One of VR’s most popular horror games is getting a sequel. Five Nights at Freddy’s: Help Wanted 2 is officially heading to PSVR 2 next month, promising a big improvement over the original.
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Are you a big fan of K-POP groups? Here is something you would never want to miss out on to make your fantasy come true. VENTA X, an 8K 3D Virtual Reality (VR) K-POP content app, released a VR concert ‘Girls In Wonderland’ featuring OH MY GIRL and Lee Chaeyeon. You can watch the concert yourself through the VENTA X app on Meta Quest or PICO.
This incredibly immersive show invites K-POP fans to the most dramatic experience since it gives them the unique opportunity to fully enjoy the artists’ performances from a distance where they can even make eye contact. On top of that, the narrative that connects the two artists’ hit songs and the use of mesmerizing CG provide viewers with an engaging experience.
Before releasing the VR content on the app, VENTA VR showcased the full version of the concert in various CGV movie theaters around Korea for K-POP fans who do not own VR devices. VR screenings took place in Goyang Baekseok, Hongdae, and Yeongdeungpo CGV theaters from November 3rd to 5th, followed by screenings in Busan Seomyeon Sangsang Madang and Gangnam CGV theaters from November 11th to 12th.
Fans experiencing the VR concert for the first time had significant reactions, saying, “It seemed like the singers were right under my nose,” “Though I’m new to this kind of VR performance, I liked that there was no motion sickness,” and “It’s even better than sitting in the first row of an in-person concert.” The show consistently received favorable feedback, and some viewers were so impressed with their experience that they rewatched it several times.
VENTA VR, a Korean immersive production company, launched the VENTA X app on Meta Quest in January. The app holds the most K-POP VR content and provides user-friendly services by interacting with fans who are unfamiliar with VR. Users can also enjoy VR experiences on various in-person sites, including festivals, pop-up stores, and birthday cafes. With “The Oulim in London” held at Saatchi Gallery in October and “CONTENT TOKYO” scheduled for next month, fans from around the world are not exempt from participation.
Regarding VENTA X’s move to broaden VR opportunities for diverse K-POP fans, VENTA VR’s CEO, WooYeol Jeon, stated, “Now is the time to expand ideal VR experiences with high-quality VR content. VENTA X will pave the way for the popularization of VR by creating a culture of enjoying K-POP through VR.”
‘Girls In Wonderland’ VR concert was released on VENTA X on November 15th, 2023, at 5:00 PM KST. The concert is available for $20.99 after downloading the VENTA X app from Meta Quest’s App Lab and the PICO Store.
Bulletstorm, the co-op shooter first launched on flatscreen in 2011, was slated to come to VR for the first time in December. Now the studios say it’s launching a few weeks later than originally planned, pushing release into January.
Industry Direct is our program for sponsors who want to speak directly to the Road to VR newsletter audience. Industry Direct posts are written by sponsors with no involvement from the Road to VR editorial team. Links to these posts appear only in our newsletter and do not intermix with our on-site editorial feed. Industry Direct sponsors help make Road to VR possible.
Pavlov is a team-based multiplayer VR shooter with over 65 fully interactable weapons and limitless game modes is supported by a passionate and extensive modding community. On November 14th, 2023, Vankrupt Games released multiplayer FPS tactical shooter game Pavlov Shack onto the official Meta Quest store for the Quest 3, 2, and Pro for $19.99. This official release is bringing a lot more to the table than just 3 new official maps, bug fixes, and voice chat fidelity improvements. It also brings a new and improved mod kit: Pavlov Mod Kit 3.0.
With the new and improved mod kit on the official Quest Store version of Pavlov Shack, content creators can more easily share and implement their modded creations for the game. Now, content can be broken up into different content types such as Maps, Gamemodes, and Mods. It essentially decouples the content into more appropriate categories. More importantly, it allows more cross-pollination for multiple creators to implement each other’s work.
Modding is arguably the heart and soul of the Pavlov Shack community. Pavlov exploded on the PC scene in 2017 on Steam and was one of the first titles in the VR market to embrace User Generated Content. Players could download Unreal Engine 4 and create content easily. This original implementation spawned an explosion in content, from custom maps to custom game modes.
