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The development team has also added a bunch of new features that integrate directly with Oculus features. Death Horizon now supports challenges, travel together, parties and destination. This opens up more accessible playing options for multiplayer sessions. For example, you and your friends can party up in the Quest Home using social tab and then all travel into the game together directly, with just the touch of one button — there’s no need to leave the party and meet each other in-game, it’s all synced together from start to finish.

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But making a VR game that aspires to those explosive heights isn’t easy. Of course it isn’t — making any game isn’t easy — but Fracked also wants to find a path through the minefield of VR comfort options that others employ, and then it wants to dash directly through that path head-first. That’s somewhere only a few single-player shooters have gone so far; even Sony’s own Blood & Truth (the VR game Fracked feels more comparable to) regulated player movement, but this gives players full freedom of movement at any time.

“With Phantom, we really cared about the one-to-one experience of the canoeing, and I think other traversal methods was a big inspiration [here],” Watt says. “So we knew climbing worked really well in VR and also we’d created a skiing demo, and playing that skiing demo became so moreish.”

And that’s Fracked’s core loop right there: running, climbing and skiing. The latter two will help break up the game’s on-foot sections, but nDreams wants to keep its foot on the pedal throughout. In fact, it names its brand of quick-footed shooting ‘run, gun and cover’, referencing the importance of pushing the offensive and then, when you’re on the backfoot, quickly finding a safe spot to duck behind but physically grabbing onto it and pulling yourself to safety.