EVE: Valkyrie (formerly EVE-VR) is a multiplayer dogfighting shooter set in the EVE universe that uses virtual reality to give players the sense of being a real pilot in an EVE Online fighter. Coming 2014.
so the original lore of eve, fighters "evolved: into frigates and drones took over the role of the fighter. so is this going to be in the eve universe and kind of a retcon? or standalone?
On August 25 2013 12:30 a176 wrote: so the original lore of eve, fighters "evolved: into frigates and drones took over the role of the fighter. so is this going to be in the eve universe and kind of a retcon? or standalone?
Carriers (which are huge capital ships) can have fighters in the game. Super carriers can have fighter bombers in the game. clearly in the game the fighters are flying from the carrier to fight other fighters from other carriers.
I wonder if there will be different racial fighters in the game missles for caldari hybrids for gal autocannons for minnie and lazers for the amarr.
CCP does have some issues, sure, but it's not like they've done anything at diablo 3 levels. I have confidence that they can make it a great game...even if it DOES take them a while.
Well judging from the reactions they are getting from their tech demo, I think they might do a pretty good job here. This sort of game almost just makes itself, hopefully they won't try and over complicate it.
On August 26 2013 03:01 beef42 wrote: I know that. Gaming community didn't and nobody ever made a space fighter again.
I think we were a bit tired of them and the game developers just made terrible ones, as you do in the last quarter of the bandwagon ride. I think the Occulus Rift will breathe new life into this kind of genre. Or at least give us one good one and about 20 terrible ones before no one makes one for another 10 years.
On August 25 2013 23:24 Sermokala wrote: if you play eve as much as 419 and everyone else in the eve corporation thread then you'd know how bad ccp is at game design.
we really don't like the game but no one gives ccp any competition in any way at all in any capacity.
Not even failed attempts? Not a single project whatsoever in the field of player-focused sandbox mmo poverty simulator?
I saw a prototype of what was to be EVE Valkyrie at E3 this year. Along with Respawn's Titanfall, it was the talk of the show. CCP knew they had something special, so they created a full game from this demo.
Here at gamescom, CCP are showing a build so new that they just wrapped it up five days ago. Work started on what was to be Valkyrie in Reykjavik, but now they've moved to Newcastle, where a studio of 20 are working on it full time.
While exciting, what I saw at E3 was still rough around the edges, and running on standard definition Oculus Rift headsets. They've been working on it ever since, talking the experience and turning it up as far as they could. It's now running on Rift HD prototype sets, packed full of improvements.
CCP says that EVE Valkyrie was built to put the experience first. This means that intense space dogfighting is the focus. They've simplified the controls to get out of the way of the experience. The left analog stick controls your ship's pitch -- nose direction -- as well as roll. They didn't want players to have to switch between multiple controls. Yaw is set to shoulder buttons, lasers are on the right trigger, and a boost thruster is set to the A button.
Best of all your ship's functions, the missile control really shows off the Oculus Rift. Holding down the left trigger brings up a reticle; turning your head moves this reticle around to find a target. Simply look and hold, and then let go when the target is locked to send your missiles flying. It's as cool as it sounds.
Our demo was a three-on-three match against other international games media. We all started out by launching out of tubes into space, fired directly at each other. CCP recommended coming out with lasers blasting, and I did just that, but my left index finger was already on the trigger, looking for targets to pop up in space.
Look, lock, fire. Look, lock, fire, kill. The feeling of being able to aim and fire two different weapon types independently is challenging at first, but when you get the hang of it it feels fantastic.
You're but a little dot in space, open to fire from any direction, but you're also a powerhouse that can dish it out as well as any other. If you're like me, you'll work your thrusters empty trying to run away from missiles. Better players stood their ground. All had fun.
When someone locks a missile on your ship, a red warning light goes off in your cockpit. This is to prompt you to look down at a gauge on your ship's dash that shows you a graphical representation of your ship and the incoming missiles. Turn, boost, and do anything you can to out-steer and outrun them. It's not easy, but it feels great to get away and set up to return fire. It feels even better to take the attacker down.
For as fun as the dogfighting is, the immersive feeling the Oculus Rift gives really won me over. Looking around in your cockpit -- down to see your controls, left and right to see your ship's innards -- feels cozy at first, but looking off into space out of your ship's front window makes you feel small. Letting off the thrusters and kind of coasting gives you a real sense of weightlessness -- something you won't feel with even the most powerful game console on the best television.
What also won me over was how great EVE Valkyrie looked on one of the rare Oculus Rift HD prototype headsets. There's only about 50 of these in the world, and all were handmade, but CCP wanted to have the best to show off their work and improvements. The resolution is up to 1080p, from the 800p shown at E3. This gives the new build about double the pixel density of its predecessor.