Custom sci-fi weapon being configured in the mod kit
Downloading content, however, used to be a pain with Pavlov’s early versions. You had to manually install the maps or rely on community servers for delivering the downloads to your headset. This isn’t ideal, as different servers would have different versions of the maps. Earlier this year, Pavlov Shack included a massive update that shifted from Unreal 4 to Unreal 5, but also included Mod.io support and a mod browser in-game to manage and download your content more gracefully.
There was a catch however, everything had to be contained in one UGC map file. Sharing content between creators was a painful process of zipping up projects entirely or exporting as plugins for other creators to download and implement with their own content.
A beautiful marble statue of the Vankrupt company pet Jared
With these new mod kit improvements, a creator who specializes in map design and struggles with using visual blueprint logic can now more easily set another mod or gamemode as a dependency, allowing them to implement the content from that other creator much more fluidly. It also provides the benefit of removing the versioning headaches. If a dependency is updated, such as a custom vehicle with a bug fix, then all subscribed content to that custom vehicle will receive the same update. Less sharing of zipped files and all the distribution is seamless.
We value our mod and map creators because it enriches the player experience by being able to generate unique and novel content at a much faster rate than Vankrupt Games could ever hope to achieve. Ultimately, this benefits the players and enriches the creators with the satisfaction they have access to a large player base to play their content. For example, popular mods like ‘Pavlov Kart’ puts players into a Pavlov meets Mario Kart world that is a unique experience created just for the Pavlov community by the Pavlov community. Due to improvements in Pavlov Shack’s mod kit 3.0, players are the true winners, as they will benefit from more and better game content.
Content can also be stacked on each other and multiple mod packs from different creators can be applied at once in unison. Additionally, the assets for those modpacks only need to be downloaded once, so content adopting the same mod dependencies also have the added benefit of reducing duplication of asset bloat, saving that precious storage space on the player’s headset.
Adjusting a prop in a custom map
The implications of this drastic change will take quite a bit of time to bear fruit, but the modding landscape of Pavlov Shack will look completely different in a year once the content creators shift to the new and more practical methods and understand the nuance of what can now be possible.
Vertigo Games showed off more of its upcoming zombie-slaying adventure Arizona Sunshine 2 in a new Gameplay Showcase today, featuring an extended look at the single-player campaign, co-op mode, and a first look at some new gameplay mechanics.
Owlchemy Labs, the Google-owned VR studio behind Job Simulator (2016), announced the game’s sequel Vacation Simulator (2019) just went platinum, having now topped over one million units sold.
Easily the most recognized IP to launch in a VR game this year, Assassin’s Creed Nexus VR is quite anticipated and has a lot riding on it. But as we know, translating existing flatscreen games into VR is never an easy process. Did Ubisoft nail it? Read on to find out.
Assassin’s Creed Nexus VR Details:
Available On: Quest 2, Quest 3, Quest Pro Reviewed On: Quest 3 Release Date: November 16th, 2023 Price: $40 Developer: Ubisoft
Gameplay
Assassin’s Creed Nexus VR manages to stay true to the core tenets of an Assassin’s Creed game. If you’ve played the franchise before you’ll feel at home with the game’s mix of parkour, stealth, and combat.
The systems feel largely similar too; enemies will keep an eye out for you and their alertness levels will change if hear something or previously saw you; and the flow of parkour feels just like you’d expect in terms of what the game considers a valid jump or handhold. Combat is the outlier though (more on that later).
The game’s underlying story structure is also similar—you’re a dude in the future who is using a VR system called the Animus to jump into a simulated version of the past. The game leans into the concept of VR in a neat way by showing that the main characters are meeting in VR itself, alongside a very cool touch of using the headset’s passthrough cameras to sometimes use a backdrop of your own home before you’re fully connected to the system (though I wish they would have reinforced this more narratively).
However, the game has you jumping between three different characters, story lines, and locations (four if you count the Animus meta-story), which predicably leads to a scattered story and no attachment to any of the characters. This only reinforces the game’s habit of basically just saying ‘go here and do this’, leaving you with little internal motivation or sometimes even an idea of what you’re doing and why.
As is par for the course with Assassin’s Creed games over the years, you will be constantly—and I mean constantly—guided around by objective markers. “Go here, do that” is what the game is constantly telling you, often with 2D pop-ups floating in front of your face telling you about your next objective or which one was just completed (sometimes even overlapping each other).
