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Rockjaw

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  1. Rockjaw
    
    Arcade Saga was recently released on Steam and is as the first ever game published by Vive Studios. Developed by 2 Bears Studio, an internal HTC team, we decided to sit down with David Sapienza and J Epps - neither of whom are bears - to talk about the development of this fast paced, energetic retro-styled VR experience.
     
    Hello 2 Bears! Tell us about yourself and a little about your careers.
     
    David Sapienza: I'm Executive Producer of Arcade Saga. I’ve worked on 30-plus games throughout my career, from small GameBoy Advance titles, to huge PC RTS titles like Company of Heroes, to new endeavors like Minecraft on Hololens, and now I’m thrilled to be working on the Vive. I have a long time passion for video games and the art of game creation. 
     
    J.Epps: I am J. “Jay” Epps, Design Director for Arcade Saga. I've been making games as a designer for 25 years. I have worked on Gex, Legacy of Kain: Blood Omen, Lord of the Rings: Two Towers, Gears of War 2 & 3, Fable 2, Ryse: Son of Rome. 20 years ago I knew I wanted to work in VR and worked hard to forge and temper my design skills so that I would be ready when VR finally became mainstream.
     
    The name, the look and the feel of Arcade Saga all hark back to ‘classic’ arcades and games. Is there anything you would specifically list as inspirations?
     
    David Sapienza: Yes! Pretty much any arcade game where the player faced off against a boss that was 50x larger. Musically, I love the NES and SNES days and you will hear some of that through the levels. As for movies, I’d be remiss not to mention The Lawnmower Man and Tron.
     
    J Epps: Arcade Saga is really a ‘love letter’ to classic arcade games like Sinistar, Track and Field, Mappy, Heavy Barrel, Street Fighter 2, Galaga, Outrun Turbo, Star Wars, Star Trek, Space Invaders, Gyruss, Rygar, Ninja Spirit, etc.
     
    Given those inspirations, did the game mechanics of Arcade Saga seem like a natural fit for that style of game, or did you think of them before then?
     
    David Sapienza: For me it all started with room scale and the motion controllers. My first time in true VR (i.e. room scale) all I wanted to do was move around and use the motion controllers to interact with objects. Focusing on the movement and the motion controllers was our first goal, everything else was secondary.
     
    J Epps: The mechanics came first. We wanted three games that all used natural motion mechanics: hitting a ball, shooting a bow, blocking a ball with a paddle. In classic games, the player actuates the main mechanic by pressing a button, which is an abstraction. The motion controllers and room scale offered us a way to make fun more straightforward and organic. Incidentally, this is why Bowshot has a bow and not a gun: a gun is an abstract mechanic because you pull a trigger to cause an interaction.
     
    
    What’s your favorite game of the three in Arcade Saga? (Of course, we have to ask, what’s your high score?)
     
    David Sapienza: My favorite game hasn’t been released yet. :smileyhappy:
     
    J Epps: Bowshot is my favorite. My gamer tag is thejammy and I have a LOT of high scores!
     
    What engine was Arcade Saga developed in?
     
    J Epps: Arcade Saga was developed in Unity, which is a great engine. It allowed us to get up and working quickly. The engine is robust and allowed us to put our energy into the game and not the engine. It also allowed us great flexibility, as the three games in Arcade Saga are vastly different.
     
    Did you have any ideas early in the development process that didn’t make the final game?
     
    David Sapienza: We actually had nine prototypes that were being developed and then we narrowed down to the three that we have today. Although a lot of the prototypes were fun, we wanted to make sure everything we released was fun the first time, and the 101st time. I think the three games we have now exceed that goal.
     
    J Epps: The first version of Smash had a more open environment where you threw different pitches to try and score on your opponent. It was a decent concept and we spent a while trying to make it fun enough but in the end we felt like it was better to put the game in a tight corridor.
    
     
    You’re heading up 2 Bears Studio, an internal HTC studio. How big is the studio and how long did development of Arcade Saga take?
     
    David Sapienza: Our studio is actually split between San Francisco and Taipei and the size has transformed a bit since we started, so it’s hard to answer but 30 is somewhat accurate. As for how long, we’ve been working on these games for around 9 months and are continuing to support the project.
     
    What was the hardest thing to get ‘right’ during development?
     
    David Sapienza: VR is a whole new medium that is attracting new types of consumers. Finding that balance between traditional gamers and new VR adopters was challenging but still fun. 
     
    … and what was the easiest thing to get right?
     
    David Sapienza: The natural motion of the mechanics. People ‘just got it’ and understood exactly what they needed to do.
     
    If money and time was unlimited (never going to happen…), what game genre would you like to see in VR?
     
    David Sapienza: I’d love to see a historical battlefield reimagined from Genghis Khan to the U.S. revolution. I’m a military history nerd and proud of it!
     
    J Epps: I would like to see what the ‘traditional’ gaming fantasies that we’re used to feel like in VR. Gunslinger, Samurai, Soldier, Assassin, Sniper, Surfer… they’re all fantasies that will feel different in VR and I would love if 2 Bears could take a stab at all of them.
     
    Of all the games you previously worked on, is there a game you wish you could go back and realize in VR?
     
    David Sapienza: A few years back I worked on a game that allowed players to make their own game called Project Spark. I was a really fun and approachable way to create a game, but I think adding the VR would be mind blowing. 
     
    J Epps: I have worked on many beat’ em up games - Lord of Rings, Demonstone, Ryse, etc - and I can’t wait to make a VR game in this genre.
     
    Thanks to David and J for their answers! If you haven't had a chance to check out Arcade Saga yet,
     and pick it up on Steam. 
    Or, see below for a chance to win your own copy in our comment competition!
     
    David and J will be live in AltspaceVR today at 4PM PST - click here to get details and RSVP! 
  2. Rockjaw
    If you’re an Oculus Rift user discovering Viveport for the first time, welcome! It’s easy to set up Viveport and start playing titles on your Rift – but if you need a quick start guide, follow the steps below.
     
     
    Step One: Set up your Oculus Rift
    Without your Rift ready to go, we can’t start playing titles from Viveport, so make sure to:
     
    Have your Oculus Rift HMD connected to your PC, with any other setup completed Create your account at Oculus.com, and install the Oculus Rift desktop software In the Oculus Rift software, under Settings – General, turn on the option for Unknown Sources (click ‘Allow’ when prompted)
    Step Two: Get Viveport
    You’ll need to download the Viveport desktop app to access your Viveport library, download titles and play them. You can download the Viveport desktop app at vive.com/setup. If you already have a Vive or Vive Pro, you may already have Viveport installed (in which case, skip on down to Step Three).
     

    After downloading Viveport, locate the file and launch it. During installation, you will need to:
    Sign in with your HTC | VIVE Account (or create a new one).
    Install SteamVR. This will happen automatically, but you may be asked to sign in to Steam during the installation.
    After installation, you’ll be able to launch Viveport from the desktop shortcut. Step Three: Browse for Oculus Rift compatible titles
    You can browse Viveport either from within the desktop app or via Viveport.com. Here’s what to look out for:
    Titles that are Oculus Rift compatible will have the icon displayed throughout the site You can also filter for Oculus Rift compatible titles After purchasing a title, it will be added to your Viveport Library, accessible from your desktop app or from Viveport.com while logged in To play your purchased titles, download and install them via the Viveport desktop app Launch your Viveport titles from within the Viveport Library Step Four: Get a Viveport Subscription for the best value in VR!
    As well as buying individual titles from Viveport, you can sign up for Viveport Subscription for FREE, letting you experience five titles per month for one low price. You can cancel any time, and to really save money, you’re able to pre-pay for your Viveport Subscription with our 3, 6 and 12 month plans.
     
    Want a few suggestions for some fantastic Oculus Rift compatible titles available to you in Viveport Subscription? Check out our blog on just that.
  3. Rockjaw
    As part of Viveport’s commitment to connect content creators to global audiences, we’re excited to announce that Viveport now supports Oculus Rift compatible titles. Developers can opt-in their titles to display as Oculus Rift compatible from today, with the full consumer launch on September 4th.
     

     
     
    Adding support for Oculus Rift doubles the potential audience for all Viveport published titles, and opens Viveport Subscription – the best value in VR – to Oculus Rift consumers. Viveport Subscription allows subscribers to experience up to five titles at a time, starting with a free 14-day trial, and continuing after that with one low monthly price.
     
    With almost 500 titles in the Viveport Subscription library, we’re proud to curate a diverse and engaging range of experiences that appeal to a wide audience. Recent additions and all-time bestsellers in Viveport Subscription include Seeking Dawn, Tilt Brush, Pixel Ripped 1989, Shooty Fruity, A-Tech Cybernetic VR, theBlu and Knockout League. We’re always happy to welcome new developers, with marketing support and promotion for selected titles.
     
    As well as offering a huge range of available games and apps, Viveport Subscription has also proved popular with VR consumers who are looking to ‘try before they buy’. A Viveport Subscription member choosing five of the six titles shown below for either a 14-day free trial or a month of paid subscription could save almost $140 on retail prices!
     