The end result is greatly improved visuals. Seeing the space between pixels is no longer an issue. Space looks lovely, as does your ship's interior. Text now is easily readable. The E3 prototype was already great. This HD build is just that much more impressive. Imagine how great Valkyrie will look in about a year.
All of the the things happening in gaming right now are exciting -- indie games flourishing, new consoles launching, technology speeding ahead. But the Oculus Rift and the games being built for it really feel like the next generation of gaming.
Again, imagine where we'll be in a year for now. I can't wait.
ok guys, i know you eve vets like to hate on ccp, but are ccp devs REALLY worse than any other game devs out there (other than valve, who are descended from heaven to make games for us mortals).
I mean eve imo has some of the best design aspects for an mmo out there, and for a system that encourages exploiting every mistake a dev makes, they honestly seem to be pretty good.
Either way as an ex allegiance player, I am SO PUMPED for this
I can't think of a single other game where a design philosophy of "we have no idea about how this game works" would actually lead to a successful game. In fairness, eve is a game with very complex interactions so it's not surprising that even CCP doesn't know what's going on. Using community popularity as a hiring metric hasn't really helped them in that regard though.
For example, if you've ever seen the stats that gun rigs give, it seems like some developer wanted to go home earlier so he just assigned the same stats for all the rigs (even though the various stats are worth different amounts. optimal range/locus is godly, falloff/ambits are trash). This is fine because it's not a wildly known fact but the existence of gross imbalances such as this wouldn't work in most other games.
yea i guess that makes sense, i mean i kinda joined up right when retribution came out, so my first exposure to ccp was the "amazing" frigate changes (or so I was told). Either way, love eve, hope to play valkyrie SOON
Industry Veteran Owen O’Brien Joins CCP Games as Executive Producer for EVE: Valkyrie + Show Spoiler +
REYKJAVIK, ICELAND – September 11, 2013 – CCP Games, the world’s leading independent developer of massively multiplayer games, today named Owen O’Brien as executive producer of EVE: Valkyrie, a new virtual-reality spaceship dogfighting game in development at the company’s Newcastle, UK studio. As executive producer O’Brien will oversee all aspects of EVE: Valkyrie’s production.
O’Brien joins CCP following a long career at the award-winning game development studio DICE in Stockholm, Sweden, owned by publisher Electronic Arts. At DICE, O’Brien led production of the critically acclaimed game Mirror’s Edge, which was heralded for its creativity and groundbreaking take on the first-person action genre.
“I worked with Owen for many years at DICE,” said Sean Decker, senior vice president of production at CCP. “His experience bringing Mirror’s Edge to market will be invaluable as we work to make virtual reality an actual reality for gamers worldwide.”
EVE: Valkyrie is a multiplayer spaceship dogfighting shooter set in the EVE universe. The game uses virtual reality to give players the sense of being a real pilot in an EVE Online spaceship and will be released in 2014. The game is the evolution of “EVE-VR,” the amazing virtual-reality tech demo that debuted at EVE Fanfest 2013 and went on to win numerous awards at E3 and gamescom 2013 — including “Game of E3 2013” from PC Gamer and “Most Innovative” from IGN.
O’Brien will report to Decker and will be based at the company’s Newcastle studio.
“The opportunity to work with a focused, talented and passionate team at the forefront of game-changing technology is a dream scenario for me,” said O’Brien. “But it’s not just about the technology. This was a project born out of a genuine passion for gaming, and that shows in what the team has already achieved.”
About CCP CCP is the world’s leading independent developer of massively multiplayer games, and has been praised for its artistry, game design and unique player-driven, infinitely scalable storytelling narratives. CCP is the creator of the critically acclaimed science-fiction game EVE Online (PC/Mac), which is celebrating an unprecedented tenth consecutive year of subscriber growth. In addition to EVE Online, CCP also develops DUST 514, a groundbreaking, free-to-play, massively multiplayer online first-person shooter for the PlayStation®3, and EVE: Valkyrie, a multiplayer spaceship dogfighting shooter, both set in the EVE Universe. CCP is also developing World of Darkness, a modern gothic horror massively multiplayer online roleplaying game based on the classic tabletop roleplaying game Vampire: the Masquerade. Founded and headquartered in Reykjavik, Iceland, in 1997, CCP is privately held, with additional offices in Atlanta, Newcastle, San Francisco, and Shanghai. For more information, visit www.ccpgames.com.
