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SUBLEVEL ZERO REVIEW : [OrdinaryGamer]

Perfect for a masochist – This is a rogue-like sci-fi shooter with perma-death. If you enjoy working hard to get to the final level, and then getting killed by something ever so stupid, only to have to restart the ENTIRE game again. Then this is perfect for you! Not normally a fan of rouge-like/like games, I was pleasantly surprised with Sublevel Zero. Even if I did continuously slap myself on the forehead for doing an extremely stupid tactic that ended up getting me killed. Something that may have worked for the protagonist of a sci-fi movie, but it did not work for me. Sublevel Zero features procedurally generated maps that offer us with a labyrinth style area to fly around in and shoot. Due to it being procedurally generated, I did not mind having to start over and over, because it didn’t feel like I was starting from the beginning. It just felt like I wasn’t ever going to get to the end of the game, and that is not a bad thing......

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ordinarygamer.co.uk
70°

Sublevel Zero - Redux arrives to bring rogue-like shooting on Xbox One

Neil writes "Ready to hop into a lone gunship and battle your way through a crumbling rogue-like universe? Sublevel Zero - Redux is here!"

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thexboxhub.com
90°

Luke Thompson On VR Sickness, Sigtrap Games’ Future Plans & What VR Must Do In 2017

The co-founder of Sigtrap Games speaks to VRFocus.

candystop3402d ago

Sucks to read about motion sickness but for me VR has taken me out of this world and into the game world. Maybe if they focused more or using real footage and adding in digital characters the sickness part would lessen. Those tiny old cockpit simulator games way back in the day felt real and never made me feel sick.

TankCrossing3402d ago (Edited 3402d ago )

Real footage doesn't make a difference, and the resolution of the headsets isn't really well suited to it.

I love VR but do get sick from it quite easily. 1 for 1 positionally tracked movement causes no problem at all, I've never had even a hint of a problem in roomscale games. Roomscale + Teleportation mechanics are comfortable, but when immersion and presence are so critical being able to teleport by clicking a button on a controller does take something away.

I do believe it's a matter of time before someone "cracks" it, and delivers a locomotion mechanic that is both comfortable and maintains immersion. I have some ideas of my own, but it is in large part going to be trial and error.

lameguy3402d ago

He's absolutely right here in what he says. Even if you have 4k in each eye, going at 240fps, that still won't matter in many types of games. The games where you, by design, do not play as a normal human doing normal human things (like in typical walking, flight, driving simulators) will be prone to induce sickness. This is because regardless of the hardware: if you move at different/changing speeds than the user is expecting, they puke; if you swing the camera quickly around left-right, they puke; if you move the camera backwards in space, they puke. Without actually 'jacking in', your body will reject all the interesting movements that make certain games what they are. VR is creatively limiting in many respects, input mechanisms not withstanding.

60°

The 5 Best Indie Titles of Play Expo 2016

Chris Mawson writes: "Featuring a line-up consisting of a number of playable triple-A titles, including the likes Battlezone and  Tekken 7, and an extensive collection of retro systems and arcade machines, Play Expo is the North's largest gaming convention, attracting thousands of attendees to Manchester's EventCity every year. Due to the fact that we at Power Up Gaming got our fill of upcoming blockbusters several weeks ago at EGX 2016 in Birmingham, it was Play Expo 2016's indie showcase that provided our main source of anticipation heading into the show."

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powerupgaming.co.uk