Tag Archive

Sony Announces ‘Days of Play’ Promo Ahead of E3


Posted on May 29, 2018 by Rae Michelle Richards

With just two weeks until Sony’s E3 press conference the console manufacturer has announced the return of their Days of Play promotion, which will run from June 8th until June 18th. Over the ten days physical PlayStation first party titles, Console Bundles and PlayStation VR bundles will be discounted at participating retailers. A selection of digital games will also be discounted on the PlayStation Store as well. 

Limited Edition PS4 Console 

A special limited run blue PlayStation 4 Slim with a 1TB hard drive, shiny blue finish and Days of Play emblem will be available during the Days of Play promotion.  It will come with a matching blue Dualshock 4 controller and will retail for $379.99 CDN. 

 

Deals on VR 

Waiting to enter the world of VR? It’s somewhat of a passion for me, and PSVR honestly is probably the cheapest and easiest VR solution out there. It might not have sold enough to meet Sony’s lofty expectations in the two years since release but with its plug and play nature and vast library of titles it’s hard to pass up. 

PlayStation VR bundles  (unspecified as of press time) will be discounted to $249.99 CDN, which is the lowest price I’ve seen for Sony’s VR offerings. Also on sale will be a selection of physical first party games including this year’s God of War and last year’s excellent Horizon Zero Dawn. 

PS VR

Hardware and peripheral discounts throughout the 11 days include (all prices MSRP): 

  • Jet Black PS4 Pro – $349.99 USD / $449.99 CDN  
  • PlayStation VR bundles – starting at $199.99 USD / $249.99 CDN  
  • DualShock 4 wireless controller (all colors) – $39.99 USD / $49.99 CDN  
  • PlayStation Move motion controller (2 pack) – $79.99 USD / $99.99 CDN  
  • PlayStation VR Aim controller (US only) – $49.99 USD 
  • Catalog titles – check with your local retailer. 

Software discounts available at retail: 

  • God of War: $49.99 USD / $59.99 CDN 
  • Gran Turismo Sport: $19.99 USD / $29.99 CDN 
  • Horizon Zero Dawn: $19.99 USD / $29.99 CDN  
  • MLB The Show 18: $39.99 USD / $49.99 CDN 
  • Shadow of the Colossus: $19.99 USD / $29.99 CDN 
  • Bravo Team (PS VR): $29.99 USD / $39.99 CDN 
  • Farpoint (PS VR): $14.99 USD/ $19.99 CDN 
  • The Inpatient (PS VR): $14.99 USD / $19.99 CDN 

[Source]

 

 

 


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BrokenJoysticks Announces Partnership With vrgamecritic


Posted on June 3, 2017 by Rae Michelle Richards

Virtual Reality is an emerging technology that I am really passionate about and while our site has only reviewed a handful of VR compatible titles. it is something that I hope to change in the coming months. It is this with this passion in mind that we’ve teamed up with vrgamecritic.com to help aggregate our eventual expanded VR related content to new readers.

Vrgamecritic.com is a reviews aggregate that functions like Metacritic and other similar services – combining multiple reviews from multiple outlets to bring about an aggregated score for a given title. Only their focus is strictly within the realm of VR exclusive and VR enabled titles within console & PC.

I also know that an aggregated score is not a perfect metric when it comes to determining the quality of a title – some of my favorite non-VR games probably have low aggregate scores, to be honest. In terms of reviews, both external and those published here, in the end, the judgment on whether a title was enjoyable or not is subjective within a reviewer’s experience with the game. Also, a written or video review doesn’t represent equate to the enjoyment you may get from a given game.  But there is a certain appeal to seeing a distilled selection of opinions on a given title – I can understand why visitors to aggregate sites come to them and why services like Steam have embedded other aggregates on their store pages.

BrokenJoysticks is going to continue to review everything from AAA to Indie to Free to Play titles as we have for the past half decade. After the absolute chaos that is E3 ends we will be doing quite a few Virtual Reality related pieces and reviews. With companies like Microsoft bringing $399 controller + headset combos and technologies like NoloVR entering production – VR is becoming more accessible in it’s the second year of commercial availability and I want our outlet to provide new VR adaptors with opinions about some of the games that are available to them.


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Batman Arkham VR Coming To PC On April 25th


Posted on April 3, 2017 by Rae Michelle Richards

Warmer Bros Interactive Entertainment will be bringing its’ first person VR simulation of the dark knight to Windows when Batman Arkham VR launches on HTC Vive and Oculus Touch on April 25th. Arkham VR will support the Oculus Tocuh controllers and HTC VIVE wands for motion enabled gameplay such as putting on the famous cowl or hurling baterangs.