Adam Rosser, broadcaster and journalist for BBC Radio 5 Live, interviewed new CCP Executive Producer Owen O'Brien on September 13th. The as yet unaired conversation gives an early insight into the man who will be taking the reigns from Jon 'CCP Unifex' Lander and steering the EVE: Valkyrie virtual reality project to completion.
For months now, I’ve been reading raves for Oculus Rift, the virtual-reality gaming headset that’s among the most famous Kickstarter projects. One of them came from my own colleague Lev Grossman. Like many folks, he got downright giddy after receiving a demo.
On Friday, I finally tried the headset for myself. And even though my expectations were sky-high, it exceeded them. It really is spectacular.
My time with Oculus Rift was part of a visit with CCP Games, the Icelandic creators of EVE Online, the multi-player game that’s been popular for a decade now. They’re working on a game tailored for the headset, EVE: Valkyrie, which they plan to release in 2014. The version I played was a technical preview, basically a proof-of-concept mini-game.
Boy, did it prove the concept.
You strap Oculus Rift to your head, and it tracks your head movements to create an all-encompassing view of the virtual world, in 3D — but head movements are the only thing that the Oculus tracks. Halldor Fannar, CCP’s CTO, told me that the company decided to play to the headset’s strengths by creating a game involving dogfighting in space: Pilots sit inside cockpits anyhow, so the fact that the system doesn’t track your whole body isn’t as big of a deal. (You steer and shoot with a standard game controller.)
I wear glasses, have an enormous head and don’t like 3D movies, so I assumed that the headset would be ill-fitting and provide only a fuzzy view of what was going on. But it was surprisingly comfortable, and the effect just plain worked. I saw everything in surprisingly pleasing 3D and could look up, left and right. And when I stared down, I saw my body sitting in the cockpit.
Lev mentioned in his story that the headset gives some people motion sickness. Fannar brought that up, too. My tummy stayed happy, though. And the whole experience of seeing space all around me was so awe-inspiring that I kept forgetting to shoot at anything. (The video at the top of this post gives you a hint of what I saw — but just a hint.)
Now, EVE: Valkyrie didn’t look photorealistic to me. Actually, it was obvious that it was made of pixels, more so than with the most sophisticated conventional video games. But the demo CCP gave me used the original standard-definition version of the Oculus headset; Fannar told me that the newer HD version provides a major visual upgrade.
The level-headed skeptic in me keeps piping up and pointing out that Oculus Rift is still just a developer’s kit, not a commercial product for gamers. As always with new breakthrough gaming technology, it’s the software which will sell the hardware, and there are probably all sorts of games that won’t translate as well as a flying simulation like Valkyrie. Still, I can’t imagine anyone strapping this thing on and remaining calm and objective. Your eyes will tell you that it has the potential to be a big part of the future of gaming.
By Robert Purchese Published Saturday, 28 September 2013: CCP's sexy little Oculus Rift dogfighting game Eve: Valkyrie can be played without a virtual reality headset. People play it that way at the company's Icelandic HQ, CEO Hilmar Petersson told me - because there are only a few headsets to go around. "So I mean it is possible," he said.
It's also possible that Valkyrie could launch as a game that works both with and without VR. "It could be a game like that, absolutely," he nodded. And that theoretically opens it up to platforms other than Oculus Rift and PC - platforms like next-gen consoles (some of which are plotting their own VR headsets). "We could do that, yes," he smiled. "That is a technical possibility." Valkyrie's kind of quick-thrill multiplayer would work well there.
Nevertheless, it's all rather early to be saying anything definitively one way or another, as Petersson kept reminding me. The game isn't due out until sometime next year, presumably around the time the consumer version of Oculus Rift gets into shops. And it's that VR experience that's "the core" of what Valkyrie is trying to achieve.
Valkyrie grew out of a tech demo that turned heads internally and then turned heads externally when it was shared at Eve FanFest earlier this year. Back then it was known as EVR - Eve Online VR -but it soon took on a life of its own. "There was an outcry from the world for us to to turn Pinocchio into a real boy," said Petersson.
Now there's a 20-person team at CCP Newcastle working on it, led by the former senior producer of Mirror's Edge - a man who's "somewhat of an expert in tight, motion sickness-inducing gameplay", giggled Petersson.
The game is apparently going to be "very tight, focused, packaged and polished", and it's standalone, which means Valkyrie won't share a server or interact with Eve Online in the way Dust 514 does, although it's based in the same thematic universe.
At the moment it's multiplayer only, and the jury's out on whether there will be any single-player at all. "Exactly where it's going to go, what's the minimum feature set we need, how it's going to evolve from there with its community that's hopefully going to build around it in a similar way we've done with Eve and Dust - it's all part of the process," he explained, "and makes it a little hard to figure out, because we're going to be very adaptable and nimble on it."