It’s makes for a very ‘flatscreen’ feel that can start to be distracting and annoying, especially early on when the game is also constantly popping up tutorial tips attached to your controllers, accompanied by a heavy haptic buzz to get your attention.
And also well known about the franchise, the only thing to do other than the main objectives is to find randomly scattered collectibles. Most are collectibles just to be found, but there’s also some points which are parkour challenges, shooting challenges, or historical markers. None of which I found fun enough to bother with after a handful of times.
Even an hour and a half into the game I still felt like I was in heavy tutorial mode. The game has a lot of systems to teach you (even after the explicit tutorial stages); I guess it’s gotta do that somehow, but it wasn’t until about two hours in that I felt like was really starting to have some fun. Things also got better as the game started to open up to larger spaces that acted as a better playground for your capabilities.
Parkour
Parkour generally works. And given that it seems largely adapted from the franchise’s existing third-person parkour system, I’m surprised it works as well as it does. While running, holding the A button initiates parkour, causing you to relatively fluidly jump from one obstacle to the next.
The variety of places where the game will you to jump to feels really good and it’s pretty great at inferring where you want to jump (it considers where you’re looking to do so). You get a reliable sense for what constitutes valid terrain which gives you that feeling that the rooftops are your playground.
The only place where this system stumbles is mantling. If your next jump is high enough that you can’t land on your feet, then you’ll need to grab the next hold with your hands and pull yourself up. When this works it’s a great way to get the player physically involved in the parkour without making them do too much.
But the game’s hand-holds (while plentifully and mostly predictable) feel finnicky and only work maybe 80% of the time that you expect them to when mantling.
That means that when you’re running from guards in a high speed chase, 20% of the time your next hand-mantle will fail leaving you to slide down with your face through a wall. As you can imagine, that really kills the momentum and immersion.
Stealth
It took a little while to click, but once I got a feel for the enemy behavior, stealth did start to feel pretty fun. Sneaking and trying to avert their gaze makes for a fun cat and mouse game, especially when you identify opportunities to sneak up behind a guard that no one else can see and use your hidden blade to quickly dispatch them—that’s one less pair of eyes you need to worry about.
You can drag dispatched bodies to hide them, which is fun in theory, but doing so makes you move so frustratingly slow that it often feels like a greater risk than the potential reward. You can also only grab bodies at specified points which felt cumbersome.
The game does a good job of giving you multiple ways to approach your target, whether that’s sneaking around on the ground, or sticking to the rooftops.
At any time you can use the Animus Scout view to look at the whole area from a birds-eye view, allowing you to tag guards, watch their patrol paths, and spot good routes for infiltration. I really liked the little detail that when you exit the Animus Scout view you remain looking in the same direction. That makes it seamless to decide on a route you want pursue from above, then translate that to what you’re doing on the ground.
Difficulty
The game not only includes different levels of difficulty, but thoughtfully lets you tune stealth and combat difficulty individually. The default stealth difficulty felt like a good combination of fair and fun. Unfortunately even at the highest combat difficulty, combat is a weak point of the game.
Combat
Of the three core gameplay systems—parkour, stealth, and combat—the latter feels the worst to me. It’s missing the kind of game-feel that you’d want from a AAA production (let alone much smaller studios that have delivered better VR combat). It’s not challenging and extremely easy to exploit (even on the hardest difficulty). You can basically just keep swinging and enemies will steadily die in front of you.
Functionally the game tries to approximate something like Until You Fall, which is a great choice as a model; Assassin’s Creed Nexus VR allows for blocking and parrying (largely gestural) which is fun, but it just doesn’t deliver the polish that makes Until You Fall work so well, nor does it achieve the visceral physics-based action that we see from something like Blade and Sorcery.
Ultimately combat has very little flow, especially when fighting multiple enemies.
And because combat isn’t particularly fun, being spotted and swarmed with guards often amounts to a feeling of annoyance (that you’ll now have to dispatch them all by brute force) instead of looking forward to the fight.
Assassin’s Creed Nexus VR uses a recharging health system which really undercuts what otherwise could have been great tension between stealth and combat. Because your health regenerates, you can simply limp away from a fight, wait until you’ve become hidden again, then just continue on your way and fight again when the time arises.