     
     
    “By adding support for Oculus Rift, we’re doubling the potential user base for Viveport developers,” said Rikard Steiber, President of Viveport. “Viveport continues to offer the most opportunities for developers to monetize their VR content. From Viveport and Viveport Subscription, to availability on Amazon and in Viveport Arcade, we’re going to continue to expand and reach the largest global audience possible on developers’ behalf.”
     
    Developers can start opting in on Viveport to support Oculus Rift today. In many cases, existing builds that have hardware support for Oculus Rift via OpenVR are ready for this update. In the Developer Console, Oculus Rift is now available under ‘Compatible headsets’ in the ‘Viveport Listing’ tab. To opt-in a title, simply check the Oculus Rift box and create a production release under the Submit tab.
     
    Are you a developer who has questions about Oculus Rift support? Contact our Developer Relations team here.
  4. Rockjaw
    Viveport Arcade, HTC’s software distribution and content management platform for arcades, is launching a new pricing structure from March 7th.
     
    If you have content opted-in to the Viveport Arcade program, you will now be able to set your own ‘per station, per month’ license fee through the Developer Console. This means an operator would pay a guaranteed amount for each PC running your content, at a license fee value set by you.
     
    Once you’ve chosen your per station, per month license fee, a price per hour cost is automatically created and associated with your title. This alternative fee allows arcade operators to purchase content either via the per station, per month license fee, or based on the hourly fee.
     
    This gives operators the flexibility to offer more content and developers control over pricing. This new pricing will be available to arcades in mid-April. We encourage you to update your pricing before April, otherwise your per station price may initially be set at a default value (this may be changed later).
     
    If you have further questions, please comment below, or elsewhere in the Developer Forum.
     
    Please note, legal terms and conditions for Viveport Arcade are updated with this change. Read these changes in the Developer Console.
  5. Rockjaw
    Viveport Review: Drunk or Dead
     
    Forget about finding the cure. In Drunk or Dead, your primary objective is to save the bar!
     

     
    By Desmond Madison, Greenlit Content
     
     
    The premise of the off-kilter undead arcade wave shooter, Drunk or Dead, from the developers at 4 I Lab is simple. You wake at the bar after a long day of drowning your sorrows only to be informed by the bartender that the world has been overrun by zombies.
     
    To make matters interesting, this isn’t a world where being bitten turns you over to the undead side, it’s being sober that makes this airborne infestation seep into your veins. Luckily, your bartender has your back with an arsenal of weapons and a shelf of her finest liquor to drink away the infection as you blast through your blurry, alcohol induced vision in order to fend off the horde of oncoming zombie fiends.
     
    The pressure soon heats up as the zeds wander into your watering hole, and since you need to be drunk in order to survive, you’ll constantly juggle headshots with shots of whiskey from the bartender as you struggle to stand dizzily on your own two feet. You’ll have to be careful, though, as there’s such a thing called “alcohol poisoning,” and if you go over your limit shown on the drunk-o-meter... you die.
     

    This keeps the gameplay interesting and is the core feature that sets Drunk or Dead apart from the sea of other zombie wave shooters available in virtual reality. The game also wears its decidedly lowbrow sense of humor on its alcohol soaked sleeve, but as long as players know that going in, they should have no trouble adjusting to the atmosphere. Also, let’s face it, with a name like Drunk or Dead, most players should already be expecting a certain level of bar stool irreverence.
     
    The setup is simple, silly, and simulates taking on the undead by getting completely sauced.  There are three main areas to blast away zombies as well as undead reindeer, and they’re all rendered with impressive detail and lighting. You won’t be moving around with any locomotion or teleportation, but that’s probably for the best considering you’ll need to stay as close to the bar as possible at all times.
     
    If you can manage to say alive (and drunk) through all of the main locations, you’ll be able to see your scores posted to an online leaderboard. With all there is to juggle between slamming beers and blowing up TNT barrel carrying walkers, the game makes for a fun variation on the highly saturated zombie wave shooter genre, even if it’s not entirely appropriate for all ages.
     

    In all, Drunk or Dead manages to live up to its namesake. It adds a great twist to the genre and gets you ready for the apocalyptic dream scenario of beer connoisseurs everywhere. It may not be something you’ll want to showcase to everyone in your family, but if you ever manage to have your drinking pals over for night of VR gaming, this one is an absolute dead ringer. Now hold my beer!
     

     Drunk or Dead is available in Viveport, and in Viveport Subscription.
  6. Rockjaw
    If you haven't tried Viveport Subscription yet, there's never been a better time! Over 375 VR titles are waiting for you, with more being added every week.
     

     
    In less than a year, Viveport Subscription has grown enormously, starting with a little over 50 titles available to over 375 now. As a member you can check out five titles a month - which means it would take you over five years of subscription to experience everything that's currently available!
     
    We believe Viveport Subscription is the absolute best value offering in VR today, and we want to make sure you get the best value. That's why we're letting you know that the monthly price of Viveport Subscription will increase from $6.99 to $8.99 on March 22nd.
     
    New Viveport Subscription members who sign up before March 22nd will enjoy a 14-day free trial, then pay the current price of $6.99 per month. (If you are a returning member, you are not eligible for a free trial, but you'll still only pay $6.99 a month if you sign up before March 22nd.)
     
    Members who join us after March 22nd will also get a 14-day free trial, then pay the new price of $8.99 a month.
     
    (And if you're a developer? Yes, you'll be getting more - 28% more per member subscribed to your title, per month.)
     
    OUR GUARANTEE - AND NEW MEMBERSHIP PERKS!
    First, if you sign up before March 22nd, we guarantee your Viveport Subscription will continue at the original price of $6.99 until at least the end of 2018.
     
    Second, we're rolling out new perks for all Viveport Subscription members:
     
    All members will receive exclusive FREE codes for games and apps, starting in February and then regularly during the year All Weekend Deals on Viveport - offering discounts on apps and games you'll want to add permanently to your Viveport library - will now only be available to members  
    Viveport Subscription members will be seeing their first members-only Weekend Deal soon. More membership perks will be announced in future, so stay tuned!
     
    Whether you're joining Viveport Subscription as a new member, or locking in your pricing through 2018, we're excited to have you with us!
     
    GETTING STARTED WITH VIVEPORT SUBSCRIPTION
    With over 375 titles to choose from, it can be tricky to figure out what to choose for your Viveport Subscription's first month! If you're in that position, allow us to make some suggestions.
     
    Fantastic Contraption
    A superb puzzle game, Fantastic Contraption has just been updated with over 50 new levels and other new features. Devilishly simple, all you need to do is move an object in virtual space... but what kind of machine will you build to make that happen?
     
    Overkill VR

    The name might give you a clue: Overkill VR is all about shooting stuff, in an appropriately over the top way. With a massive range of customizable weapons and a horde of killer robots out for your blood, Overkill VR has kept many Viveport Subscription members on their toes since it first released.
     
    The Wizards
    As one of our reviewers said, "If you want to throw fire balls and shoot ice arrows at some orcs this is the game for you!" And who doesn't? Master magical forces, explore an entire campaign and, well, throw fire balls and shoot ice arrows at orcs!
     
    Earthlight: Spacewalk
    Quite simply, the closest you'll get to being on the International Space Station without being an astronaut (or, we suppose, a very rich tourist!). Earthlight: Spacewalk will astound you with a simulated spacewalk and some of the most amazing views you can imagine. (Read our review here.)
     
    theBlu
    Arguably still the best introduction to anyone first experiencing virtual reality, theBlu takes you below the ocean waves to stare into the eye of a whale, reach out to touch giant jellyfish or perhaps discover even more terrifying beasties in the dark.
     
    Sign up for Viveport Subscription now for your FREE 14-day trial. Experience these five titles and lock in the monthly rate for 2018!
  7. Rockjaw
    Yee-haw! Saddle up with Hopalong: The Badlands
     
    If you’ve ever played at being a cowboy or pretended a broom was a horse (Wait, just us?) then you’ll be right at home in the wild, weird west of Hopalong: The Badlands. With Hopalong now available as part of Viveport Subscription, we talked to (appropriately enough) Texas-based developers From the Future about their rootin’ tootin’ shootin’ VR experience.
     

     
    Well howdy there, partner. What’s yer name and what brings you to these parts… or in other words, what gave you the idea for Hopalong: The Badlands?
     
    Howdy! My name is Mike Christian and I’m the CEO and one of four founders of From the Future (here we are on Twitter). The idea for Hopalong: The Badlands fell out of my head one Labor Day weekend and resulted in a prototype. The rest of the Future crew couldn’t help but laugh when they saw the idea, not to mention me hopping around the room in VR gear. The idea quickly evolved from everyone else’s input, and became much, much more than the original concept. My role on the team has mostly been the executive designer, with the occasional bit of programming.
     
    Is it fair to say that Hopalong … doesn’t take the history of the American West that seriously?
     
    Them there is fightin’ words, hombre! Hopalong takes American West history very seriously and we faithfully created that history… if it had been all stick-horses and wooden villains.
     

     
    After your initial idea, what brought Hopalong to fruition?
     
