with Quest and SteamVR headsets. Unlike the PC version, the game’s spectator mode isn’t coming to PlayStation however.

Inspired by Rainbow Six Siege, Breachers brings some pretty familiar action to the table, letting squads attack or defend weapon in-hand. As Enforcers, rappel and breach through walls, swing through windows and catch your opponents by surprise with stuff like drones, cloaking devices, flashbangs and breaching foam.

As Revolters, user gadgets such as door-blockers, trip mines, static field emitters and proximity sensors to stop the enemy from disarming your bomb.

You can find the game on QuestSteamVR, and Pico headsets, priced at $30. Besdies the November launch window, Triangle Factory hasn’t mentioned a precise release date yet. In the meantime, you can wishlist the game on PlayStation here.

‘Rainbow Six Siege’ Inspired Team Shooter ‘Breachers’ Coming to PSVR 2 in November Read More »

apple-is-approaching-social-on-vision-pro-the-way-meta-should-have-all-along

Apple is Approaching Social on Vision Pro the Way Meta Should Have All Along

As a leading social media company, it seemed like Meta would be in the best position to create a rich social experience on its XR headsets. But after almost a decade of building XR platforms, interacting with friends on Meta’s headsets is still a highly fragmented affair. With Vision Pro, Apple is taking a different approach—making apps social right out of the box.

Meta’s Social Strategy in a Nutshell

Horizon Worlds is the manifestation of Meta’s social XR strategy. A space where you and your friends can go to build or play novel virtual games and experiences. It’s the very beginnings of the company’s ‘metaverse’ concept: an unlimited virtual space where people can share new experiences and maybe make some new virtual friends along the way.

But if you step out of Horizon, the rest of the social experience on the Quest platform quite fragmented.

The most basic form of ‘social’ is just hanging out with people you already know, doing things you already know you like to do—like watching a movie, playing a board game, or listening to music. But doing any of that on Meta’s headsets means jumping through a fragmented landscape of different apps and different ways to actually get into the same space with your friends.

On Quest, some apps use their own invite system and some use Meta’s invite system (when it works, anyway). Some apps use your Meta avatar and some use their own. As far as the interfaces and how you get in the same place with your friends, it’s different from app to app to app. Some even have separate accounts and friends lists.

And let’s not forget, many apps on Quest aren’t social in the first place. You might have made an awesome piece of 3D art but have no way to show your friends except to figure out how to take a screenshot and get it off of your headset to send to their phone. Or you might want to watch a movie release, but you can only do it by yourself. Or maybe you want to sit back and listen to a new album…maybe you can dig through the Quest store to find an app that allows a shared browser experience so you can listen through YouTube with someone else?

Apple’s Approach to Social on Vision Pro

Image courtesy Apple

Apple is taking a fundamentally different approach with Vision Pro by making social the expectation rather than the rule, and providing a common set of tools and guidelines for developers to build from in order to make social feel cohesive across the platform. Apple’s vision isn’t about creating a server full of a virtual strangers and user-generated experiences, but to make it easy to share the stuff you already like to do with the people you already know.

This obviously leans into the company’s rich ecosystem of existing apps—and the social technologies the company has already battle-tested on its platforms.

SharePlay is the feature that’s already present on iOS and MacOS devices that lets people watch, listen, and experience apps together through FaceTime. And on Vision Pro, Apple intends to use its SharePlay tech to make many of its own first-party apps—like Apple TV, Apple Music, and Photos—social right out of the box, and it expects developers to do so too. In the company’s developer documentation, the company says it expects “most visionOS apps to support SharePlay.”

Image courtesy Apple

At WWDC earlier this year, Apple talked about how it’s expanding SharePlay to take social to a whole new dimension on Vision Pro.

For one, SharePlay apps will support ‘Spatial Personas’ on Vision Pro (that’s what Apple calls its avatars which are generated from a scan of your face). That means SharePlay apps on the platform will share a common look for participants. Apple is also providing several pre-configured room layouts that are designed for specific content, so developers don’t need to think about where to place users and how to manage their movement (and to finally put an end to apps spawning people inside of each other).