Batman Arkham VR was originally released on PlayStation VR during the Fall of 2016 and allows players to experience life as both the Bat and Bruce Wayne. On PlayStation it was priced at $29.99 USD, no word yet on what pricing may be on PC.

Here’s the debut trailer:


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EVE Valkyrie Wormhole Update Now Live


Posted on February 16, 2017 by Rae Michelle Richards

CCP Games has rolled out a new major update to EVE: Valkyrie on both Windows PC and PlayStation VR that introduces Wormholes to the multiplayer space dog fighting title. Wormholes are essentially weekly challenges that will introduce players to advanced encounters and gameplay types that will test their piloting ability.  Each wormhole encounter will feature a different rotation of available ships, visuals that will help differentiate them from one another and special Wormhole only loot that may be available for a limited time.

Here is how CCP described Wormholes on their developer blog:

“Each wormhole also comes with its own pre-selected set of Ship Loadouts, which will automatically be assigned to your Launchtubes when you enter. Everyone gets the same set of Loadouts, fully upgraded, whether they normally have access to them or not. This provides an excellent opportunity for pilots to try out Loadouts that they might not currently have access to, or rarely fly, but also gives each wormhole its own distinct feel – its own little meta-microcosm.”

Wormholes are available in a separate matchmaking queue and these limited time events do not affect a pilot’s overall standings such as leaderboard rank, kill-death-ratio or other stats but players will still earn XP while participating in Wormhole events.

Also newly available is the Leagues Alpha system – Valkyrie’s answer to ladder matchmaking where players are placed in a specific pool. No longer constrained by your pilot rating players will find themselves assigned the rank of Emerald at the beginning of their League Alpha career and have a chance to ascend through the aptly named Sapphire, Ruby and Diamond ranks. CCP also wrote a blog about the basics of the League Alpha feature on their official Valkyrie league.

Here is a basic primer on the League Alpha feature provided by CCP and how it will work in regards to planned seasons:

“Seasons work in three key ways:

  • They give players more opportunities to be promoted within the Leagues
  • Seasons provide definitive end points where rewards can be given
  • Most importantly, Seasons can offer a clean slate so that cumulative data is not a governing factor in measuring our best pilots

In many ways, the alpha release of the Valkyrie League can be regarded as a Season in itself. Once the alpha is underway, we can see how the systems are holding up and then more accurately plan our first true Valkyrie Season.”


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CES 2017: An Up Close Look At Microsoft’s Windows 10 VR Initiative


Posted on January 6, 2017 by Rae Michelle Richards

It has been a few months since we last heard from Microsoft’s Virtual Reality initiative set to launch later this year with the Windows 10 Creator’s Update. In the Fall the operating system developer promised to deliver several Virtual Reality focused improvements to Windows 10 – including a 3D version of paint, support for the company’s “mixed reality” and the implementation of Windows Holographic (which powers HoloLens) into the main branch of Windows 10.

Now that the Consumer Electronics Show is in full swing technology focused site NeoWin got an up-close look at some of the consumer focused VR headsets that will launch alongside the Creator’s Update later this spring.  These include headsets from Dell, HP, Lenovo and ACER – as was previously announced.

Here are the up-close shots of said headsets from CES:

Acer Headset

Dell Headset

Lenovo Headset

3Glasses Headset

Microsoft previously also unveiled the minimum specifications required to run these headsets – for basic operations they should work on even the most modest modern laptop with 4GB of an integrated graphics card from the past couple of years. One major difference between these headsets and the higher end competition like the HTC Vive and Oculus Rift (aside from price, these Windows Holographic headsets will start at $200 USD) is the refresh rate. The HTC Vive and Oculus rift can support up to 120hz, meaning that interactive experiences with frame rates ranging up to 120 FPS can be enjoyed for full immersion. These cheaper headsets will be capped at 60hz or 60 frames per second, and depending on your tolerance for motion sickness and lag, these cheaper headsets may not be ideal for gaming.

Here’s hoping we’ll see some real-world tests with these headsets in the future.