    Hopalong was an idea that bubbled up from the horse watering trough of desire – a desire to introduce a fun and novel way to traverse large landscapes in VR without teleporting. We figured since people look a little silly playing VR already, why not go the full silly?! People told us ‘never go the full silly’, but we thought that advice was, well, silly.
     
    The original idea was to not only prance around on a stick horse, but to also wave a lasso over your head as you tried to rope in stray bossies. (For you non-Texan types, bossies are cattle.) However, we lost several interns during testing due to CLS, AKA Carpal Lasso Syndrome, so that got cut.
     
    Visually Hopalong is quite unique! Were you inspired mostly by kids and their play, or something else? (I keep flashing to the coconut hooves of Monty Python’s Holy Grail, myself.)
      
    Thanks! Actually, we were inspired by Kid ‘n Play, the famous 80’s hip-hopalong duo. Monty Python’s infamous fish slapping dance was also a HUGE inspiration.  Tell us how the Oscillot system works. What makes it different from other locomotion systems in VR?
     
    At first actually, fully hopping in place was mandatory. However, being game developers we were not in the best shape, so we quickly resorted to shaking our fists...which came much more naturally. Oscillot, also known as O.S.C.I.L.L.O.T.,  is the science of moving like a bouncy cat. The cat that inspired the name, is known for its sinusoidal-like motion as it pounces on its prey. These cat facts are all well documented on the internet and are assuredly not made up by us.
     
    We found that physical movement helps reduce motion sickness because it allows people to make more of a connection to motion in the game versus motion in the real world. By limiting all the movement to one hand, both velocity and direction, that frees the other hand to wield weapons.
     
    What kind of cool moves can people pull off in Hopalong?
     
    You can shoot dynamite out of the air and back to the enemy that threw it. You can also use your grit to slow down time and multiply the mayhem exponentially. Once you defeat Boss Boomity you earn his flying pig, Pigasus, and hover one meter in the air!!! Oh the places you’ll go! Assuming those places are about three feet above you.
     
    Why is an Eight Shooter inherently better than someone’s trusty six-shooter?
     
    Six plus two times more fun! ™
     
    What weapons did you invent for Hopalong?
     
    The Brimstone Gun for when it's dark, or when you need to light a bandit on fire. Whichever comes first.
     
    The Iron Falcon is an 1880’s style hand-mortar that you can use to blast a bushel of Boomity’s out of the bushes.
     
    What kind of environments can people expect to see in Hopalong?
     
    Hopalong takes players both high and low through an expansive cliffside chock full of narrow paths, perilous edges, and more than a handful of hazardous outhouses. Aside from the wide-open spaces, the Badlands also hosts a number of caverns, rivers and other vistas.
     

     
    Ahem. What do stick horses eat? Are they easier to train than a normal horse?
     
    The only fuel your stuffed companion craves is the fear of your enemies. It’s like sugar cubes to them. They are much more difficult to train than a four legged horse. Good luck.
     
    Have you any plans for further development of Hopalong? Additional features you’d like to include?
     
    Heck yeah, buckaroo! Multiplayer and VR arcade features are in the planning stages. We have also explored a medieval theme where you are a horse riding wizard that storms all the castles.
     
    What’s next for you guys? I expect you already know considering your studio name.
     
    We have more ideas than you can shake a stick horse at. A couple of ideas in the works are: Flying Blades, a martial arts and sword fighting game that takes place in the air, and a Roman-inspired giant robot game. In Flying Blades, the Oscillot system is used to propel you through the air by flicking a magic sword and using another sword for direction as you battle giant demons. The Romanesque robot game has you commanding a giant mech-like contraption to defend a Rome that never fell...thanks to the robot!
     

    Speaking of that, what is the future like? Are there jetpacks? We were promised jetpacks.
     
    Well, it's not all flying cars and musical toilets. Jetpacks ARE a thing but they are only in fanny pack form. Bell bottoms are back but the bells are reversed. Walt Disney has been resurrected...and man is he angry! Those are the highlights.
     
    Thanks for talking to us, Mike. We’ll let you return to the future now!
    Hopalong: The Badlands is available in Viveport Subscription.
     
     
  8. Rockjaw
    Playing a virtual god in Townsmen VR
     
    The 'God game' genre is one of the oldest in PC gaming, but recreating that experience in VR is a relatively new idea. Having made a successful mobile franchise, HandyGames are building on that success (pun intended) with Townsmen VR, letting you get up close and very personal with your virtual minions. We spoke with Christopher Kassulke, CEO and one of the founders of HandyGames, about what makes Townsmen VR unique.
     
    Townsmen VR is available now in Viveport Subscription. Follow HandyGames for up-to-date info on Townsmen VR on Twitter and Facebook.  
     

     
    Let’s talk Townsmen VR! What’s it about and why is it a great VR experience?
     
    Townsmen VR uses the exciting possibilities of virtual reality to further enhance the classic city building game with entirely new gameplay experiences and interactive mechanics. You rule over a small island with the help of your loyal companion, Sir Clunkalot, who will explain everything you need to know about how to rule and protect your people.
     
    We had several great guests in our office like Richard Garriott, AKA Lord British, who totally fell in love withTownsmen VR as it is such an immersive game experience. With our very natural movement we've only had very positive feedback so far, and really believe everyone can enjoy Townsmen VR. You will fall in love with your island and find yourself trying out everything - and I mean everything!
     
    You've made Townsmen games previously for PC and mobile platforms. Why did you think it was a good fit for VR?
     
    We've been making Townsmen games since 2002 - the first was released on black and white feature phones. Sixteen years and seven Townsmen games later, when releasing our first 'real' 3D version of the game, we decided to create it exclusively for VR. It's a really big step for us but this experience we wanted to deliver to our fans is only possible in VR at the moment.
     
    Of course Townsmen is inspired by classics like Black & White, Populous, Ages of Empires, Settlers and Anno, but it has so many unique features which were not possible back in the PC games era. You'll see that the game stands for itself and innovates where others stop. We really believe that Townsmen VR perfectly fits VR. A lot of people are dreaming about playing this kind of game in VR, and we hope we delivered what the audience want.
     
    Most games of this type ask you to build a village or city – is that all you do in Townsmen?
     
    You can do a lot on your island in Townsmen VR; you can manage your island, assist your Townies with their daily jobs and build up defense for your small empire - you will face evil bandits, and without any protection enemy forces will destroy your little settlement. So prepare well!
     

     
    In a 2D game of this type you traditionally point, click and move villagers to resources. What’s different in VR?
     
    TownsmenVR goes one step further – you not only take villagers and move them around, you can help them with their daily work. For example you can carry their goods to their destination, or go fishing for them by diving into the sea yourself, then catch the fish with your own hands. Then you can even help your Townies to make a campfire for the fish you caught! I don’t want to spoil too much, but you can do so much and you will love it.
     
    Can you get down to a villager’s eye-view as well as looming over them?
     
    You decide how you play TownsmenVR! You can play in a God view or move very close to your villagers to see all the detail. What you cannot do is take over control of one of your villagers, for several reasons.
     

     
    What else can you do as a 'god'?
     
    You can blow to make wind for your windmill. You can also turn a boar on a spit over the campfire, combine clouds to let it rain, or even create a thunderstorm and let lightning strike to make a fire! Yes, you have a lot of freedom!
     
    Are you visible to your Townies? What else do they need help with?
     
    Your Townies know you are there, just say “Hi” to them and they'll react. Without your help they will have a hard time with the bandits… but of course you can also let them 'burn'. If you think they're not respectful enough just show them your power!
     

       
    You’re launching Townsmen VR in Early Access, so what's available to play right now?
     
    We wanted our Early Access version to offer a vertical slice of the whole game, and not just be a demo with limited features. Imagine the game as a burger – we offer you the whole taste of the burger, it's just a smaller part of it. We have many more features planned of course. 
     
    What kinds of feedback are you looking for, and where's best to contact you?
     
    All kinds of feedback is useful to make the final game even better. We want to know which features the players really want to see within Townsmen VR. What doesn’t work well? Did they understand everything? Did they expect something else? We collect all details no matter where. Players can talk to us on social media like Facebook and Twitter, but also directly via our website.
     
    What did you learn from developing other VR titles (like Panzer Panic – on Viveport) which you applied to Townsmen VR?
     
    Do not just copy or port a game to VR! Develop something unique for VR. For example, with Stunt Kite Masters VR (also on Viveport) we made something which wasn’t available on VR before, but it feels so natural to play a kite game and you get the haptic feedback over your controls for example.

     
    In Panzer Panic we learnt that multiplayer games are awesome in arcades but not so much at home. That said, if you have a VIVE, Rift and Gear VR you can do multiplayer co-op or vs matches in Panzer Panic – if you have two devices, check it out. That is one of the coolest experiences you can have.
     
    What we learnt as well – develop not just a tech demo. Develop real games and offer them for a fair price point. That’s why we offer Townsmen VR in the current version for a really fair price point!
     
    Finally, what are you working on next?
     
    We have another BIG game coming out called Devil and the Fairy which is a genre mix of RPG, Tower Defense and Dungeon Keeper. So if you want to play as the evil Master of the Dungeon you will have a lot of fun. Your little companion is a transgender fairy which will assist you to protect your dark empire. Check out a

    Thanks for talking to us, Christopher!
     
