![]() ![]() It was all very adventurous, pulling knobs, smashing button sequences and twisting handles to keep what is essentially a giant, flying tank with legs on course while ducking enemy fire, shoving radar targeting monitors out of your field of vision to get a better view of the action, all while hoping you won't have to pull the double handles in your lap and punch out. The mech's forward motion was controlled through the left hand by a digital version of the clutch system from a riding lawn mower - run away, reverse, neutral, drive, and ramming speed - while pulling on a separate knob engaged the jump drives to lift the behemoth into the air for a short time. To turn the cab of the robot, you'd have to physically reach out with your right hand and "grasp" a twistable VR knob. ![]() I felt like I was sitting in the cockpit of a 7-story metal monstrosity. ![]() And since the visual tracking is tied to movements of the Rift headset, the view is uncannily realistic. Your view is through the windscreen - you look down and, whoop, there's your legs. And by pilot, I mean like from the cockpit. You pilot a gigantic robotic fighter armed with lasers, missile arrays, proton charge cannons and a host of other implements of mayhem in squad-based multiplayer combat. Vox Machinae is MechWarrior for the VR generation. The two diverge wildly on how they go about fomenting team-based play yet do so with equal success. Both feature robots of various sizes and dispositions and both place multiplayer gaming front and center. I definitely felt a bit of that magic in a pair of these games on display: Vox Machinae by Space Bullet Dynamics Corporation and Stormland by Insomniac Games. "Getting in VR with someone else, really feeling like you're truly there in a way that you can't do with traditional games is one of the little bits of magic that we've seen VR developers working on." "One of the 'aha' moments for VR for people is definitely multiplayer," Nate Mitchell, head of the Rift team, added. Specifically to "the latest and greatest in gaming content," Steve Arnold, head of Oculus Studio Content, told assembled reporters at a preview event held the week prior. As Oculus hosts its annual OC5 event in San Francisco this week, the company isn't just looking back at its five years in existence, it's looking forward. ![]()
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