[Source]


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Shift Controller To Offer Room Scale Like Experience Without Sensors


Posted on December 28, 2016 by Rae Michelle Richards

Virtual Reality motion controllers can add to the immersion of an interactive experience but setting up various base-stations and sensors can be a daunting task for the less hardcore among us. The Shift cross-platform controller purports to offer a simpler solutions for VR physical presence with a set of motion controllers linked to a pair of sensor armbands worn on the upper arm. Produced by San Francisco based start-up Finch, the Shift is said to match the functionality of the much more expensive HTC Vive and Oculus Rift.

How does Finch achieve  these results without the need for multiple sensors in the users physical space? By employing the “inside-out” tracking technology that wraps multiple sensors inside of a device, a technique that is being used by Microsoft & partner’s upcoming line of affordable VR headsets. A player’s hand position are monitored through a set of IMU sensors – similar to the technology already found in the PlayStation Move, Wii Remote and smart phones for gyroscopic movement. By the end of 2017 Finch says that they will launch a “PC – Smartphone bridge” allowing players to use the cameras and sensors in their smartphone to provide room scale equivalent experience.

Developers and early adopters can already pre-order the Finch Shift controller DK1 (developer kit) for $179 USD on their website, with an expected shipment date of Feb 2017. Finch will be launching KickStarter for the controller with the consumer version aiming for a Q3/Q4 2017 launch. They’ll be showing off the controller at the Las Vegas Consumer Electronics Show next month as well.

According to their website the Finch Shift controller will support a number of platforms & engines including Google Android, Samsung GearVR, Unity 5.x, Unreal Engine 4.x, Steam VR, Oculus Home and Microsoft Windows. We’ll have more information on the Shift as it becomes available.

Want to see the Shift controller running in real-time on a Google Cardboard set-up? Here’s a video of one of the developers using an alpha version of the hardware:


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Microsoft Reveals Minimum Specs For Affordable VR Headsets


Posted on November 23, 2016 by Rae Michelle Richards

Remember those sub $300 USD virtual reality headsets that Microsoft announced would be manufactured by partners like Hewlett Packard and Dell last month? The tech giant has now shed some light on the minimum requirements that a users systems will have to meet in order to use the Windows Holographic Shell on one of these devices.

Unlike gaming focused headsets like the HTC Vive and Oculus Rift, these new headsets will not require 8GB of system memory or a beefy GeForce 970 in order to power the Windows Holographic Shell. During the Microsoft “Windows 10 Creator’s Update” presentation from last month on-screen graphics pictured these new headsets tethered to a laptop, and it seems like that may indeed be realistic.

msvr2

Here are the minimum specs as originally reported by The Verge:

– 4GB Ram
– DirectX 12 Compliant Graphics Card
– One USB 3 Port
– Quad Core Processor

These minimum specs come on the same day that Microsoft announced that Xbox One game streaming will be supported on PCs that supports the Oculus RIFT. Xbox One VR game streaming will be released in a free Xbox VR Streaming app that will be available via the Oculus Home storefront, the app will support popular titles like Gears of War 4, Halo 5: Guardians and Forza Horizon 3 (which is also available on Windows PC).

In part, here is what Microsoft said about their on-going partnership with HTC:

“Today marks an evolution in our ongoing partnership with Oculus, as Rift owners will be able to stream their Xbox One library to Rift with the new Xbox One Streaming to Oculus Rift app, including fan favorites like “Gears of War 4,” “Forza Horizon 3” and “Halo 5: Guardians,” the biggest sports games,  indie darlings, Backward Compatible Xbox 360 games, and more titles coming in 2017. The Xbox One Streaming to Oculus Rift app is available for free in the Oculus Store on Dec. 12.

With all of this VR excitement Microsoft also released a brief CG demonstration of what it is like to use the Windows Holographic Shell. More information on the Windows 10 Creator’s Update is expected to be release prior to its March 2017 release.


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OSVR Support Officially Comes To Steam


Posted on November 23, 2016 by Rae Michelle Richards

Support for Open Source Virtual Reality hardware – an initiative known as OSVR, which allows a wide range of hardware manufacturers and developers to contribute to a open VR ecosystem for Windows PC, Linux and Mac– is finally coming to Steam officially.

Today’s announcement means that OSVR supported content will is now visible on the Steam Store alongside content made specifically for the HTC Vive and Oculus Rift. Users can now sort via preferred supported platform within the store and a special OSVR badge will be displayed alongside the other platforms within the store interface.

steam-osvr

Razer’s OSVR Lead, Christopher Mitchell, had this to say in the announcement made by the OSVR Consortium:

“This is a great milestone for VR, giving users access to more hardware and content and driving Valve’s and OSVR’s shared vision of totally open VR content to everyone”

OSVR allows both professional and amateur developers to tie a number of discrete hardware platforms together for use in a unified VR platform. High profile examples include the PSMoveServices which allow use of the PlayStation Move controllers on Windows or the OSVR Fusion plugin which allows input from a number of different pieces of hardware including Wiimotes and the Microsoft Kinect.

