True Believer VR
Enter the world of Experience Marianas. This VR music experience takes you on a journey to a dreamlike world in space. Experience the song True Believer from the new rock musical by Rob Rokicki (The Lightning Thief, Monstersongs) & Sarah Beth Pfeifer (The Lightning Thief).
Experience Marianas is a wild Sapphic rock musical adventure about one woman’s journey to escape an oceanic cult. The piece is a high-octane darkly comedic examination of systems of control and how we struggle to define out identities within them.
Read More: Best 360 Video Exploration Games.
Page One
A beach, a house, the howling rain and a mystery to uncover.
Page One is a throwback adventure taking its inspiration from such classic games as Zork: Grand Inquisitor and Myst. Each 360 degree environment is hand drawn with original audio, and as you navigate your way through the dark house, puzzles help you to uncover new locations and reveal the mysteries hidden within.
Playable in both desktop and VR, take control of the first chapter of this 360 degree adventure.
I’m a lone developer and for several years I’ve been working on a game and game engine that allows you to create VR/Desktop 360 adventures using your images, video and audio. To demonstrate this engine I’ve created Page One, a hand drawn and hand crafted game that puts you in the middle of a mystery of an old beach house that appears abandoned. What secrets does it have to reveal, who lives there and maybe the biggest question, why are you there to begin with?
Read More: Best 360 Video Investigation Games.
Conscious Existence - A Journey Within
This is something that I honestly think everyone should see - pick a reason. But a few suggestions: 1. This thing is VERY system intensive. I have a 9900K system with 32gb RAM, a RTX2080Ti Founders ed., and m.2 nvme primary drives. I didn’t install this on a primary drive, I put it on a slower external as I do for new things. Well, the slow drive alone was enough to make this experience clip and stall on me, badly enough that I stopped it part of the way in as it ruins the experience utterly. (@dev, I sure hope there is some additional work that can be done on the buffering?) This means if you have an SSD, put it there or risk stutter and stalls, which ruin it frankly. 2. Put away the bitter sarcasms and stresses of the day before you experience this, and commit to just be open and present. The author is clearly trying to make a statement, but that statement may not be for everyone. Nor does it need to be. This is a beautiful experience in imagery, message, and sound (I am not sure what kind of headphones some reviewers are using, but my audio was extremely clear and full spectrum) I certainly would have a hard time thinking of a better way to practice being present, listening, and letting go of the cynical side for a few minutes than this. 3. I would suggest that you watch this while alone, and only so that you can react open and honestly to it and not react how others might expect of you. @Dev as others have suggested tweaks for replayability would be a nice add. I can think of several guided meditations that would fit beautifully and it should be relatively inexpensive to sound-engineer someone in to read. That is, If you are open to increasing your target objectives a bit (but I think, in doing so you would be promoting the spirit of the intent anyway)
– Real player with 2.6 hrs in game
Read More: Best 360 Video Relaxing Games.
I’m rather PISSED OFF I did not experience this on the index. The audio alone would of tested the index spatial performance to the max.
Imagine dying and coming back to life and then appreciating your room. YOUR ROOM! A feeling enhanced by Infinity! That feeling! The production crew managed to pull that out of me. I appreciated life, looking at the sky, the sun, the ground, the trees. Even an ANT I observed under a magnifying glass. It’s like all your senses melted into one neural pulse. This is how I felt after I came back from death. And after the high, I am now feeling normalized and I validated my existence now and for ever more.
– Real player with 2.3 hrs in game
Schizm: Mysterious Journey
SCHIZM: Mysterious Journey
JUST LIKE FINDING THE MARY CELESTE
You are about to participate in a great adventure.
It is the year 2083. Ten months ago, the first humans landed on Argilus. They found cities, towns, industrial installations - all deserted. Doors unlocked. Meals unfinished. Amazing machinery still working. But no people.
It was like finding the Mary Celeste on a planetary scale.
LIVING SHIPS, FLOATING CITIES, A FASCINATING MYSTERY
Science teams were brought in, research bases set up. Four months later, your supply ship has been sent to check on these bases. But when you hail them from orbit, there’s no answer. The science teams, too, seem to have vanished.
Now your systems are failing and you and your crewmate have no choice but to abandon ship. But where can you go? Where else?