Had the game instead employed discrete hit points (ie: you can only get hit three times without healing before you die), then getting spotted and forced into combat could mean losing a crucial hit point or two. Then, if you get away and become hidden. The desire to truly remain stealthy is very high because with only one hit point there is a genuine desire not to fight—not because the combat isn’t that fun—but because there’s a real risk of death.
As far as I can see, this small tweak to the game’s health system would make it significantly more tense and fun as a stealth game. I know it’s unlikely, but I’d love to see it introduced in an update, perhaps as an alternate difficulty setting.
In the same way that Ubisoft wasn’t able to escape the flatscreen feeling of objective markers and pop-ups, the game’s menus are sluggish and use a weird combination of laser pointer and button presses, making them rather strange to navigate. Many common actions require you to hold down the A button for what feels like a good three seconds, even in cases where the outcome isn’t something that needs a ‘super confirmation’, like simply swapping from one objective tracker to another.
And then there’s the game’s boot sequence. It takes a good one minute and thirty seconds to go from game launch to loading into your last level on Quest 3, and probably 75% of that time is because of painfully slow disclaimer pop-ups, logo pop-up, and of course the dreaded ‘Connect your Ubisoft account’ pop-up that comes up every single time the game freshly opens. This isn’t an issue if you set the headset down and put it to sleep without leaving the game, but if you do anything with your headset between sessions of the game, you’ll be greeted with that same sequence every time.
Yes, one minute and thirty seconds doesn’t sound like a long time, but when you’re stuck in your headset just watching slow logo animations, re-reading the same disclaimer, and re-dismissing the Ubisoft account thing you already told the game you don’t want, it’s really quite annoying—especially because this is all artificial waiting time that doesn’t need to be there.
From a content standpoint, the game takes roughly 15 hours to finish the main story, or longer for those that want to find all the collectibles in each level. At any time you can jump back to previous levels to play them again and find more collectibles.
Immersion
Assassin’s Creed Nexus VR certainly feels like it’s based on systems that were built for the the third-person Assassin’s Creed games, which don’t feel like they were made for first-person scrutiny. Specifically NPCs are consistently janky with a look that’s deep in the uncanny valley, consistently terrible lip-sync, and often creepy or glitchy expressions.
You’ll also see two of the exact same NPC talking to each other, as a third copy of the same NPC walks down the street nearby.
For the size of the game and the number of NPCs and objects that are present at any given time, I’d say the game looks pretty impressive visually, even if it’s not the ‘best graphics’ we’ve seen from a standalone VR game.
Captured by Road to VR
In VR it’s rare to see such a large space that you can actually traverse in front of you, and that gives the game a unique feeling. This scale is emphasized by the Animus Scout view which lets you see the entire space at once from a birds-eye view, including NPCs strolling around even several streets away from you.
The game generally has the interaction systems that you want, but it’s just lacking VR-specific polish.
Assassin’s Creed Nexus VR does the old ‘magically invisible inventory’ thing where to ‘pick something up’ (like arrows or a smoke bomb) you grab the item then release, which just magically teleports into your inventory.
The same thing happens with objective items, keys, etc. And when you need those objective items, they just appear on demand when you grip your hand. For instance, if you need to hand an objective item to another character who is holding out their hand, you reach your hand near their hand, then grab the air—and the object appears in your hand for you to give it to them.
I just don’t love this ‘point and click’-like interaction in VR; even asking the player to just stash items over their shoulder feels way more immersive and hands-on.
Speaking of immersive interactions: the hidden blade feels generally good. You pull it out by holding your trigger and flicking your wrist, which is very reliable and definitely gives you a sense of being a badass with this unique weapon. But the gratification of air assassinations (jumping down to stab from above) is really undercut by the fact that your arm janks out almost every time and looks like a broken twisted mess. This is indicative of the missing polish in many of the game’s interactions that are essential to fulfil the fantasy of being a master assassin.
The game also applies extreme auto-aim on projectiles (arrows and throwing knives). You almost don’t need to aim. It really undermines the satisfaction of sneaking around and getting stealthy kills. Meanwhile, throwing things with your hand is really difficult to aim correctly (like when you want to throw an object out a window to distract the guards, but you end up hitting the wall so they come inside to find you instead). At a minimum, I liked that the game allows you to retrieve arrows and throwing knives from fallen bodies.