    Townsmen VR is available now in Viveport Subscription. Follow HandyGames for up-to-date info on Townsmen VR on Twitter and Facebook.
  9. Rockjaw
    Viveport Review: Front Defense Heroes
     
    Fantahorn Studio’s first-person shooter gets the multiplayer treatment.
     

     
    By Joshua Hawkins, Greenlit Content
     
     
    I was a huge fan of Fantahorn’s original FPS, Front Defense. While the original is a wave-based defense simulation, Front Defense Heroes takes away the barriers of a fixed position and opens up the game world for the player to explore as they face off against other players in real-time. It’s a unique concept, and one of only a few FPS PVP games available in VR, so I was eager to dive in and try it for the first time.
     
    Surprisingly, I was blown away by how easy it is to move around and take part in the battles that you experience in Front Defense Heroes. Not because I have little faith in the developers, but because locomotion and fast-paced action are a tough nail to hit on the head in VR, especially when you’re going for a PVP environment. They came up with an interesting formula, though, which helps mitigate some of the motion sickness that you might get from a free movement system.
     
    Instead of offering basic free movement, the game uses a system that the developers call V-move, which allows you to look in a direction and then press a button to move that direction. When this happens, you’re pulled from the first-person camera to view your model in third person. In doing so, Front Defense Heroes creates a cohesive movement system that should be easy on anyone, even if you’re prone to motion sickness.
     
    Much like the original, Front Defense Heroes offers a lot of immersion by making the player feel like they’re in a war-torn environment. While the game’s still in development and not everything has been added, there’s more than enough to keep PVP-oriented players satiated while the developers work on adding even more cool content. The guns all feel responsive, offering their own unique controls and recoil. Additionally, having the ability to realistically peek around corners and over cover makes for some thrilling and exciting experience.
     
    The biggest issue with Front Defense Heroes right now is a very low player base to work with. This is an issue that any multiplayer VR game is going to face in the foreseeable future as we work towards making VR a bigger part of the overall gaming industry. However, when you’re able to find a game, the immersive and action-packed gameplay that you get to enjoy is more than worth the wait.
     
     
     
    Front Defense Heroes is available on Viveport.
  10. Rockjaw
    Viveport Review: Operation Apex
     
    Explore the ocean depths and track down a massive great white shark in this immersive and engaging experience.
     

     
    By Joshua Hawkins, Greenlit Content
     
     
    The basic idea behind Operation Apex is to explore three different regions of the sea teeming with ocean life. The scenery looks beautiful, interaction with the world feels real, and as you explore, the sensation of being deep beneath the ocean is both immersive and engaging. That said, there’s no risk of death because the player controls a drone that is mostly ignored by the wildlife. This doesn’t take away from the experience, though, since interacting with the world around you and even swatting at debris feels so good.
     
    In Operation Apex, you play as the aforementioned drone, tasked with checking on the status of sea-life. To complete this goal you’ll need to explore, lure fish close to you, and scan them into the system. This will allow you to check how well they are faring, and then you’ll have to get to the root cause of the issue. It’s a simple goal that leaves the world open for the player to explore at his or her leisure.
     

    All I had to do to move around was hold my arms out in front of me and press the triggers to propel myself forward. I never had any issues with frame drops, and the locomotion felt solid all around—without the usual VR sickness that sometimes comes from a game with this type of locomotion.
     
    The best thing about Operation Apex, however, is the awe-inspiring environment. The depths of the ocean feel real as you explore, with the plant life and rocks acting like physical objects when interacted with. Also, being able to lure the bigger fish and see them up close is fantastic, as they look and move lifelike through the water. The experience isn’t long, though—especially if you breeze through the objectives. This shouldn’t be an issue for those who really enjoy immersive VR games, since the game pushes you to explore and look around by giving you plenty of space to maneuver.
     

    At the end of the game, when you finally locate the massive creature that you’ve been searching for the entire time, well, I won’t spoil anything. All told, when I removed the HTC Vive from my head, I couldn’t help but let out a sigh of astonishment at what I witnessed. With that in mind, Operation Apex is among the best that your Vive has to offer. Download the game and take the plunge!
     
     

    Operation Apex is available on Viveport.
  11. Rockjaw
    Viveport Review: BOUNCE
     
    Steel Wool Studios' stylish puzzler delights and dazzles.
     

     
    By Joshua Hawkins, Greenlit Content
     
     
    On the surface, BOUNCE looks like just another simple puzzle game in a genre that’s already overflowing with content. As you progress deeper into the experience, though, you start to see the nuances that lie beneath and the challenges that are just waiting to be discovered. The basic premise of BOUNCE is indeed very simplistic, as your goal in each level is to get a robotic ball from one pipe to another. However, the fun comes from figuring out the coolest ways to get the ball where you want it to go.
     
    While you can always take the easy way out and build the quickest path to the goal, you’re encouraged to get a bit more creative. The game does this by giving you a ton of different pieces that you can spawn in and move around to create entertaining little courses for the ball to travel along. This is where the real depth comes into the game, as finding these more nuanced ways to get the ball from point A to point B is both challenging and exciting.
     

    When it comes to visuals, BOUNCE certainly isn’t lacking. Not only do the colors within the environment pop, but they’re also really easy on the eyes, which is something that many virtual reality games struggle with—especially games within the puzzle genre. The rooms that each level takes place in are well designed, and as you step your way around obstacles, the overall settings and environments do a good job of making you feel like you’re really there.
     
    One of the greatest strengths that virtual reality has to offer is interactivity and immersion, and BOUNCE does a great job showcasing both of these elements. The ability to interact with objects in so many different ways—you’re even able to teleport around the room to position items—makes it easy to get lost creating paths for your little robotic friend. The puzzles also increase in difficulty (without becoming too overwhelming for the player), which is a huge plus for the game as a puzzle-based experience.
     
    I’m a fan of great puzzle games, and BOUNCE hits all the right points. It has plenty of depth hidden beneath its simplicity, and it never makes the player feel like they’re stupid or unable to complete a puzzle. The visuals are gorgeous, and the immersion and interactivity make it a must play. If you want a fun, approachable puzzle game to get lost in, I highly recommend giving BOUNCE a try. You won’t be disappointed!
     

     
     
    BOUNCE is available on Viveport, and as part of Viveport Subscription.
     
  12. Rockjaw
    Viveport Review: #SelfieTennis
     
    VRUnicorns’ unique take on tennis is addicting and fun.
     

     
    By Joshua Hawkins, Greenlit Content
     
     
    #SelfieTennis takes everything you think you know about sports in virtual reality and turns it on its head. The game does this by dropping the preconceived notion of high scores and competitive gameplay to bring you a fun and addicting environment where your most challenging opponent is yourself.
     
    The basic premise probably sounds silly when I break it down like that, but that’s exactly what #SelfieTennis is. Instead of pitting players against AI opponents, or offering any kind of matchmaking, VRUnicorns decided to set the game up so that players face off against themselves on the tennis court. As you swing the racket and hit the ball, it barrels across the field. Then, you’re instantly teleported to the other side of the field, where you’ll need to be quick on your feet if you want to be able to hit the ball back and keep things going.
     

    It may not sound entertaining, but you’d be surprised at how addicting it is to slowly build up your shots, thereby creating more and more challenging opportunities. It’s an incredibly fun experience, and if you happen to get bored of playing tennis with yourself, you can always take the unlimited amount of rackets and tennis balls that you have and use them to attack the ball people situated around the match area.
     
    There’s no story to keep players engrossed, but that doesn’t keep the game from being an enjoyable romp. It’s hilarious to watch other users play, and if you’re new to virtual reality, the game does a nice job getting you accustomed to wearing the headset and controlling things with your whole body.
     
     
    If you want something that will offer a ton of fun, while also providing challenging gameplay and a great reason to laugh at your family members and friends, then #SelfieTennis is a worthy virtual reality game to pick up. It’s definitely something that I’ll use to showcase VR to my friends and family, if for no other reason than to prove how immersive the experience can be.
     

     
    #SelfieTennis is available on Viveport, and as part of Viveport Subscription.
     
  13. Rockjaw
    The New Year is always a time of renewal, and for many of us it's a time to resolve to do better, whether that's with our bodies or in our minds. Naturally, there are VR apps for that!
     
    From today until Wednesday, January 24th we're offering some fantastic VR apps at 50% off that will help you in mind, body and perhaps even soul. Here's a quick rundown of what's on offer:
     
    For your body...
     
    Virtual Sports
    Take on tennis and play some ping-pong with Virtual Sports, which includes two ball-batting games to keep you on the move. With AI opponents who’ll show you no mercy and the ability to play multiplayer matches, this is one exercise routine that’s anything but.
     

     
    Racket Fury: Table Tennis VR
    In the future, wars will be decided by robots. And table tennis. Yes, after a two-millennia war it’s only natural that the peace will be maintained by a table tennis competition called the Division of Steel! Eye-opening plot aside Racket Fury is a different take on table tennis, with hi-res visuals and extremely shiny robots to compete against. You’ll also be able to enhance your robotic avatar after every successful match, allowing you to compete at the upper echelons of artificial table tennis!
     