Valkyrie becoming a proper game also means CCP will probably need to charge you something for it. Petersson doesn't sound keen on an upfront charge, though, because he believes you have to play Valkyrie to become a believer. "There's like a sun glowing in [people who have played it], they're so happy about the experience," he told me. "The only challenge is it's a little hard to translate that without trying it out."
Sounds like free-to-play 'try before you buy' talk to me (something CCP opted for with Dust 514). "Those were your words not mine!" he laughed, notably not dismissing the notion out of hand.
Can't wait to get my hands on it, I absolutely love my rift despite all of its shortcomings, and a proper dogfighting game+ an HD rift is going to be insane.
Commercial Reality: Why the man behind EVE Online is betting on VR while others aren't Hilmar Pétursson is convinced virtual reality gaming will be mainstream in 2014. It's a bold claim to put to people who, by next year, will have been exhausted by next-gen console purchases. But Pétursson has already tasked 20 engineers at his company, CCP, with creating what looks set to be the first major game designed solely for the Oculus Rift VR headset. EVE Valkyrie is a high-profile commitment: a Wing Commander-esque dogfighting title, which will tie into the same universe as CCP's main PC and console properties, EVE Online and Dust 514. The question is whether significant numbers of gamers will choose to spend an estimated $300 on a pair of Oculus goggles. For a number of reasons -- some immediate, some futuristic and others downright outlandish -- Pétursson believes they'll come up with the money. They won't be able to stop themselves.
Common reactions: "My God." "Oh wow." "Holy crap." Or just whistling noises.
It's been said already, but it's so true: this is the game that Wing Commander and Descent and X-Wing and TIE Fighter players have been waiting their whole lives for. I've hinted once that I think this game is the OR's killer app. That impression is reinforced after seeing this much improved version.
EVE Valkyrie – the future of space combat in games and virtual reality CCP Games' Hilmar Petursson on creating gaming universes such as wildly popular EVE Online – then letting fans grow them A decade on from its launch, EVE Online remains one of the most engrossing persistent game worlds ever produced. A space-faring epic set in the deep future, players can traverse thousands of star systems, build (and work for) interstellar corporations, and eke out an existence by mining and managing resources. The game is unusual for allowing users increasing freedom to govern the fictional reality themselves.
"The core element is that EVE, in so many ways, is made by the players of the game," says Hilmar Petursson, CEO of Icelandic developer CCP Games. "So much of the experience is what the players are doing, how they're interacting with each other, the trust and relationships that are built and broken, and all those stories coming up all over the world as they occur."
The broken trust Petursson speaks of is part of what makes EVE fascinating to observe, even for non-players. A 2005 assassination of a high-level in-game CEO lead to a theft of 30bn ISK – EVE's currency – and considerable assets, such as rare starships. The plan required months to set up, with real players infiltrating the target corporation to launch the devastating co-ordinated assault. A year later, a single player set up the EVE Investment Bank, eventually defrauding his investors to the tune of 700bn ISK.
CCP's backdrop is one that gives rise to true human ingenuity, greed, collaboration and callousness in ways the team never imagined.
"Initially, we were more hands on, and more of the game was controlled by us or non-player characters, with an NPC economy. Then we systematically unwound those controls, gave them over to players in some way," says Petursson. "Players elect a Council of Stellar Management that comes to Reykjavik twice a year and discusses with our development team and designers on where to focus our efforts and what needs to improve. That helps a lot, that there is this collaboration between the dev team, the community, and the core design of the game."
Now, EVE is only a few steps removed from complete player autonomy, with Petursson's team taking on a janitorial role – "maintaining the operating system of the universe," he says. Internally, focus has shifted to expanding that universe. The free-to-play first-person shooter Dust 514 launched for PlayStation 3 in May this year, offering a more action-oriented experience set on planets throughout EVE's universe, where events in one game will affect the other. It feels relatively safe though – a sci-fi shooter in a medium awash with them. CCP's next release will be anything but safe.
Stars in your eyes
EVE Valkyrie seems alluringly dangerous on two fronts. One, it's a 3D space shooter, a genre all but abandoned by developers in recent years. Two, and more importantly, it will be released for Oculus Rift, the upcoming virtual reality headset offering players complete audio-visual immersion into their games. Valkyrie places gamers into some of EVE's signature space fighters, with a 360-degree view of the cockpit and the great void surrounding them. It looks thrilling, serving as a showcase for the flexibility of EVE's universe and the potential of the Oculus Rift hardware. Turning to a long-ignored genre on an unreleased piece of hardware may seem risky at best, but Petursson is excited by the potential.