SCHIZM: MYSTERIOUS JOURNEY is a thrilling First Contact adventure where you play both members of the Earth supply vessel Angel as you explore the fascinating landscape of an alien world filled with mystery and intrigue
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On 4 December 1872, the 103-foot brigantine Mary Celeste was discovered drifting abandoned in the Atlantic 590 miles west of Gibraltar. The captain’s log and the crew’s personal effects were found on board. The cargo was intact. There was an unfinished letter on the mate’s desk, the imprint of a child’s head on a pillow on one of the bunks. To this day, no one knows what became of the captain, his family and the crew of seven.
When the first humans landed on Argilus on 24 June 2083, they found towns, cities, evidence of fascinating alien technology, but all abandoned, with clear signs that the inhabitants had only just departed. Doors were unlocked, meals unfinished. Amazing machinery was still working away. But no people. It was like discovering the Mary Celeste on a planetary scale.
Earth Central wanted answers. The planet was classified Restricted and put under immediate quarantine. Experts were sent in. Three science teams - nearly a hundred of Earth’s finest first contact specialists - set up science and monitoring outposts at three promising locations: Base One at Bosh’s Tunnels, under Dr Angela Davies, Base Two at Symphony Harbor, under Dr Gustav Tomlin, and Base Three at Rainbow Landing, under Dr Frances Bremmer.
Because of a particularly active planetary magnetosphere, the surface teams found it impossible to contact Earth directly. Though able to make limited radio contact with one another, the constant electromagnetic interference in the atmosphere prevented messages being routed through the orbital beacon in the usual manner. At first, eager mission leaders could use shuttles to return to the orbiting expedition base ship, Tarquin, and broadcast from there, but twenty days after the expedition’s arrival, Tarquin fell silent and vanished from surface radar scans. It had either left the area or - an alarming prospect - had been destroyed in orbit. The teams on Argilus were effectively cut off from Earth.
That was just the beginning. Scientists began to go missing. One by one, wherever they were working, alone or in company, personnel at all three bases started disappearing. Was it something they touched, some device they activated, some secret they discovered? No one could say. Every day, the survivors were faced with the nightmare of discovering who had vanished this time, and were left frantically, desperately, uselessly seeking answers.
Now, four months later, the mission supply ship Angel approaches Argilus to make the first follow-up contact, but its crew - experienced spacers and xeno specialists Sam Mainey and Hannah Grant - can’t raise any response from the planetary bases. There is no sign at all of the expedition mothership.
Knowing that communication from the surface is difficult, and following special ECS mission directives, Captain Mainey takes Angel into a much closer orbit than usual, to where Angel’s enhanced com systems should be able to raise someone. There’s still no response. Bounceback signatures are positive. Com systems seem to be online and operational, but no-one answers. It’s as if the Earth science teams have simply vanished.
Sam and Hannah know what they must do. Given the circumstances, standard ECS procedure is to abort the landing, withdraw to a safe distance and await instructions. But the moment they try to pull back to where they can notify Earth of what has happened, Angel’s main systems fail. Com and engines are out. Life support is falling to critical. The ship’s orbit is beginning to decay.
Sam Mainey and Hannah Grant have no choice but to use the life-pods and abandon ship, even though they have not yet received the classified 902 mission briefing they were meant to get once contact with the scientists had been made.
STRANGE NEW WORLD
Though Sam and Hannah agree to rendezvous at Base One, and adjust their life-pods' comp systems accordingly, weather and electromagnetic variables cause them to land quite some distance from each other, so their first exposure to the new world finds them on their own.
Hannah lands on a fascinating living ship adrift in the middle of the Great Northern Ocean, and Sam on one of a cluster of balloons floating high above one of the continents. Though their radio links are operational, they both quickly find that the atmospheric interference makes communication impossible. They set their links on record, both as a routine mission log for those back home and in case their missing crewmate can access the data later. Then, with no other choice, they begin exploring this strange new world.
With Sam and Hannah, you will experience every step of this fascinating journey of discovery, face their problems, share their successes and disappointments. With luck and skill, you might even unlock the ultimate mystery of Argilus.
ONLY YOU CAN UNLOCK THE SECRET!
SCHIZM: Mysterious Journey is graphical, first person perspective, 3D prerendered adventure game with a compelling nonviolent SF story combined with highly non-linear gameplay, where the player chooses the order in which most of the puzzles are solved.