      
    Dash Dash Run!
    Ever played an ‘endless runner’? Ever wanted to be in one? To some that might sound like a special form of torture, but one thing cannot be denied: if you’re running in Dash Dash Run, you’ll be working up a sweat. That’s because in this frenetic racing game you have to pump your arms (with your controllers in hand) to make your avatar run. The faster you pump, the faster you run… if you’re old-school enough to remember 80s arcade classics such as Track & Field, you probably get the idea already. At least in VR, you won’t need to mash buttons to get yourself moving (or insert quarters to continue). This time though you’ll need to dodge around articles, grab coins and run as fast as you can if you’re going to top the global leaderboard.
     

     
    Final Soccer VR
    If you’ve ever dreamed of standing on an emerald pitch, poised to take a penalty kick that could win the match… then you need to get into Final Soccer VR. What started as a goalkeeping simulator now allows you to compete as goalie and striker, with a fully-featured sim mode, fun arcade mode, multiplayer and a lot more. Worth going into overtime for this one.
     

     
    For your mind…
     
    Nature Treks VR
    While getting out into nature is always a good thing, there are times when you just can’t make it happen – and of course, many times when you can, but nature doesn’t cooperate. Experience some breathtaking scenes, interact with animals and best of all, literally create the world around you. Nature Treks VR is a lot more than just a walkabout; it’ll activate your creativity while also relieving your stress.
     

     
    Nirvana
    If you’re looking to meditate, putting on a Vive headset might not be a bad start – no visuals to distract, no noises to get in. To enhance that experience you might want to try Nirvana, which places you in a virtual meditation temple where, surrounded by symbols of the divine, you can try to focus and block out the rest of the world.
     

     
    Guided Meditation VR
    While Nirvana looks to harmony in simplicity, Guided Meditation VR (as the title suggests) will steer you towards enlightenment with a strong helping hand. Designed to help anyone begin their meditation practice or improve a current one, Guided Meditation includes 19 environments, over 300 meditation spots and over 15 hours of helpful meditation material. If you’re looking for a vacation from the everyday, you’ll find one here.
     

     
    Whatever VR apps you choose to try, we wish you a happy, healthy and fulfilled year ahead!
    Available on Viveport:
    Virtual Sports Racket Fury: Table Tennis VR Dash Dash Run! Final Soccer VR Nature Treks VR Nirvana Guided Meditation VR
  14. Rockjaw
    Viveport Review: Audio Arena
     
    Archiact Interactive delights with their unique take on the rhythm genre.
     
     
    By Joshua Hawkins, Greenlit Content
     
     
    I am a huge fan of simple and fun rhythm games. That’s why I was so excited about Audio Arena when I experienced it for the first time.  The verdict? Archiact Interactive’s excellent VR game offers a ton of replay value, great music, and simple yet addicting gameplay.
     
    Right off the bat, the visuals look stunning. They are simple, colorful, and easy on the eyes—all positives when it comes to virtual reality. This made it very easy to get lost in the gameplay loop, which made it even easier to lose a few hours to the game.
     
     
    Audio Arena’s basic setup is easy to get ahold of. The player is put into a circular area with a massive screen surrounding him or her. The gamer must then use their controllers to guide the cursor, which acts as a ship around enemies which spawn and move to the beat of the song playing in the background. There are various powerups around the level, and the player will need to hit these in tune with the beat to activate them.
     
    It’s a simple premise that works wonders in VR, and the execution of the experience is well done. Of course, this means there isn’t a lot of immersion to offer, as the game always feels like you’re staring at an arcade machine’s screen. But, it still works really well, and you have a full 360-degree level that makes the experience that much more engaging and delightful.
     
    Audio Arena might not offer much immersion, but the game is both graphically beautiful and mechanically sound. The simple but addictive gameplay loop makes it easy to get lost in the action for hours, and the ability to take part in a full 360-degree battle against enemies makes it fun to take on the toughest challenges the game has to offer.
     
    The biggest negative in Audio Arena is the limited number of tracks, but the fact that enemies spawn different each time gives you an almost unlimited amount of replayability that lasts as long as you can stand to listen to the same songs repeatedly. While I want more content, what’s here is enough to keep you entertained for several hours, so slip on your Vive and groove to the beat!
     

    Audio Arena is available on Viveport.
  15. Rockjaw
    HTC VIVE Raises The Bar For Premium VR With New VIVE PRO Upgrade And Wireless VIVE Adaptor
     
    New Hardware Raises the Bar for High-End VR Market, While All-New Viveport VR and Vive Video Dramatically Improves the way You Browse, Discover and Acquire VR Content.
     
    Today in Las Vegas, HTC VIVE™, the leader in room-scale Virtual Reality (VR) announced new hardware upgrades that deliver premium VR experiences to consumers and enterprises with the introduction of Vive Pro and Vive Wireless Adaptor. In addition, the company debuted new improvements in how VR users discover, experience and acquire VR content through a radical redesign of Viveport VR and Vive Video. These advancements deliver on VR users’ desire for higher resolution, improved audio, greater comfort, wireless freedom and immersive content discovery.
     
    Vive Pro

     
    Vive Pro is a new HMD upgrade from Vive, built for VR enthusiasts and enterprise users who want the best display and audio for their VR experiences. Vive Pro includes dual-OLED displays for a crisp picture resolution of 2880 x 1600 combined, a 78% increase in resolution over the current Vive HMD.
     

     
    This premium resolution enhances immersion for VR enthusiasts, and the improved clarity means text, graphics and overall experience all come into sharper view. Vive Pro also features integrated, high-performance headphones with a built-in amplifier to offer a heightened sense of presence and an overall richer sound. Vive Pro’s new headstrap was built with enhanced ergonomics and comfort, including a sizing dial for a more balanced headset that decreases weight on the front of the headset. Additional improvements include dual microphones with active noise cancellation and dual front-facing cameras designed to empower developer creativity.
     
    “There’s a clear need in the VR market for a premium VR experience with high resolution display, integrated audio and the best components available today in a headset,” said Daniel O’Brien, GM U.S., VIVE. “Vive Pro offers an immediate upgrade for both VR enthusiasts and enterprises that want to utilize the best VR experience.”
     
    More details on Vive Pro availability and price will be made available soon.
     
    Vive Wireless Adaptor
    Also unveiled today, the Vive Wireless Adaptor will be the first to market with a truly wireless VR headset integration for both Vive and Vive Pro.
     
    The Vive Wireless Adaptor features Intel’s WiGig technology and offers a premium VR wireless experience that operates in the interference-free 60Ghz band, which means lower latency and better performance. The Vive Wireless Adaptor will ship in Q3 to customers worldwide. 
     
    “Wireless VR has been on nearly every VR user’s wishlist since the technology was unveiled,” said Frank Soqui, General Manager Virtual Reality Group at Intel Corporation. “By collaborating with HTC to commercialize Intel’s WiGig technology, we will guarantee that wireless VR meets the most discerning quality bar for home users and business VR customers.”
     
    Viveport VR

    In the largest upgrade to the Viveport customer experience since launch, Viveport VR redefines how users, discover, experience and acquire VR content. Instead of a traditional 2D catalog, Viveport VR content is delivered in fully immersive interactive previews. Viveport is embracing a VR first approach by including VR enabled “VR Previews,” which are interactive glimpses of content that give customers a room-scale preview of an experience and the opportunity to interact with content before purchasing or subscribing.
     
    “Viveport is moving to a VR first experience model, and with the all-new Viveport VR, we are changing the way consumers discover, experience and acquire VR content,” said Rikard Steiber, president, Viveport.  “Until now, there has not been a shopping and browsing experience that takes advantage of the full functionality of VR. Available in early access today, Viveport VR increases interaction with content and offers developers a preview that showcases the quality of their titles and experiences.”
     
    Earlier this year, Viveport launched the world’s first VR subscription service to provide a whole new way to access the best VR experiences for a great price. With more than 1,000 titles available on Viveport today, and more than 325 available for subscription, Vive is changing the way users browse and discover content through Viveport VR.
     
    Vive Video Includes Vimeo

    Today HTC Creative Labs also rolled out an upgrade to its native VR video player, Vive Video. Vive Video solves the discovery and acquisition problem for VR video content by delivering a large catalog of high quality streaming video directly to VR headsets. In addition to new features and UI upgrades, Vive Video has integrated content from Vimeo, the world’s largest ad-free open video platform home to millions of creators worldwide.
    In the new Vive Video experience, a curated selection of Vimeo content will be made available to browse and view in a highly optimized native VR experiences within Vive Video-compatible headsets.
     
    “Whether we’re building our own tools in-house or partnering with other innovative platforms, Vimeo is committed to the future of storytelling and finding new ways to support our creators,” said Christophe Gillet, GM of Vimeo’s Creator Platform. “Not only does the integration with Vive Video showcase some of Vimeo’s highest quality, human-curated content within the VR experience, but it also gives those creators an exciting new way to expose their work and engage with audiences.”
     