"It started when the Kickstarter for Oculus Rift came about. CCP became one of the first backers, along with a lot of people at the company who backed it on their own time," he says. "People were trying out games and there was a group who wanted to do something using EVE assets to do a demo of something related.
"I tried it for the first time when we had a demonstration in the kitchen at CCP. I sort of imagined what it would be, [but then] I put it on and was like 'Wow! This is pretty damn cool!' You look at your own avatar in the cockpit and it was such a 'whoa' moment. It's more compelling than I thought, to feel this connected to it. That's obviously what we want to do, we want to immerse people even more in the universe we're creating, to have people expand what they can do in a truly open world."
Although little has been shown of the in-progress Valkyrie as yet, the creative team forming around it is promising. Most prominently, Owen O'Brien has taken on a producer role, who should know a thing or two about first-person immersion from his work on cult hit Mirror's Edge. Valkyrie has also shifted development from Reykjavik to CCP's Newcastle studios, where Petursson is pushing for bold ideas.
"We try to cultivate an environment for innovation. I think we can improve a lot on that. We've experimented with 20% time for staff's own projects and in-company game jams. How we can further foster creativity, whether it's its own project, inside EVE Online, or inside our current games, is absolutely something we're thinking about."
It's unknown whether Valkyrie will integrate with EVE Online and Dust 514, or similarly reflect player democracy in the shared universe, though such connections are likely to feature eventually. Petursson adds: "We very much have the opportunity, we have the technology and infrastructure for it. It's just not the focus right now."
Comparing Valkyrie's potential to the game that started it all, Petursson reflects "We were much more interested in creating a playground, which would be self-reinforcing. But it became much bigger and has lived on for much longer than we ever thought, or even dared think. Now when we look at it, and think of the fundamentals of it, EVE in all its forms is going to outlive us all."
Eve: Valkyrie -- The Future Of Immersive Virtual Reality Gaming Experience
I recently spoke via international phone conference with Owen O’Brien, Eve: Valkyrie‘s Executive Producer, and Sigurður Gunnarsson, one of the founders and the game’s senior programmer, about CCP Games’ upcoming virtual reality space dogfight game. O’Brien and Gunnarsson shared their thoughts with me on breaking new territory by developing one of the first, dedicated virtual reality games for the Oculus Rift to come from a major studio. For those of you who are unfamiliar with the Eve Universe, Eve Online is a unique, science fiction MMORPG, set in a player-driven universe, where the players control every aspect of the game. The game has its own rich story arc, historical lore and very involved player community.
It’s a game world to whose rich story lore many players themselves have contributed, and have provided CCP Games with vocal “persistent feedback” through a player representative council. Eve Online has it’s own real-time economy that is driven by the commerce of tens of thousands of players who engage in wars, test out market schemes, contest lone stretches of disputed territory and form strategic alliances in the race to take possession of and dominate the cold, dystopic expanse of deep space. And also for the joy of flying around and blowing people up. It also has the highest learning curve of any MMO game on the market, for good reason. For a solid introduction to the game, check out the MMOGames Eve Online game guide. ...
I am getting cautiously optimistic for this. Will be interesting to see how it fares at release. If it seems good I'll get a rift and see what it is all about. Seems more interesting than the new consoles hitting the market in the near future.
On October 23 2013 03:59 Yurie wrote: I am getting cautiously optimistic for this. Will be interesting to see how it fares at release. If it seems good I'll get a rift and see what it is all about. Seems more interesting than the new consoles hitting the market in the near future.
So far everyone appears to agree that immersion from the visual and at least some of the combat is bordering on somewhere between the “Third coming of Gordon Freeman” and “pretty good”. What I’m concerned about is how they integrate what appears to be an amazing graphical and ball grabbing experience into actual game mechanics.
What I’m talking about is game modes, but not the standard fare such as the standard deathmatch, team deathmatch (these are a given), but not too many gameplay modes that no one knows what’s going on. Now this is the most difficult part after they scored on the wow factor I’d say, how can they integrate game modes into this without just fucking it up?
Hopefully they won’t connect Valkyrie into Eve Online in any meaningful way (such as DUST514, meaning economy and game mechanics from one effecting the other). And I'm not to worried about game balancing, quite a bit easier here than in say, DUST or Eve
I assume they want to make a deal with the occulus rift because they know they'll need a couple of "release" VR titles for the consumer release, and if they commit to the rift they have less bargaining power. Or they hope to get a deal with sony for an exclusive on ps4 but that would suck hardcore.
