frozenmeatpopsicle
Neo Member
Hmm, weird. I'm on the beta but I'm not getting the true blacks...
Messed around with the demo and then bought the full game to see what else it had to offer. It's simple, somewhat janky, and has horrible assets, but it can be fun. It's basically a roomscale first person platformer with a focus on climbing. Lots of (super-human) jumping which is done by making a motion like you're pulling yourself up with both hands, but like you're trying to launch yourself instead of climb. Some surfaces can be climbed, but others can't. Some are slick for footing, some are like trampolines. Platforms can move through the air to different parts of the level and require timing your jump. Levels can be designed to require crouching or even crawling through sections (no clipping allowed here). A limited number of checkpoints can be dropped for a respawn point so you don't have to do the entire level over again when you fall to your death.
I recommend people try out the demo since it's free and only tens of megs in size. I'm not sure the game itself is worth the asking price in its current state (the game will depend on mulitplayer and user generated levels to give it value), but the demo gives a good enough example of what to expect. More importantly IMO, it provides a glimpse at how a non-teleport, non-pad movement platformer might be accomplished.
I enjoyed the demo but I really wish it had better assets. The game doesn't even have an art style beyond the player. It looks like it's in the grey box phase. I mean, I'm all for gameplay first but come on.
Hmm, weird. I'm on the beta but I'm not getting the true blacks...
You could tell rather easily by checking if you have the asynchronous reprojection feature. As far as I can tell the black level change was part of the same update.I'm wondering if it got pulled, cause I haven't recieved a SteamVR update in a while, and the button on the HMD still doesn't work for me to start SteamVR (I'm on the beta branch, rechecked yesterday).
I just got an email that ALICE VR was released. It's a "single player story-driven exploration game with puzzles".
It looks very interesting. Price is 22.99, currently 10% launch discount. I'll probably get it when I get home.
It's UE4, I hope it uses the forward renderer but I don't expect it to.
Well, in a way they are lucky to release it just after the asynchronous reprojection update, that should at least help a bit.Interesting. I hope it runs well in VR with my 980ti. I tried the Solus Project but had to return it as I could not get that game to run steady in VR even on the absolute lowest settings and zero SS.
You could tell rather easily by checking if you have the asynchronous reprojection feature. As far as I can tell the black level change was part of the same update.
I just got an email that ALICE VR was released. It's a "single player story-driven exploration game with puzzles".
It looks very interesting. Price is 22.99, currently 10% launch discount. I'll probably get it when I get home.
It's UE4, I hope it uses the forward renderer but I don't expect it to.
Does anybody actually use that button? It did nothing for so long, and has been intermittently broken since actually having functionality that I can't believe anybody has actually gotten into the habit of using it. Safer to just hit the VR button in Steam before walking over to the headset than risk having to walk back to the PC when the button fails.
"100%" is saying a bit much for something which has 2 reviews so far, and 1 of those is basically exclusively about a lack of a desktop game mirror window (I wonder if the poster knows that they can get that from SteamVR).Ouch, 100% negative reviews.
Hopefully we get some positive reviews.
"100%" is saying a bit much for something which has 2 reviews so far, and 1 of those is basically exclusively about a lack of a desktop game mirror window (I wonder if the poster knows that they can get that from SteamVR).
Not saying it is any good of course, just that there is hardly any basis for conclusions so far
Yeah, but usually the first reviewers are normally positive in my experience. I haven't given up yet i'll keep checking up on it to see if anybody likes it. Seems like something I'd be super into.
At least as something to hold me over until Obduction VR is finally out.
Has there been any word when Obduction vr is out? Other than "soon".
Has there been any word when Obduction vr is out? Other than "soon".
For the Rift? The 31st. For the Vive? Who knows.
Ouch, 100% negative reviews.
And I should say that Im not a delicate person in terms of simulator-induced motion sickness. I, like many seasoned VR enthusiasts, have VR legs. But that doesnt make me bullet proof, so this is where the review (and the game) gets a little uncomfortable.