    Vive Video has consistently been one of the most-downloaded and highest-rated apps on the SteamVR platform, enabling users to view 180 and 360-degree video content. Vive Video is available today for both Vive and Google Daydream platforms, and will arrive on Vive Wave in the near future.
  16. Rockjaw
    Savings galore in our Viveport Holiday Sale

     
    Spend $29.99, get three months of Viveport Subscription FREE*
    Whatever you buy during this sale, it will count towards you getting three months of Viveport Subscription. As soon as you've spent $29.99 or more (or local equivalent) you'll be eligible to receive a three month subscription code, which will be sent to you in early 2018. That way you can spend the first quarter of 2018 exploring up to 15 different VR titles!
     
    Want some hints on where to spend your money to get to $29.99? Well, you might start with one or more of our Viveport Staff Picks. Then there's the newly-arrived L.A. Noire: The VR Case Files, Tilt Brush by Google, The Gallery- Episode 2: Heart of the Emberstone (and Episode 1's on sale too), Knockout League or perhaps Fantastic Contraption.
     
    * Please note, this offer is only available in the following Viveport territories: United States, Canada, United Kingdom, Germany, France, Sweden, Spain, the Netherlands, Australia, Taiwan and China.
     

     
    Save up to 40% on Viveport Subscription bundles
    Want to keep experiencing Viveport titles until next holiday season? Then save yourself some money with discounts on our Viveport Subscription bundles. Here's what you can save:
     
    Save 40% on a 12-month subscription bundle (Access 60 titles in total!) Save 30% on a 6-month subscription (Access 30 titles in total!) Save 25% on a 3-month subscription (Access 15 titles in total!)  If you already have a Viveport Subscription, good news – these bundles add-on to your existing sub, so you can extend your subscription and save.
     
    To pick up a Viveport Subscription bundle, click here.
     

     
    Save up to 80% on selected Viveport titles
    Last but not least, we've got discounts of up to 80% on a huge range of titles. There's truly something for everyone here, from the gamer to the history buff. Show your family what VR has to offer with one or more from this list (sorted alphabetically by title).
    Amazon Odyssey (80% off) Apollo 11 VR (50% off) Arcade Artist (60% off) Arcade Saga (80% off) Clazer (50% off) Cloudlands: VR Minigolf (50% off) Domino Craft (50% off) DreamWorks Voltron VR Chronicles (60% off) Earthlight: Spacewalk (50% off) Echo Grotto (50% off) Everest VR (50% off) Fantastic Contraption (50% off) Firebird- La Peri (60% off) First Person Tennis (20% off) Front Defense (65% off) Frontier (50% off) The Gallery - Episode 1: Call of the Starseed (75% off) The Gallery - Episode 2: Heart of the Emberstone (20% off) Guided Meditation VR (60% off) Happy Drummer (50% off) Haute & Haunted (80% off) The Hospital: Allison's Diary  (25% off) Jam Studio VR (80% off) Kingdom of Blades (50% off) A Lost Room (65% off) MakeVR (80% off) MakeVR Pro (80% off) Manifest 99 (50% off) The Music Room (20% off) Nature Treks VR (50% off) Perfect (50% off) Prison Boss VR (33% off) Racket Fury: Table Tennis VR (50% off) Remembering Pearl Harbor (80% off) Riley Short Analog Boy (50% off) ShapeLab (50% off) Speed & Scream (60% off) Stonehenge VR Sandbox (35% off) Storm VR (50% off) Super Puzzle Galaxy LITE (25% off) Tilt Brush (25% off) TrueScale (50% off) Virtual Sports (80% off) We Are Stars (50% off) Remember, we're giving 100% of revenue share for every title on Viveport until December 31st to developers - so you'll be giving them an extra boost with every purchase, too. Support your favorite developers and get a gift for yourself this holiday!
     
    However you spend the holidays, in VR or out, everyone here at Viveport hopes you have a fantastic time!
  17. Rockjaw
    All the information you need on our exciting Vive Black Friday deals, across VIVE and VIVEPORT.
     
     
     
    Customers who purchase a Vive between Friday, November 24th at 12:00am ET through Monday, November 27th at 11:59pm PT will receive a Deluxe Audio Strap with the purchase of their Vive in addition to the current Fallout 4 VR bundle. For $599 each customer will get the Vive headset and all the necessary hardware and software to set up room-scale VR as well as a Deluxe Audio Strap ($99.99 value), a copy of Google Tilt Brush, a free trial to Viveport Subscription, and a redemption code for Fallout 4 VR ($59.99 value) which launches on December 12, 2017.
     
    With its integrated headphones, plush padding, and easy adjustment dial, the Deluxe Audio Strap provides additional comfort and when using Vive. Once you’ve received your Deluxe Audio Strap you only need a couple of minutes to install it on your new Vive.
     

     
    This Black Friday and Cyber Monday deal will be available online and in all retail locations where Vive is sold. To find a location to purchase Vive near you, click here or head to vive.com.
    In our Black Friday-Cyber Monday weekend sale, you can also save big (up to 80%!) on some fantastic Vive titles on Viveport.

     
    Viveport will also be taking part in this year’s Black Friday deals, by offering discounted pre-paid subscription packages for Viveport Subscription and big discounts on a whole range of titles. Our Viveport deals start today, November 22nd and end on Monday, November 27th at 11:59PM Pacific.
     
    With our Viveport Subscription deals, there has never been a better time to join. Every month you'll get access to five apps or games from a collection of over 250 (which is growing all the time). Simply download and play!
     
    During this Black Friday-Cyber Monday weekend sale, there are huge savings available on Viveport Subscription pre-purchased plans:
     
    3-month pre-paid subscription – Select 15 Apps for just $12.99 (35% savings)  6-month pre-paid subscription - Select 30 Apps for just $19.99 (50% savings) 12-month pre-paid subscription - Select 60 Apps for just $29.99 (63% savings) You can take advantage of these savings whether you are a new subscriber or existing Viveport Subscription holder, so make sure you lock in your savings before they're gone!
     
    From essential titles for every VR enthusiast to brand new releases, we've got something for everyone on sale this weekend. Below you'll find every title that's on sale, with their respective discounts noted. Just click a title's name to find out more.
     
    Hurry - these discounts are only available from now until Monday, November 27th at 11:59PM Pacific.
    Viveport discounts for Black Friday-Cyber Monday
    Amazon Odyssey (50% off) Arcade Artist (75% off) Arcade Saga (75% off) Clazer (50% off) Cloudlands: VR Minigolf (50% off) Earthlight: Spacewalk (50% off) Everest VR (50% off) Fantastic Contraption (33% off) Firebird – La Péri (75% off) Front Defense (75% off) Happy Drummer VR (75% off) Haute & Haunted (75% off) Jam Studio VR (50% off) Knockout League (50% off) MakeVR (75% off) MakeVR Pro (75% off) Prison Boss VR (25% off) Remembering Pearl Harbor (75% off) Speed & Scream (80% off) Stonehenge VR Sandbox (35% off) The Gallery Episode 1: Call of the Starseed (75% off) The Gallery Episode 2: Heart of the Emberstone (20% off) The Music Room (20% off) Tilt Brush (10% off) TrueScale (50% off) Virtual Sports (75% off) Also, when you buy or subscribe on Viveport, we will give 100% of all profits back to our developers this holiday season.

     
    Win this weekend!
    As well as all of these deals we're also doing some great giveaways via our Facebook Pages (Viveport, Vive) and Twitter (Viveport, Vive). Our first competition is live now (US residents only) - enter to win a Vive Deluxe Audio Strap!
    *$599 HTC VIVE + Deluxe Audio Strap + Fallout 4 bundle is for North American markets only.
  18. Rockjaw
    Today, at our Vive Developers Conference (VDC) in Beijing, we announced the VIVE WAVE VR Open Platform.  With it, we are taking another huge step in driving the most vibrant ecosystem for VR forward. Vive Wave will open up the path to easy mobile VR content development and device optimization for third-party partners. So far, twelve hardware partners in China, including  360QIKU, Baofengmojing, Coocaa, EmdoorVR, Idealens, iQIYI, Juhaokan, Nubia, Pico, Pimax, Quanta and Thundercomm, announced their support for Vive Wave and integrating the VIVEPORT™ VR content platform into their future products.
    Vive Wave is a clear step forward in bringing together the highly fragmented mobile VR market that has cropped up in China the last several years. It enables developers to create content for a common platform and storefront across multiple hardware vendors. Over 35 Chinese and global content developers have already built VR content optimized for Vive Wave, with 14 showing live demos during VDC.
     
    We also announced VIVE FOCUS, our first standalone VR Headset for the China market.  Vive Focus is also based on the Vive Wave VR open platform.
     

     
     
    Vive Focus offers enhanced comfort for extended use, easy on-off capabilities, and is the first commercial standalone device to deliver inside-out 6-degree-of-freedom tracking (6DoF) which Vive calls “world-scale”. Without the need to be attached to a PC or a phone, Vive Focus provides unlimited freedom of mobility while reducing the total cost for users to own a premium VR device in China. Its high-resolution AMOLED screen delivers the best possible VR experience, with low latency and unmatched clarity. The Vive Focus is powered by the advanced features of the Qualcomm® Snapdragon™ 835 VR Platform and utilizes the Vive Wave VR open platform, including the rich library of VR content available on the Viveport.
     