On October 25 2013 17:29 Jetaap wrote: I assume they want to make a deal with the occulus rift because they know they'll need a couple of "release" VR titles for the consumer release, and if they commit to the rift they have less bargaining power. Or they hope to get a deal with sony for an exclusive on ps4 but that would suck hardcore.
Especially from the fact that exclusives make less money than non exclusives.
WATCH: Ultimate virtual reality game Eve Valkyrie for the Oculus Rift is the best ever
Strap on your space suit and prepare to blast into the depths of the galaxy.
The space shooter Eve has been entertaining gaming fans for the past 10 years. But now this game has been reinvented and taken to a new dimension with Eve Valkyrie.
This new title is still in development, but the Daily Star Online got the chance to have an exclusive play before anyone else.
Using the awesome Oculus Rift Virtual Reality headset, this galactic game is like nothing we have experienced before.
With a full 360 degree view of your surroundings, you feel as if you're in deepest space.
Taking a seat inside your craft, it’s up to you to blast your opponents out of the sky in a space dogfight.
This is our third play using the Oculus Rift headset and Eve Valkyrie is by far the best experience. The game play is simple to learn but thrilling to play and the HD graphics are stunning.
Even better, the Icelandic makers of the game, CCP, have given the task of designing Valkyrie to a team in Newcastle.
Speaking to Chief Marketing officer of CCP, David Reid, he told us "Valkyrie is an intense spaceship dogfighting game. It's a pulse pounding moment to moment experince that fans will love".
For the full exclusive interview with David watch the video below. ...
Oculus Rift creator says game speed is key to solving motion sickness in VR How real is real anyway? Oculus Rift creator Palmer Luckey thinks the best solution to motion sickness problems when using a virtual reality headset might be rethinking how movement is simulated in all games, not just those that plan on exploiting the new technology.
"The run speed in Unreal Tournament 3 is something like 30 miles an hour," Luckey said in an interview with TechRadar. "And instant acceleration backward 40 miles an hour... the human body does not handle it well. So a lot of this work that has to be done to make games work in VR is really making games that won't make people sick in reality while still keeping the limitations of VR in mind."
Luckey said there are already some test builds of the headset "that for some content completely eliminate motion sickness," while other people simply take time to adapt to the device. Since some of the most intriguing uses for a VR headset would be all about manipulating tremendous speeds, it seems key that designers behind hardware like the Oculus Rift as well as those behind upcoming games like EVE: Valkyrie uncover the perfect balance of immersion and comfort.
It's clear that the constant testing and refinement of such a bleeding edge piece of technology goes hand in hand with developing for the PC. We've been following the steady progress and regular upgrades to the VR technology, both in screen resolution and in controlling motion sickness, for most of 2013 already. It's a dynamic of constant change that will likely see the Rift remain a PC peripheral, even as new console platforms are currently being introduced. Luckey argues that "consoles are too limited for what we want to do."
"We're trying to make the best virtual reality device in the world and we want to continue to innovate and upgrade every year—continue making progress internally—and whenever we make big jumps we want to push that to the public," he said.
"The problem with consoles in general is that once they come out they're locked to a certain spec for a long, long time," Luckey said. "Look at the PCs that existed eight years ago. There have been so many huge advances since then. Now look at the VR hardware of today. I think the jump we're going to see in the next four or five years is going to be massive, and already VR is a very intensive thing, it requires rendering at high resolutions at over 60 frames a second in 3D."
'EVE Valkyrie' to last years, eventually work alongside 'EVE Online' EVE Valkyrie will eventually connect with the rest of the EVE universe.
Originally an Oculus Rift technical demo that debuted at EVE Fanfest earlier this year, EVE Valkyrie is its own standalone product that will launch in 2014. Developer CCP said that while there are "grand visions" for the project, where you fight alongside ships in EVE Online, it'll launch at a smaller scale.
"VR is a very nascent sort of thing," chief managing officer David Reid told Digital Spy.
"It's going to be a lot more initially about nailing the moment-to-moment experience and making something awesome, and then building a game around it.
"From [this initial version] we will absolutely connect EVE Valkyrie with the rest of the EVE universe. It's just what we do. "There will be a role there for you as a fighter pilot, ultimately. If you think about the big grand visions of 5, 10 years from now, why shouldn't you sometime along the way be able to feel like your EVE ship is flying through space and your Valkyrie pilots come shooting out of the sides like the Vipers in Battlestar Galactica?
"And you have a much more complex and majestic space combat of marines on the ground, navy guys in space, air force guys flying their fighter planes, that is really where we see this going."
He added: "Now there's going to be complexity, and I won't promise [that] you'll see that in 2014 when we launch, but that is ultimately the long-term vision, and we just wouldn't settle for anything less than that as the vision that will drive us over the next 5, 10 years here."