For instance, if a developer is building a movie-watching app, one of the templates puts all users side-by-side in front of a screen. But for a more interactive app where everyone is expected to actively collaborate there’s a template that puts users in a circle around a central point. Another template is based on presenting content to others, with some users close to the screen and others further away in a viewing position.

Image courtesy Apple

With SharePlay, Apple also provides the behind-the-scenes piping to keep apps synchronized between users, and it says the data shared between participants is “low-latency” and end-to-end encrypted. That means you can have fun with your friends and not be worried about anyone listening in.

People You Already Know, Things You Already Do

Perhaps most importantly, Apple is leaning on every user’s existing personal friend graph (ie: the people you already text, call, or email), rather than trying to create a bespoke friends list that lives only inside Vision Pro.

Rather than launching an app and then figuring out how to get your friends into it, with SharePlay Apple is focused on getting together with your friends first, then letting the group seamlessly move from one app to the next as you decide what you want to do.

Starting a group is as easy as making a FaceTime call to a friend whose number you already know. Then you’re already chatting virtually face-to-face before deciding what you want to do. In the mood for a movie? Launch Apple TV and fire up whatever you want to watch—your friend is still right there next to you. Now the movie is over; want to listen to some music while you discuss the plot? Fire up Spotify and put on the movie’s soundtrack to set the scene.

Social by Default

Even apps that don’t explicitly have multi-user experience built-in can be ‘social’ by default, by allowing one user to screen-share the app with others. Only the host will be able to interact with the content, but everyone else will be able to see and talk about it in real-time.

Image courtesy Apple

It’s the emphasis on ‘social by default’, ‘things you already do’, and ‘people you already know’ that will make social on Vision Pro feel completely different than what Meta is building on Quest with Horizon Worlds and its ecosystem of fragmented social apps.

Familiar Ideas

Ironically, Meta experimented with this very style of social XR years ago, and it was actually pretty good. Facebook Spaces was an early social XR effort which leveraged your existing friends on Facebook, and was focused on bringing people together in a template-style layout around their own photo and video content. You could even do a Messenger Video Chat with people outside of VR to make them part of the experience.

Image courtesy Facebook

Facebook Spaces was a eerily similar microcosm of what Apple is now doing across the Vision Pro platform. But as with many things on Quest, Meta didn’t have the follow-through to get Spaces from ‘good’ to ‘great’, nor the internal will to set a platform-wide expectation about how social should work on its headsets. The company shut down Spaces in 2019, but even at the time we thought there was much to learn from the effort.

Will Apple Succeed Where Meta Faltered?

Quest 3 (left) and Apple Vision Pro (right) | Based on images courtesy Meta, Apple

Making basic flat apps social out of the box on Vision Pro will definitely make it easier for people to connect on the headset and ensure they can already do familiar things with friends. But certainly on Meta’s headsets the vast majority of ‘social’ is in discrete multiplayer gaming experiences.

And for that, it has to be pointed out that there’s big limitations to SharePlay’s capabilities on Vision Pro. While it looks like it will be great for doing ‘things you already do’ with ‘people you already know’, as a framework it certainly doesn’t comport to many of the multiplayer gaming experiences that people are doing on headsets today.

For one, SharePlay experiences on Vision Pro only support up to five people (probably due to the performance implications of rendering too many Spatial Personas).

Second, SharePlay templates seem like they’ll only support limited person-to-person interaction. Apple’s documentation is a little bit vague, but the company notes: “although the system can place Spatial Personas shoulder to shoulder and it supports shared gestures like a handshake or ‘high five,’ Spatial Personas remain apart.” That makes it sound like users won’t be able to have free-form navigation or do things like pass objects directly between each other.

And when it comes to fully immersive social experiences (ie: Rec Room) SharePlay probably isn’t the right call anyway. Many social VR experiences (like games) will want to be able to render different avatars that fit the aesthetic of the experience, and certainly more than five at once. They’ll also want more control over networking and how users can move and interact with each other. At that point, building on SharePlay might not make much sense, but we hope it can still be used to help with initial group formation and joining other immersive apps together.

Apple is Approaching Social on Vision Pro the Way Meta Should Have All Along Read More »