    Also at VDC, Viveport also announced a global strategic partnership with Unity Technologies to enable the one-click publishing of VR content onto Viveport for PC VR, Standalone VR, and mobile VR developers. Unity will integrate Viveport into its content platform and provide a more intuitive way for developers to utilize the new Vive Wave VR SDK. Unity will also integrate Viveport’s in-app payment and VR advertisement functions into its development system, with an initial focus on the China market, opening up even more revenue opportunities for its VR developer community.  For the remainder of 2017, Viveport is giving back 100% of all profit earned on its platform back to the developer community. 
     
    For more information on VDC, check out our press release here.
  19. Rockjaw
    Experience some of the most intense, scary and surreal titles that Viveport has to offer in our 50% off Halloween sale!

     
    With Halloween not that far away and the nights drawing in, it's a perfect time to snuggle in with a hot beverage and scare yourself silly in VR. To help you with the scaring part, we've lined up a host of chilling VR experiences at 50% off - and also picked out a few perfect additions to your Viveport Subscription. (Not a subscriber? Now is a great time to sign up.) If you're feeling a little thrifty this Halloween we've also got some spine-tingling free experiences too. Here's a complete list, followed by trailers and screenshots to send a chill through you.
    50% off now until November 1st
    Albino Lullaby Emily Wants To Play Flatline - Experience the Other Side Grave VR Haute & Haunted Obscura Speed & Scream In Viveport Subscription - sign up here
    Don't Knock Twice Escape Bloody Mary HordeZ Narcosis Smell of Death VRZ: Torment Zombie Riot Fang-tastic free experiences
    Abduction Prologue The Abbot's Book (Demo) The Bellows Sisters Halloween titles 50% off until November 1st
    Albino Lullaby

     
    Emily Wants To Play
     
    Flatline - Experience the Other Side

     
    Grave VR

     
    Haute & Haunted
     
    Obscura
     
    Speed & Scream
     
    Perfect picks for Viveport Subscription - sign up here
     
    Don't Knock Twice
     
    Escape Bloody Mary
     
    HordeZ
     
    Narcosis
     
    Smell of Death
     
    VRZ: Torment

     
    Zombie Riot

     
    Fang-tastic free experiences
    Abduction Prologue
    The Abbot's Book (Demo)
    The Bellows
    Sisters
    All of these horrific titles are available on Viveport, either for purchase or in subscription. Start a Viveport Subscription here.
  20. Rockjaw
    Existing owner? Get Fallout 4 VR plus three free months of Viveport Subscription.
     
    HTC VIVE is glad to announce that starting today, October 2nd, customers who purchase an HTC Vive, will receive a free redemption code for Fallout 4 VR, a $59.99 value, which launches on December 12, 2017 (vive.com/fallout4-vr).
     
    Fallout 4, the legendary post-apocalyptic adventure from Bethesda Game Studios and winner of more than 200 ‘Best Of’ awards, including the DICE and BAFTA Game of the Year, and most recently ‘Best Virtual Reality Game’ at gamescom 2017, finally comes in its entirety to VR. Fallout 4 VR includes the complete core game with all-new combat, crafting, and building systems fully reimagined for virtual reality.
     
    “Fallout 4 VR is the most anticipated title for VR this holiday, and the game development team at Bethesda Game Studios is delivering on the promise with a full-length AAA open-world game that takes advantage of Vive’s incredible room-scale immersion for a mind-blowing experience in the Wasteland,” said Joel Breton, GM of Vive Studios. “The promise of a game with near endless content, including hundreds of locations, characters, and quests, fully playable in VR, is something that we have been focused on providing for the VR gaming community. We are now thrilled to provide this incredible game to new Vive owners and eagerly look forward to game’s launch on Vive this December.”
     
    The freedom of exploring the wasteland comes alive like never before when experienced using Vive’s superior room-scale technology. Vive’s submillimeter tracking for responsiveness and accuracy makes it the most immersive way to experience Fallout 4.
     
    Existing Vive customers who purchase Fallout 4 VR, will be able to sign up for a bonus 3-month Viveport Subscription offer that will be available prior to the game’s launch. Viveport Subscription allows consumers to choose from over 250 pieces of content, giving consumers the best value to discover VR content. Visit Viveport.com/Fallout4VR for purchase details, launch dates, and additional offers.
    Players must be 18 or over to redeem Fallout 4 VR code. Please check your local vive.com for details and availability.
  21. Rockjaw
    Today, we’re announcing the early release of the Viveport Scene SDK, a new toolset that will help developers create immersive VR Previews that will be showcased in Viveport. The Viveport Scene SDK will allow developers to engage customers with their content before purchase or rental, by generating:
     
    VR Previews: Rich and interactive 3D environments streamed dynamically to the viewer on Viveport to increase engagement and customer conversion. VR Skyboxes: Immersive "360 preview images" that surround the user as they browse the content grid in the Viveport store.  We believe that the tools contained in the SDK will help developers increase conversion, drive discoverability, and engage users prior to download. Content that includes a VR Preview will be showcased in a special category across Viveport endpoints when we launch our new immersive Viveport discovery experience for consumers this Fall.
     

     
    Download the Viveport Scene SDK, including documentation, directly here - 385Mb ZIP
  22. Rockjaw
    We’ve been working hard behind the scenes on Viveport and wanted to share news of some fixes, updates and changes we have made to our Viveport desktop client since launch.
     

     
    First, some context. Viveport is a brand-new software platform that has been live for less than a year. With all new software projects there are going to be bugs, and Viveport has been no exception. There are other digital software sales platforms that have been available a lot longer than Viveport, so we expect it will take a while for Viveport to catch up to them in terms of features and performance. Our goal hasn’t changed, though – to build Viveport into a great VR platform.
     
    When we launched Viveport in 2016, we had 75 titles. Today we have grown to 1,000 titles in all our regions and we have processed millions of transactions. We have also added some unique features like Viveport Subscription.
     
    While our product and engineering teams work continually to improve Viveport, other teams are monitoring and asking for direct feedback from you. With your help, we believe we’ve significantly improved Viveport. Recently we’ve shifted our development focus from adding a lot of new features, to optimization and stability.
     
    While there have been thousands of changes to Viveport (and you can find highlights here), let’s discuss some of the biggest issues reported during Viveport’s first year of operations - and what we’ve done about them.
     
    TOP ISSUE: “Viveport content download speeds”
     
    No-one wants to wait longer than they must for the latest VR content. While we originally had a basic CDN backed download system at Viveport’s launch, it didn’t match expectations. We rebuilt it and launched the new download system this summer, increasing Viveport’s download speeds to rival and even exceed the download speeds provided by other leading content platforms.
     
    The new download backend not only uses multiple CDNs, but it also provides multiple levels of redundancy, as we have incorporated new technology from third parties that are specialized in download optimization. When you download content now, you should see faster download speeds, no matter where you are in the world.
    TOP ISSUE: “Viveport takes up too many system resources”
     
    Virtual reality is a challenging task for almost any PC, so having a desktop client occupy more resources than necessary isn’t ideal. You told us that Viveport took up too many PC resources, so we have worked hard to reduce the resource footprint.
     
    The latest version of Viveport now uses significantly less CPU and memory (RAM) while running. This is mostly due to a new and improved client framework launched earlier this summer, letting us reduce the footprint while still adding new features. There are more optimizations coming, but for the moment we are much happier with the performance of client versions 1.1 and later.
     
    TOP ISSUE: “Viveport crashes too much”
     
    This was an early issue that we have focused extensively on in the last few months. No software crash is ever ‘fun’ but it is even more frustrating if it happens while wearing a VR headset. One of our top priorities has been to dramatically improve stability and lower the frequency of ‘crash events.’ In June, we replaced the original crash reporting system with a much better third party system, which has provided far better near-realtime stability info to the team. We can now monitor individual crash traces and determine if issues are with the software, or with specific user systems. As of release 1.1 we have seen dramatic improvements in software stability, though this is still a core focus area for the development team. 
     
    TOP ISSUE: "Viveport doesn’t have enough content, and Subscription has a non-intuitive re-selection system"
     
    We have grown our VR library from 75 to over 500 titles in less than a year. However, now our focus is to help you discover great VR content. A brand-new search system is coming in Q4, which will improve your ability to find content.
     
    In addition to more titles and better search functions, we have also launched Viveport Subscription to provide a low-cost, no obligation way to explore new VR experiences. It’s critical to let people experiment in VR since each user can experience different effects from the same VR title.
     
    Given VR is a whole new content type, we felt a subscription option provided the best way to explore new and previously unknown developers’ work. Initially launched with 50 games, Viveport Subscription now features close to 250 titles, and we are adding new titles daily.
     
    One piece of feedback we heard about Viveport Subscription was that the initial process of choosing your titles for each subscription period was un-intuitive. From version 1.1 onwards you can now add up to five titles at any time during each subscription period giving you more flexibility to keep open slots in case new titles arrive on Viveport mid-month. 
     