There’s also some weird interaction polish issues, like reaching over my shoulder to pull out the bow in my main hand… but instead pulling out an arrow first… which means now I need to pass the arrow to my other hand, then reach back over my shoulder to get the bow. Moments like this ruin that master assassin fantasy when you’re about to make a quick and deft shot at an enemy before they can ring the alarm… but you’re caught fiddling with this jank that kills the moment.
The key things that define a AAA game is typically scope and polish. Assassin’s Creed Nexus VR has the scope and it has the kind of features and systems you want in a VR game—but it’s missing the polish. It just doesn’t have that game-feel that’s even more crucial to get right in VR than flatscreen games. It’s difficult to explain why, but there’s just a diminished sense of satisfaction from many of the game’s mechanics. And it’s not that it does things poorly, but in almost every instance you can think of, there’s a VR game that’s done it better.
One immersive detail that’s a great touch however is the ability to whistle with a gesture. Pulling the trigger and holding the A button forms your fingers into a whistling pose, then holding your hand up to your mouth makes the whistle. As a tool, it’s useful to always have a way to attract guards toward you. As an immersive interaction, it feels natural.
And another place where the game deserves some props is lock-picking. It’s a simple but well executed and immersive mechanic. Pushing one hand forward and back selects the segment of the lock, while twisting the other hand finds the correct location. It’s clearly an adaptation of similar mechanics in flatscreen games—but hey, it works!
I would have liked to see this become a little more challenging at times, perhaps introducing ‘kill zones’ which would lead to a broken pick if you turned your cursor the wrong way. I liked that the game also sometimes gave you the option to pick-pocket a key from a guard (pretty challenging), allowing you to unlock most things in that area without lock-picking.
Comfort
I was surprised how comfortable the game’s parkour felt to me. I was able to play for an hour or more without discomfort and with minimal comfort settings.
For those who are more sensitive to this kind of movement, thankfully the game offers lots of options, including some that are unique or specific to the game. For instance, you can enable a ‘virtual nose’ option (which is thought to help with motion discomfort by giving your eyes a frame of reference they’re used to seeing), or a ‘fear of heights’ option which puts a grid around you when you’re up high to help with that kind of motion sensitivity.
Image courtesy Ubisoft
There’s also some parkour-specific accessibility options to try to make things a easier or more predictable. I wish these were a little more immersive though (like the option that shows an indicator for an upcoming hand-hold, which is a very glaring UI icon, whereas perhaps a glowing edge would have been a better option).
Image courtesy Ubisoft
Assassin’s Creed Nexus VR also supports teleport, but it’s rather iffy and very slow. I mean… I’m glad they at least tried to add it for people who couldn’t play a game with this much artificial locomotion, but I found that it slowed the game down to an unacceptable pace. I can’t imagine playing the whole game with teleport; if you do, it seems like it would take one and a half to two times as long to complete than without it.
Quest 3 Elite Strap with Battery | Photo by Road to VR
From flagship smartphones to VR headsets, first-party accessories tend to be pretty expensive. Along with the higher price tag though, consumers typically expect exceptional quality. After all, the product’s designers had a head start, so those day-one accessories should be, if not the best out there, at very least high quality. Meta sells an array of useful accessories to fit that description, although some of its most expensive first-party stuff—namely its Elite Strap—continues to face reliability issues even today, as many users of the Elite Strap with Battery for Quest 3 are reporting faulty units.
The recently released VisionOS Beta 6 contains a video showing how users will scan their face to create their avatar using the Vision Pro cameras. Perhaps more interestingly, the video shows that Apple plans to use the external display for more than just showing the user’s eyes through the headset.
Industry Direct is our program for sponsors who want to speak directly to the Road to VR newsletter audience. Industry Direct posts are written by sponsors with no involvement from the Road to VR editorial team. Links to these posts appear only in our newsletter and do not intermix with our on-site editorial feed. Industry Direct sponsors help make Road to VR possible.
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High-end enterprise headset maker Varjo is teasing an online “special event” where it says viewers will “discover the future of VR/XR.” The tease heavily points in the direction of the company’s next headset, likely the XR-4.