Remember that gravity-bending maze I mentioned earlier? Yeah. Im not a fan. Plain and simple, I wish it werent in the game at all...
...If the mechanic were ancillary to games puzzles, I wouldnt be nearly so miffed, but why a VR game would want to punish its players with a whole room of wall-walking pathwaysmaking it a primary mechanic in the later half of the gameI just cant understand. To be brutally honest, I had to get out of the headset and finish the level in PC mode. And thats something Ive never done.
I think I liked the 3d scanned (or however the do it) locations the best. Looking down a cliff edge was a crazy experience since I don't really like heights.
If you like photogrammetry, then pick up Destinations and Realities. Both free, and focus explicitly on that sort of thing.
Interesting. I hope it runs well in VR with my 980ti. I tried the Solus Project but had to return it as I could not get that game to run steady in VR even on the absolute lowest settings and zero SS.
Chair in a room.
Chair in a Room looks great, picking that up for sure. Somehow that slipped by me when I was looking through Steam.
Watching the trailers for the game, that's exactly what I was worried about when I saw that. The wall walking stuff didn't look fun or comfortable. That's too bad.RoadToVR reviewed Alice and wasn't very kind.
Cites scale issues, lack of comfort options, and...
And I should say that Im not a delicate person in terms of simulator-induced motion sickness. I, like many seasoned VR enthusiasts, have VR legs. But that doesnt make me bullet proof, so this is where the review (and the game) gets a little uncomfortable.
Remember that gravity-bending maze I mentioned earlier? Yeah. Im not a fan. Plain and simple, I wish it werent in the game at all...
...If the mechanic were ancillary to games puzzles, I wouldnt be nearly so miffed, but why a VR game would want to punish its players with a whole room of wall-walking pathwaysmaking it a primary mechanic in the later half of the gameI just cant understand. To be brutally honest, I had to get out of the headset and finish the level in PC mode. And thats something Ive never done.
Yeah, that's weird. I have a 980ti and it runs fine at like medium settings for me.That's insane.. Even on a 980 Ti, you weren't able to run it?
Has anyone tried that Climby game yet
There's some talk about it just at the top of the page.Has anyone tried that Climby game yet
What upcoming store changes?
Speaking of Accounting/weird humor, when looking through VR games on Steam last night I noticed there's a Rick and Morty game in the works. Dunno, when it was announced or if it has a release date but there's a trailer and you can throw it on a wishlist.
Yeah, it's Generic Textured Blocks and Uninspired Skyboxes: the Game. To say that it is visually unimpressive is an understatement. Still, for as bad as it is on that front, VR mitigates it to a certain extent. You get the sense of scale and height for free in VR, and as such you can feel quite hesitant at first to let go of your generic block while hanging hundreds of feet in the air.
That's insane.. Even on a 980 Ti, you weren't able to run it?
How much of a sense of scale do you get? I know by default the first gen of HMD's limits this to some extent, but I've yet to truly feel like Im high up in any VR game I've played so far.
First I've heard of that. I never even did the existing tutorial though. I just jumped straight to The Lab proper after setup.Thanks, this reminded me of another upcoming change - supposedly Valve is working on a new tutorial for VRgins, or improving the existing one. Sadly I do not remember the source of that. Has anybody else heard about it?
How much of a sense of scale do you get? I know by default the first gen of HMD's limits this to some extent, but I've yet to truly feel like Im high up in any VR game I've played so far.
The focal distance from an eye accommodation standpoint is set at a fixed (non infinity) point, but aside from that there's no limits on how far away something appears in VR. Well other than the resolution limiting the ability to recognize things at a distance. I'm not sure what's causing the lack of scale for you, but the game has a free demo for you to judge for yourself.
Edit:
First I've heard of that. I never even did the existing tutorial though. I just jumped straight to The Lab proper after setup.
I thought depth is something that is limited in first gen HMD's? It definitely feels that way to me at least, and I remember devs I've talked to on steam saying the same thing. (i.e. looking down a 200ft building doesnt really feel like I'm looking down a 200ft building, but more like 30ft)
Maybe it's just the games I've played.