The Razer HDK V1.4 is my preferred VR platform and it continues to evolve with the support of some great community members and corporate partners. For more OSVR content make sure to check out my Guide to Setting Up An OSVR HDK. You can also join in on the community discussions with the Official OSVR Reddit which is a great way for community members, players, developers and corporate reps to discuss the future of this platform.


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Microsoft Lowers The Barrier To Entry With $299 VR Headsets


Posted on October 27, 2016 by Rae Michelle Richards

At their New York technology showcase Microsoft announced that they will be supported VR in a huge way with the upcoming Windows 10 Creator’s Update (previously known as “Red Stone 2”) due to roll out sometime next spring. Not only will MS be bringing brand new Virtual Reality & 3D enabled versions of classic Windows applications but also partnering with popular hardware manufacturers to bring a new line of VR headsets to market.

This new line of headsets will be manufactured by companies like HP, Acer, Lenovo, Asus and Dell during the first half of 2017. Best of, according to Microsoft, they will be available for as little as $299 USD – which is half of the price of the Oculus Rift ($599 USD) and a paltry sum compared to the near one grand investment for the HTC Vive ($799 USD). These headsets will be simple “plug and play” devices, in the graphics displayed during the conference a headset was shown connected with a single wire connected to a laptop. No need for complicated room sensors or extra camera either – all of the sensor equipment is built right into the device.

msvr2

On the software side of things crudely drawn art staple MS Paint will be receiving an update allowing artists to import 2D images, scan real life objects using 3D Builder or by drawing directly on the screen using Windows Ink. 3D images displayed via Windows 10 Holographic (Hololens) or VR headsets will also be supported – during the demonstration MS showed off a PowerPoint slide that had a three dimensional tree that could jump to life. Other enhancements in the Windows 10 Creator’s update include the ability to stream games running on to other Windows 10 devices – yes including the Xbox One and built in support for tournaments. If you need a quick fix for all of the updates coming to Windows 10 check out Wired’s awesome feature.

We don’t have the technical specs for these new VR headsets, just the manufacturer’s and the price point. In fact, MS didn’t really focus on games at all when announcing them so we don’t know if they’ll be compatible with Steam VR, Oculus Home or other VR experiences.  We also don’t know if they’ll support the same resolution as the Oculus Rift, HTC Vive and Razer HDK2 or if they’ll be more comparable to the Oculus DK2 / HDK1 at 1080P.

We will post more information as it becomes available.


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The Next Product From Oculus: A More Affordable VR Headset


Posted on October 7, 2016 by Rae Michelle Richards

Virtual Reality has been all the buzz the last few years and 2016 has been “the year” for the technology – now that first adopters have been able to get their hands on VR products aimed squarely at consumers. Premium VR headsets like the Oculus Rift and HTC Vive have not only had high prices ranging in the hundreds of dollars but also require gaming rigs that can cost upwards of $1500 CDN. Today at Oculus Connect 3 the company announced that they have a more affordable option coming down the line thanks to an unnamed prototype headset that will standard apart from its existing product line.

This brand new headset was demonstrated during Mark Zuckerberg’s keynote address at OC3 – the prototype will sit between existing mobile Oculus sponsored solutions like the Samsung Gear VR and the full priced Oculus Rift. This device will work as a self contained VR experiences and will not require an expensive PC or a smartphone to provide immersive VR experiences.
No price for this new potential headset, release date or technical specs were discussed during the keynote. We also don’t know if it may work with a PC, similar to the way that the Samsung VR can with additional apps.

Does the idea of a “standalone Oculus Rift” appeal to you? Let us know in the comments section.


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Snakebyte Announces A New Range of Controller Solutions & Accessories


Posted on August 11, 2016 by Rae Michelle Richards

Having a reliable controller is one of the most important aspects when it comes to an immersive gaming experience. Hardware vendor Snakebyte announced a trio of products today that are aimed at bringing a new level of control to the emerging world of Virtual Reality, as well as aiding PlayStation 4 players in the endeavors and lastly facilitating communication regardless of platform of choice.