EVE Valkyrie's launch platforms are unknown as Oculus Rift creator Oculus VR has yet to confirm specifics, but it will launch with both single-player and multiplayer components. "Expect to see rifts on things in a first-person shooter world, [where] you're used to things like Deathmatches, King of the Hill, Capture the Flag – there are analogies for these things that we're working on with the team.
"You're going to have to wait a little longer to get crunchier details on that, but again, making this a game requires us to not just have a hot tech demo that just works for a few minutes, but actually gives the full robust capability that a gamer comes to expect when they're playing a game."
That would be amazing. Eve but you get to pilot in first person? I don't even care that I'm 100% scrub can't get no love I'd lose every hull I have doing fun shit like that.
Not to detract from the conversation at hand, but as someone who's only been playing for like 4 months, where does the CCP hate come from? I still "can't do shit" because skillpoints are such a hard cap on what you can do as a new player, but if I watch some of the RnK videos and the like, the game seems awesome with trained pilots..
The only big problem I see there is that it's often too hard to find a fight. So as a new inexperienced player, what am I missing that's all wrong?
As for Valkyrie, the reason I never played Eve was because it felt like a cop out that you didn't really get to fly your ship, fire your guns, etc. As a Freelancer fan, I much welcome Valkyrie.
Well, they had a game patch that deleted the WinXP boot.ini file, making it so that people's computers wouldn't work after they were turned off. As far as I know, that's about the worst patch in game development history. Source
Other than that, :spreadsheets online: and :bittervets: are the main source of CCP hate. Personally I love EVE, (not that I've played in years) and from a technical standpoint no one else is even close to making a single universe game with the scale of EVE.
CCP Games will be demonstrating EVE: Valkyrie at a special Oculus Rift exhibit at the Sundance Film Festival in Park City, Utah from January 16-25.
CCP t0rfifrans, CCP BADCOP, GM Nythanos, and GM Ukulele will be on hand, so stop by the New Frontier exhibit space to get a chance to play EVE: Valkyrie and say “howdy."
More information about the New Frontier exhibit at Sundance Film Festival can be found here.
On November 26 2013 03:13 Martijn wrote: Not to detract from the conversation at hand, but as someone who's only been playing for like 4 months, where does the CCP hate come from? I still "can't do shit" because skillpoints are such a hard cap on what you can do as a new player, but if I watch some of the RnK videos and the like, the game seems awesome with trained pilots..
The only big problem I see there is that it's often too hard to find a fight. So as a new inexperienced player, what am I missing that's all wrong?
As for Valkyrie, the reason I never played Eve was because it felt like a cop out that you didn't really get to fly your ship, fire your guns, etc. As a Freelancer fan, I much welcome Valkyrie.
Yes, watching those RnK fights in hindsight looks awesome, but if you consider how the fight is played by the players its not so awesome anymore. First, to get the fight, they sit on a titan doing nothing for hours, except for the two or three guys who are scouting. Yes, for hours. And sometimes they dont get the fight at all. But even if they get the fight, again, all you have to do as a player is click the thing that your fc broadcasted and press f1 to activate your weapons on it. From time to time you may want to look at your healthbar and how many people are locking you to cry for reps/heal but thats it. Again only two or three people have actually demanding roles that need more than 1 APM and some thinking. All the others just follow orders by doing _LITERALLY_ 1 click a minute. This gets even worse in the bigger fights, when time dialation kicks in and youre at 10% speed. Then, its down to 1 click every 10 minutes or so.
I know it's hard to understand why people are so excited when you have never tried a rift, but as someone that owns a developper kit this game is going to be amazing from what it looks like. I just hope they manage to limit motion sickness.
First, we’re thrilled to announce that the first Oculus co-publishing project is none other than EVE: Valkyrie, making Valkyrie an exclusive Oculus Rift launch title. ...
Some of you may know me as CPM Jenza Aranda. For those who don’t, Hi! I’m CPM Jenza Aranda. I usually work on the dust stuff but since I have an Oculus Rift Valkyrie is something that greatly interests me.
Im currently writing this on a bus coming home from CCP’s London EVE – Valkyrie event as I missed the last train home. Being slightly tipsy from all the free booze I decided to do my write up now seeing as I have the time. I played Valkyrie, (or EVR as it was known as back then) at CCP’s convention Fanfest last year. At the time me and my CPM buddies where using the room where the media guys where later going to use to show off valkyrie. When me and my companions entered the room I asked what the bare tables in a row where for. With a smile, CCP Dolan told me they where for the Oculus Rifts. Now, at that point I had never tried the Oculus Rift, though I had seen lots of the hype on various gaming and technology sites. At the time I was intrigued but not really convinced. There has been a few attempts at VR headsets over the years and none of them where particularly impressing. Obviously, the Oculus Rift changed all that. ...
