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Eve valkyrie oculus touch
Eve valkyrie oculus touch





eve valkyrie oculus touch
  1. #EVE VALKYRIE OCULUS TOUCH HOW TO#
  2. #EVE VALKYRIE OCULUS TOUCH PC#
  3. #EVE VALKYRIE OCULUS TOUCH PLUS#

Sometimes you’ll backtrack through the same rooms - like early on, you get a key and then take it back to unlock a computer.īased on a short time with the game, I found it slightly uncomfortable to move my head back and forth to track my character every time I ran through a room. BrianĬoming from Gunfire Games, a team made up of staff who worked on the Darksiders series, Chronos is part adventure game, part RPG. The game uses a fixed camera angle for each room like the old Resident Evil games, so you enter through a door, look around, fight enemies, explore or solve puzzles, then exit out another door. It felt, at times that I was inside a real world haunted house, which was very neat. The experience of being inside of Albino Lullaby definitely did add to the sense of unreality, unease and general creepiness. I found that if I turned my head as I turned my body it reduced the feeling, but it still left me feeling a bit woozy.

eve valkyrie oculus touch

The end result is a disconnect from the way people really move that really hit me hard. The controls move your body, while you can look in any direction. That means its essentially treating your body like a tank. While players can freely look around, the game still relies on classic two-stick controls to move.

#EVE VALKYRIE OCULUS TOUCH PC#

It's rated as "intense" in terms of comfort levels, but that still didn't prepare me for the wave of hot and cold flashes mixed with nausea that hit me about five minutes in.ĭeveloper Ape Law dropped its surreal first-person PC game into the virtual reality of Oculus Rift with a control system that seemed to be causing the motion sickness issues for me. Of all the games I tried during my six or so hours in virtual reality earlier this week, Albino Lullaby was the only one that made me feel sick, immensely sick. I quickly lost 30 minutes in the game I meant to spend just 10 with. AirMech Command is a fun, refreshing take on an already great game. It’s a blast just playing around in the menus and seeing the breadth of units available to unlock. There’s a ton of content stuffed into AirMech Command - AirMechs of all types, skins, pets, hats and other customizations. Experiencing the action-RTS in virtual reality felt like playing with a huge box of Transformers in a fast-paced, fantastical robot war.

#EVE VALKYRIE OCULUS TOUCH HOW TO#

I played a co-op session with Carbon’s James Green, who helped me relearn how to play AirMech in VR, which was surprisingly intuitive to pick up and play. The mix of third-person action and real-time strategy plays spectacularly on Rift, thanks to some smart control and UI design decisions from Carbon. The Oculus Rift version of Carbon Games’ AirMech, the action strategy game that’s been around in various forms since 2012, arguably plays best in VR. I felt incorporeal, like a basketball with a camera inside rather than a human with arms and legs. I felt out of control nearly all the time, but not simply because of the weightlessness. Instead, I could only puff out jets of the same oxygen I used to breathe and scoot along. I wanted to reach out with my virtual arm to brace myself on a wall, or kick off a bulkhead with my legs and go sailing down a long hallway. I also had issues with the locomotion system. Perhaps I'm expecting too much, but Adrift's version of outer space simply isn't the same outer space our astronauts send pictures of back from the International Space Station. Blocky, low resolution modules drifted by surrounded by a muddy nothingness. Outside the habitat it wasn't very pretty at all. One of the first things I did was press my helmet against a viewport on the side of the space station and look out into the stars.

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On the plus side, up close - whether the interior of the helmet itself or the objects found floating around in the environment - Adrift provided some of the most high-fidelity visuals I'd ever seen in an Oculus game.įurther away though? Not so much. There was a padded surface behind me, a clear visor in front of me and the detail of it all was striking, but also oppressive. Moving my head in the real world meant moving my head inside my helmet in the game world. I was trapped inside a spacesuit the entire time, moving from room to room in search of oxygen canisters to refill my air supply. Of all the games I saw at the Oculus event, Adrift was the most claustrophobic.







Eve valkyrie oculus touch