First up is the VR: Controller which is designed with Virtual Reality in mind – compatible with a number of different devices via Bluetooth the VR: Controller will work wirelessly with devices like the Samsung Gear VR. Android TV Set-top boxes, Amazon Fire TV and smartphones / tablets.  For PC gamers who might use the VR: Controller with an Oculus Rift or HTC Vive but with no Bluetooth connectivity the VR: Controller comes equipped with a packed-in mini-USB cable. When connected with the USB cable the VR: Controller will be read as a standard HID device by Windows.

Snakebyte_VR

Honestly the inclusion of Android specific Back, Home and Menu buttons sets the VR: Controller apart from its contemporaries.  For gamers using a Samsung Gear VR the inclusion of these buttons could easily make it the controller of choice for mobile VR.

On the PlayStation 4 front Snakebyte is prepared to bring what looks to be a solid alternative to the official Dualshock 4 controllers in the form of the Game Pad 4. Offering all of the standard buttons that players expect this controller is 100% compatible with existing PS4 apps and games according to Snakebyte’s marketing materials.

Snakebyte_PS4

Lastly, SnakeByte also announced a mono headset that bridges the gap between Sony and Microsoft’s latest console offerings. Head:Set is a mono headset aimed at easy chat communication that works regardless of your console of choice. If you own both systems having a headset that will work with both consoles is a huge win, especially if you’ve been shouting into your Kinect to send voice messages.

If you want to know more about Snakebyte’s hardware offerings check them out on Facebook and Twitter.

The above images were provided by Snakebyte via marketing materials. 

 


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KryptCrawler aims to bring dungeon crawlers to VR


Posted on August 9, 2016 by Fionna Schweit

We here at Brokenjoysticks love VR. Rae has her Razr OSVR, and Renee had both the HTC Vive and Occulus Rift. So our staff is always looking for an exciting new VR experience. One of the things I have yet to see done well for VR is true dungeon crawler experience.

That feeling of plumbing a nearly endless dungeon in real time, getting loot, and slowly improving your character is a hard one to emulate in VR. Mostly I feel this is because (except old school ones) most dungeon crawlers rely heavily on movement. KrypCrawler is trying to fix that problem by going back to dungeons roots. First person, turn based, style.

Ok tell me about the game

Announced and showed behind closed doors at Gamescom this year, KryptCrawler brings classic first person, grid based Dungeon Crawler gameplay to mobile Virtual Reality. Descend into the unknown and explore the perilous depth of the sinister tombs and crypts you are thrown into, armed with nothing but a map and your wits. Find powerful weapons and wield mighty magic spells to fight off the undead remains of the warriors who have come here before you. Defend yourself against poisonous scorpions, hungry spiders and other creatures of the dark.

KryptCrawler delivers a combination of turn based old school gameplay and real time combat and trap evasion unprecedented in its genre. Combined with the immersion of modern VR technology, you will experience dungeons like never before. Let’s just hope you make it back to sunlight and the world of the living –there are many rumours of simple-hearted adventurers who have set foot into the abyss of the crypt and never have been heard of again!

The game features:

 

  • An unmatched VR dungeon experience: The immersion of modern VR will make you almost smell the moos-covered stonewalls of the underworld
  • Survive vicious traps and solve challenging puzzles: Many tests will await you deep down in the crypt, getting more deadly the further you descend into the catacombs.
  • Fight off enemies in real-time combat: Close combat swordfight, ranged bow mastery or wielding powerful magic – which warrior’s path will you choose?
  • Innovative battle and movement system using Gear VR Touchpad support as its best: Controls your hero’s fate with only the tip of your fingers.
  • Loot weapons and epic treasures: All over the dungeon are powerful weapons and treasures to discover. Some will help you fight ferocious enemies some will even let you unveil new paths deeper into the crypt.
  • Hours of content: Fight, puzzle and explore through 12 Story levels and over 100 procedural generated ‚New Game +’-levels.

Looks pretty intresting

Crazy bunch also sent over a couple of images, which I admit look basic. Buts it not meant to be graphically amazing, its meant to bring dungeon crawling to first person VR!basic basic2

 

 


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Elite Dangerous With Top Tier Gear Is A Whole New Galaxy of Fun


Posted on June 24, 2016 by Rae Michelle Richards

At E3 developers at Frontier and representatives from Thrustmaster invited me to check out the  manufacturer’s upcoming hardware refresh for their high-end HOTAS line with a convention exclusive demo version of Elite Dangerous. As I’ve written before, Elite Dangerous is one of my favorite VR experiences and it was the first VR title I tried – Elite proved to me that the magic of VR is possible, even with limited vision. So, to get the chance to use some of Thrustermaster’s upcoming toys while piloting an interstellar space ship was a no-brainer, I jumped at the opportunity.