    OTHER IMPROVEMENTS you might have missed…
     
    Finally, we’ve been hard at work overhauling and improving the general Viveport client experience, from status messages to filters, notifications and in-client prompts. We want Viveport to be easy and intuitive to use, and we have a lot more improvements planned. That’s why we’re not slowing down. With your help, we’ve accomplished a lot in a relatively short period, but there’s plenty more to improve upon.
     
    We want your feedback on Viveport to help us improve. Feel free to talk to us through social media (we’re on Twitter and Facebook) and here, on our community forums. If you’re subscribed to our newsletter, you’ll see major updates mentioned there, or here on our blog. We look forward to hearing from you as we work to improve Viveport!
     
    - The Viveport Team
     
    Download Viveport here, and start your free Viveport Subscription trial here.
  23. Rockjaw
    It’s been a big summer for Vive and our ever-growing VR Ecosystem, and we’re ramping up for a fantastic holiday season.
     
    Starting today (8/21), we are reducing the price of Vive by $200. The high-end, PC-based consumer Vive that is in market today, and will be for the foreseeable future, will now be available for $599.  All Vive purchases come with a free trial to Viveport Subscription, where consumers can choose up to 5 titles per month to experience, and copies of some of the most popular pieces of VR in Google’s Tilt Brush, EverestVR, and Richie’s Plank Experience.
     
    Vive is the leader globally in high-end VR, and this new entry price will make the system available to an even broader audience. When customers purchase Vive, they are getting superior VR technology and the most complete ecosystem in VR. Vive has the best tracking technology and most compelling content. We work tirelessly to continue to iterate and improve on Vive to deliver on the promise of VR. And developers are taking full advantage of this tech in delivering the best software on the market and bringing it to Vive owners.
     
    We have continued to invest in growing the Vive hardware ecosystem. Google, Apple, Intel, UPS, Volkswagon, SalesForce and dozens of other global brands have all lined up with Vive for their VR efforts, and there’s more to come in the back half of the year.
     
    New Tracker software and hardware is coming online daily, and we’ll have more to share on consumer launch timing soon. In addition, many partners are working hard on wireless solutions to bring even more freedom for Vive owners.
     
    On the software side of the house, we offer the only subscription service for VR today in Viveport Subscription, which has not only changed the way consumers get their VR content, but also provided an incremental revenue stream for developers. We’ve signed up over 200 titles on Viveport Subscription, and we’re making a host of improvements that will improve and deepen our store experience.
    This is just the beginning stages of what Vive has in store. We’ll soon see more AAA content coming to Vive with Fallout 4 VR, Doom VFR, as well as some other titles to be announced.
     
    We know price is just one component of a purchase decision, but when you line up all that Vive offers, we’re building a complete VR ecosystem that customers can rely on today and for years to come.
  24. Rockjaw
    What better way to map your mind than in VR? Noda lets you do just that.

     
    Hello there! Tell us who you are, and what you do in relation to Noda.
     
    I’m Brian Eppert, developer of Noda. Aside from the logo, the incredibly helpful feedback from early testers and the epic work of past and present geniuses to create the VR tech stack, I’ve done everything to bring the app out. It’s pretty amazing that today a single person can connect with users worldwide to release a VR app for sale or subscription in a few months.
     
    I’m a tinkerer and a good programmer but a bad artist, so the asset and engine resources available and the VR native app dev process is a huge boon. Much better now even then when I started with VR in 2014.
     
    What’s the origin of Noda? How did you come up with the initial idea?
     
    I’ve always pictured things in 3D as a way to understand them. When I explain something I’m always gesturing around trying to draw a picture to describe my thoughts. I even came to realize I needed to do it backwards, otherwise someone facing me would see the mirror image (I’m not sure it’s ever helped!). I relate to things spatially and I know I’m not the only one who does.
     
    As for Noda I wanted to combine the immersive environment and natural interface of hand and body movement with structured information management. It seems like a good use for this technology. I’m sure VR will help make sense of big data and analytics but my feeling was to start small, with data more within personal reach like what you might draw on a whiteboard or picture in your head.
     
    The nodes, tags and lines that make up Noda’s form is known as a Labeled Property Graph, and it’s inspired by Neo4j, an alternative database platform I’ve been interested in for years. Their big thrust is that the relationships between things are as important as the things themselves.
     
    While VR, especially on Vive, is all about 3D spaces and experiences, what made you feel that Noda had to be 3D, instead of (for example) a very large 2D space manipulated in 3D?
     
    For math and programming and creative writing I’d always use paper or a whiteboard to sketch out ideas and communicate with others. It works initially but the paper or whiteboard’s always too small and on a flat screen you can’t very well draw behind or in front of something and maintain clarity. A lot can be done with up/down/left/right but sometimes things need to sit next to each other in a different way so you really need that third dimension.
     
    I never really tried much software for drawing, for me the mouse and keyboard interface gets in the way of direct expression. I guess a tablet/pencil might be nice for the pan/scroll/zoom and the undo/redo but it still feels like an unnatural projection of 3D stuff on 2D, like when you see the globe of Earth or Moon chopped up and spread out across a big wall-sized poster.
     
    What kind of projects, aside from mind-mapping, do you see Noda being used for?
     
    As a app for creating thinking or something I’m calling ‘Associative Concept Modeling’ I could see it being used for any project that needs a plan, or a phase of ‘figuring out’ separate from the activity itself.
     
    I’ve heard from people who are using it to plan video presentations to their clients, modeling an ERP data flow, planning a website redesign project and more.
     
    You have mentioned ‘kinesthetic thinkers’ in relation to Noda – can you tell us what that is, and how it applies to Noda?
     
    Well that’s based on the concept of learning styles from psychology and education, there seem to be a lot of models and theories for how we think and learn and how some people favor one or the other, but more likely we switch between modes depending on the day or task at hand. The main categories I’m familiar with are: Auditory-Sequential, Visual-Spatial, and Kinesthetic (meaning body movement).
     
    As a pithy proverb explains it: “I hear and I forget; I see and I remember; I do and I understand.”
     
    Two things that have come up for me lately are that our cognition may be entirely based on metaphors developed from our sensorimotor system. Got tipped off to this from Voices of VR podcast #515 mention of “Philosophy in the Flesh”. I also read about a study done that shows babies who don’t have use of their hands to make gestures are slower to learn language. Conversely non-deaf children who learn sign language are more advanced at learning language and on other measures.
     
    Something about moving is tied in to memory and learning and thinking. It’s also a bulwark against the disease of neglect of the body that happens when we sit at a desk, hunched shoulders and shallow breathing. When using Noda it feels great to put on the headset, push the chair back out, stand up and move around for a bit.
     

      
    What can be done in 3D mind-mapping that can’t be done in 2D mind-mapping?
     
    VR taps in to the full range of intuitive 3d perception through head tracking and stereoscopic display that flat screens can’t do. With room-scale and hand tracking you get the space and manual dexterity to create 1-to-1, meaning that if you want to see something from a different angle or distance you just move your body or head. If you want to move or change something you put your hand out and do it.
    This removes the cognitive load of managing a more abstract interface. It also leverages unconscious systems and abilities like spatial memory, so you can more easily slip into a flow state where both sides of the brain are in tune and working harmoniously through analytic and creative thought.
     
    Do you have any future plans for Noda?
     
    For the product, the plan is to make it more usable and useful to more people. That means improving what’s already there, specifically the hand tooling, and extending to support new workflows, most likely by adding types of media and information you can get in and out of Noda.
     
    For the creative team, I’m looking to expand from ‘one’ to ‘some’. Visual designers/artists, Unity/C# programmers, and anyone involved in alternative business structures like crowdsourcing or software co-ops – I’d love to hear from you. (Visit noda.io to contact me.)
     
    Thanks for talking to us, Brian!
    Noda is available now in Viveport.
  25. Rockjaw
    The invasion of Normandy is over. The fiercest firefights of World War II have just begun.

     
    Vive Studios and Fantahorn Studio are taking you to the front lines of World War II with Front Defense, premiering today on Viveport and in Viveport Subscription.
     
    Set in the waning days of World War II, Front Defense puts you in the boots of an Allied Forces soldier facing an ongoing onslaught from Axis forces. As you defend strategic positions in a small European town, you'll engage with infantry using a wide range of firearms, from pistols to mounted machine guns.
     
    Soldiers aren't the only threat you'll face. With the full power of an Axis armored division deployed against you, you'll need to use bazookas, grenades and even call in airstrikes to destroy tanks, armored cars and dive bombers.
     

     
    Think that's all the Axis can throw at you? Think again. With whispers of a mysterious superweapon about to be deployed, an epic confrontation awaits for those able to hold the line.
     
    Developed by HTC first-party studio Fantahorn Studio, Front Defense has been designed explicitly for room-scale VR on Vive. You'll need to duck, dive and reload in order to survive on the front line, making Front Defense one of the most intense war games you've ever experienced.
     

     
    Front Defense is available now on Viveport, and is included as part of Viveport Subscription. Start your free trial today!
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