{"id":196014,"date":"2017-06-01T22:39:35","date_gmt":"2017-06-02T02:39:35","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/gunheart-looks-like-borderlands-for-virtual-reality-the-verge\/"},"modified":"2017-06-01T22:39:35","modified_gmt":"2017-06-02T02:39:35","slug":"gunheart-looks-like-borderlands-for-virtual-reality-the-verge","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/gunheart-looks-like-borderlands-for-virtual-reality-the-verge\/","title":{"rendered":"Gunheart looks like Borderlands for virtual reality &#8211; The Verge"},"content":{"rendered":"<p><p>    In the early days of virtual reality shooters, adding another    human to the experience turns out to be an easy win. Games like    Raw Data, Farpoint, and the upcoming    Killing Floor: Incursion are all best with two people.    But Gunheart, the first game from studio Drifter    Entertainment, is the only one that also lets you blow balloons    with your friends between rounds.  <\/p>\n<p>    Gunheart is launching on all major high-end VR    platforms: Oculus Rift and HTC Vive this summer, then    PlayStation VR later in the year. Its designed as a    full-length game for three players, with a focus on cool    weapons, fast-moving combat, and cooperation. Imagine an even    more frenetic version of Borderlands in VR,    with greater immersion but  so far  a lot less character.  <\/p>\n<p>    Although Gunheart comes from a new studio, the games    core team is made up of     experienced developers. Ray Davis was general manager at    Epic Games, where he worked on the Gears of War series    and on Robo Recall, one of the most polished VR    shooters ever made. Kenneth Scott is a longtime art director    who previously worked at id Software and Oculus. And Brian    Murphy is a former designer and creative director at Microsoft.  <\/p>\n<p>    The gameplay looks fun, but it needs more character  <\/p>\n<p>    Unfortunately, like a lot of VR games, Gunheart looks    generic on the surface. Its name sounds like something from a    Rob Liefeld superhero generator, and its central conflict     killing bug-like monsters in a rocky alien landscape  is the        premise of Farpoint as well. Cooperative play is a    great element to add, but its also a shortcut that lets    developers avoid having to create characters or compelling    narratives. VR games have to be developed on an aggressive    timeline to keep up with the fast-changing industry, and    Gunheart looks like one of the more substantive    efforts. But it doesnt feel distinctive in the way we expect    from good non-VR games, even ones enjoyed mostly for their    gameplay.  <\/p>\n<p>    In Gunhearts favor, the gameplay is shaping up to be    a lot of fun, based on my run through an early build of one    level. It pulls together an armory based on items people    already love using with motion controls, including conventional    weapons, a crossbow, and a disc-throwing gun reminiscent of the    science fiction frisbees in sports games RipCoil and    Sparc. Players can wield one in each hand, or combine    them into a unique super-weapon by holding their hands    together. You could probably go it alone, but you wouldnt be    able to surround enemies with other people, or have one person    lay down fire with a long-range weapon while another gets up    close with a shotgun.  <\/p>\n<p>    Gunhearts teleportation system makes it possible to    reach places youd never get with standard video game running    or jumping. You can pop instantly around areas to find cover    spots and vantage points, or rush an enemy and then blink back    to revive a fallen partner. A lot of VR developers early on    looked at teleport as sort of a handicap that caused less    motion sickness than running, says Davis. We really embraced    it as a first-class citizen, and realized it feels like a    superpower. Its also apparently easier to get players to    notice things above their heads in VR. It unlocks vertical    spaces in a way that we always wanted to do in shooters,    Murphy says.  <\/p>\n<p>    The multiplayer lobby is a literal lobby  <\/p>\n<p>    And although the game badly needs a fresher aesthetic, it does    have one clever feature I havent found anywhere else: the    standard multiplayer lobby is a literal lobby, or at least a    spacious lounge. Instead of holding guns, players use a device    in their hands to blow balloons, draw voxels in midair, or    produce a giant foam hand to give high-fives. Will most people    spend much time here? Its hard to say. And when players start    games with random strangers instead of acquaintances, Drifter    will also need a robust anti-harassment system, if it wants to    avoid the problems     other VR games have faced. But the lobby still offers a    non-violent playfulness thats rare in shooters.  <\/p>\n<p>    Gunheart still feels very much like a first-wave VR    game, but its riding the tail end of that wave, learning from    the early successes and failures of VR shooters. I just hope I    can find enough friends with headsets to play it.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theverge.com\/2017\/5\/31\/15712122\/gunheart-drifter-entertainment-vr-shooter-announce-hands-on\" title=\"Gunheart looks like Borderlands for virtual reality - The Verge\">Gunheart looks like Borderlands for virtual reality - The Verge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> In the early days of virtual reality shooters, adding another human to the experience turns out to be an easy win. Games like Raw Data, Farpoint, and the upcoming Killing Floor: Incursion are all best with two people. But Gunheart, the first game from studio Drifter Entertainment, is the only one that also lets you blow balloons with your friends between rounds <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/gunheart-looks-like-borderlands-for-virtual-reality-the-verge\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-196014","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/196014"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=196014"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/196014\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=196014"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=196014"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=196014"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}