SCHIZM offers a mix of puzzles of varied type, including mechanical, logical, sound and inventory based, seamlessly integrated with the fascinating story created in collaboration with award-winning Australian science fiction writer Terry Dowling, appealing to everyone from newcomers to the field to die-hard adventure gamers. The story itself unfolds as an intriguing puzzle waiting to be solved.
The player simultaneously controls two protagonists who can explore the game independently, further expanding the game’s non-linearity and freeing the player from the annoying situation of being stuck at a particular puzzle. Both protagonists can solve puzzles independently, but their cooperation is required at certain points in the game. The story involves interaction with several live characters and information interchange between the protagonists. The player won’t feel left alone on a deserted planet.
VISUALS
Distinctive environments where the action takes place, both indoors and outdoors, created by gifted individual artists - floating balloon towns, mysterious underground locations, abandoned industrial cities, sea-floating organic spaceships.
Breathtaking, highly detailed, photorealistic, 3D prerendered graphics.
AUDIO
Crystal clear sound effects and ambient soundscapes, all presented in stereo and in 16-bit quality. Users of 3D accelerated sound cards can enjoy the full 360 degree real-time sound positioning according to the changing position of the player.
Ambient, nondistracting, interactive digital soundtrack that changes according to the player’s actions. The game uses MPEG Audio Layer 3 compression which allows for lengthy CD quality music.
MUSIC
The music is delivered in gorgeous CD quality thanks to the licensed audio compression technology. This allows for lengthy soundtrack but the compression ratio will be carefully chosen in order to avoid any quality degradation.
The Great C
This short adventure cinematic is well-made, though it has some of that “indie” charm to remind that it has been made by a small team of enthusiasts, rather than a heavy-hitter like ILMxLab. Most of the characters' animations are motion-captured performances, though there are plenty of character movements that are stilted and robotic, which were obviously manually-animated. The characters are cartoony, but expressive. And don’t let the character designs fool you… this story is not for young children.
– Real player with 0.8 hrs in game
Not quite long enough to be called a movie and not quite short enough as the Google spotlight shorts. At 38 minutes long it’s almost as long as an episode of most series.
The story is good and the actors are quite believable. Graphically it looks a lot like Telltale (rip) games. Which kinda makes me sad that I’ll never see that studio dive into VR.
VR cinematic experiences are quite new and there is a lot of experimentation involved. Some of it really works, like the building case scene, where trying to follow both characters creates tension, or the final confrontation, where the scale of C really can be appreciated. Some of it doesn’t, like suddenly you feel like an ant watching giants and the next moment a giant watching ants. But that cam be expected in such a new medium.
– Real player with 0.8 hrs in game
Desert Raider
Desert Raider Suicide Mission is an immersive VR action shooting game in a post-apocalyptic setting.
You and your pal Doug are sent to find an unidentified container somewhere in the radioactive zone and deliver it to your boss. Enemy drones are everywhere. Will you survive and complete this last job?
Society has been blasted back to the Stone Age where clans are led by tyrannical warlords. All known water sources are polluted or dry, only the ruins of cities remain.
The Big War has destroyed it all.
Will you be able to avoid cruel commander Sheeba or the hungry Weak Eaters?
Will you survive the lethal wild wastelands?
Is it really a suicide mission?
Desert Raider.
Key Features:
VR Single player action shooting game
Strong narrative set in post-apocalyptic era
10 unique missions
10 unique environments
AI enemies
Unpredictable situations
Virtual world Primus
Asset flip trash with no content.
It crashes. The mouse doesn’t lock or conceal.
It is an absolutely brazen asset flip.
Avoid.
– Real player with 0.1 hrs in game
Avoid at all costs. This is nothing but an empty city asset kit. Imagine a “developer” buying a $5 Asset kit, stripping all the life out of that asset kit in the $5 pack, then just flipping the asset map or city in this case and charging $19.99 for it.
ASSET KIT FOR $4.99 STRIPPED OF ALL LIFE AND EXPORTED HERE FOR $19.99:
https://assetstore.unity.com/packages/3d/environments/urban/cyberpunk-cyber-city-fp-147894
No work done to said asset map. Nothing added. No life. No options. Not even an Exit option (ESC does nothing)
– Real player with 0.1 hrs in game