In terms of the in-game demonstration, the version of Elite built for the show introduced players to a lot of the key concepts that are required to be successful while exploring the Milky Way. My demo began with an experience that is very familiar with me – looking around the cockpit of my ship and waiting for whatever space station I was situated at to release my ship so that I could fly out and begin exploration. As the computerized voice in my ear belted out “ship released” my fingers instinctively pressed the button on my right joystick to retract my landing gear as my left hand pushed the throttled to push the ship out of the docking bay. Once the ship was out of the bay I got to fly around in total freedom for a few moments before a waypoint suddenly lit up on my HUD.

Elite_Dangerous

Once my ship was aligned to the new jump point my craft entered hyper-drive, blue and purple particles whizzing past my head as I looked up into the top-side window in my cockpit. As my ship began to decelerate from the faster than light travel I noticed that I had entered orbit around a sun in an unexplored system I was not at all familiar with. As I grabbed my right joystick to move my ship out of the gravitational pull of the sun I noticed something – the look of Thrustmaster’s upcoming joysticks and the button placements are almost exactly 1:1. Representatives from both companies would later confirm to me that this was intentional and that the particular HOTAS setup I was using was designed with Elite in mind.

There wasn’t much time to stare at the magnificent sight that was the sun I was escaping from as enemy units showed up on my ship’s HUID. Pressing the button on my right joysticks I raised my hardpoints and pulled the thruster forward as far it would go. My first few laser blasts missed, the on-board computer needed a few more moments to lock-on. Just as my reticule was about to lock on my foe did a quick dive upwards, but I was ready. I cut power to my engines, aimed my nose up with the right joystick and pushed the thruster full blast again, getting back on my foe’s tail. Once my sights were aligned I got off four shots that destroyed my target just as the demo automatically whisked my ship away.

Rae using the HOTAS for Elite dangerous

Rae using the HOTAS for Elite dangerous

It is hard to convey just how well the presence of the Elite Dangerous E3 demo worked. I was playing on a Oculus Rift CV1 in a very specific set-up that was designed specifically for Elite. To say it was immersive is an understatement, it is probably the closest I’ll ever get to flying in a real spaceship anytime soon – or short of winning the lottery and building the mammoth gaming rig / hardware configuration that Thrustmaster and Frontier brought to their booth.

The HOTAS actual hardware used at during the demonstration was an upgraded version of Thrustmaster’s Warthog line – representatives told me that the controllers on display were actually prototypes, one of only a couple the company had at the moment, and that the final versions will hit retail sometime close to December. Current versions of the Warthog retail for around $349.99 and consist of two discrete parts – the joystick and throttle components. The company also makes lower cost options such as the T.Flight – which do not include as many physical buttons but can still get the job done – which retails for $79.99.

Thrustmaster_Warthog

My experience with Elite Dangerous at E3 just confirms that it is one of the most immersive spaceship experiences available on any platform. Elite Dangerous and its first expansion Horizons is available on both Windows PC and Xbox One. Look for more coverage of Elite, including a video interview with the developers next week.


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Oculus Rift Launch. Things Begin to Look Up


Posted on April 3, 2016 by Broken Joysticks

The 28th of March was the exciting big launch date of the Oculus Rift, when the premium VR headset would ship to those who had pre-ordered it. Except… It didn’t. Oculus originally generated a lot of excitement by shipping some units early, with some Kickstarter backers of the original devkit, who were promised a free consumer version, receiving their Rifts on launch day. In spite of this promising news, only a small amount of units actually went out to a handful of customers who pre-ordered, and only US Kickstarters received their free Rift. A considerable amount of people who were promised their Rift in March, myself included, had the date pass by without any sort of update from Oculus.Read More


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Consider Who Could Be There: Harassment in VR


Posted on March 28, 2016 by Renee Gittins

Today marks the official launch of the Oculus Rift, a high quality virtual reality headset with dozens of games to enjoy. As an avid fan and enthusiast for the medium, I am beyond excited for today.

However, I am not going to gush about my love of VR in this article, I am writing it to talk about a rather unpleasant experience:

I was harassed in virtual reality.Read More


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