On March 21 2014 18:11 Audemed wrote: Great, just as we feared, it's an exclusive. Way to alienate another chunk of your potential customer base, CCP.
An exclusive for what, the Occulus? That's not a bad thing, if it were true. An exclusive for the PS4? Yeah that's not true either. An exclusive for the PC? Nope.
So Fanfest has come and gone! I had the honour of playing Valkyrie on both the new DK2 Oculus Rift and the prototype of the upcoming Sony Morpheus for Playstation 4. More info after the break.
First off, its very important to state that both devices and indeed the game itself are all unfinished products. Also the Morpheus was running a slightly older version so as it may be a little unfair to compare the two, I’ll only be comparing the hardware as it is now with the understanding that both will get better in the future.
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First off, the Oculus DK2. Now I have a DK1 and have used the HD prototype and I have to say that the DK2 is a massive improvement on previous models. From the moment the very pretty Icelandic lady placed it on my head I was actively looking for the faults and the resolution. The pixels are still still obvious but once you get into the game I completely lost myself! What really helped was the positional tracking. I know it sounds a little silly but being able to move your head to the left and right to peep out the windows really improve the immersion.
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The Morpheus on the other hand still has a way to go to catch up with its competitor. In addition to the visibly lower screen resolution, there also seems to be a much narrower field of view. When I was wearing the Morpheus I noticed that there was a curved back zones on the edge of the screen where as the Oculus completely fills the peripheral vision. Like I said both devices are still prototypes so a lot can change but in terms of aesthetics, the Morpheus certainly takes the biscuit.
PlanetfallNow onto the game itself, unfortunately, like any VR game its really hard to describe just how amazing it is! Since I last played it at the London event, Valkyrie has had a HUGE improvement both functionally and visually under the new Unreal Engine 4. When I first described Valkyrie I mentioned it being like sitting in the cockpit of a Viper aboard the Battlestar Galactica, and now with the great Katie Sackhoff taking the Role of Rán, a former pirate turned immortal freelancer and commander of the Valkyries, whispering sweet nothings in my ear it really is incredible.
DeathThe missile lock system has also improved. While looking at a target, an animation appears that shows exactly how locked on you are. Even little things like being shot at and your fighter being rattled by bullets feels very satisfying. Truly this is a game that just needs to be felt, even watching videos can’t fully bring across the terror of watching as the cracks in the glass creeps across the cockpit and the blaring warning lights that a missile has locked on. Or the satisfaction of FINALLY getting the kill you have been dogging for ages.
I, for one, am VERY excited about this game’s future
I went to eve fanfest 2014 this year in Iceland. Played with Valk + Oculus for around 30+min. It left me breathless. Even in pre-alpha, with very simple game mechanics for a flight sim- the goggles change everything. Everything becomes so much more intense and much more fun / complex. Looking around the ship, through windows to help dodge missiles, and spot targets adds such a new depth to gameplay. Moving forward in your chair sits you forward in the cockpit, and as a man- looking down and seeing brests (from the female pilot avatar was a nice treat). Sadly words cannot do this system justice. I fell completely in love with it, and my only advice is to try it yourself. This is the future, and the future looks very bright!
Making it in Unreal: How CCP rebuilt the Eve universe in close-up for Valkyrie
Eve Valkyrie might be free from the constraints of gravity, but there’s plenty of weight on its shoulders. CCP’s team aren’t fulfilling just the one dream, of VR dogfighting - they’re also charged with redrawing the Eve universe in unforgiving close-up for the first time.
That’s a lot of pressure for a low-pressure shooter to handle. But on the phone, the wonder its developers feel for the game they’ve made together is audible. They’re buoyed by a vacuum that’s become “infinitesimally more and more beautiful” as they’ve rebuilt it in Epic’s new engine. ...
Looks sick, only sad thing is that i better save quite a lot of money, because i'll need to upgrade my computer in addition to getting a VR headset, so that's going to cost me around 1000 €...
Quite a few space sims/dogfighting games are starting to near the development stage where they might come out and all of them are packing VR support.
Yea I can't wait for the next generation of this shit. Limit Theory (If the dev ever comes back from the dev), Sol Contingency, Descent Underground, Eve Valkyrie...etc etcc....good time to be alive man. A new generation is incoming.
I have played it many times at fanfest. So much better than last year. Watcging it on youtube does it no justice. The game is simply incedible with th addition of vr
On March 20 2015 22:31 Ramiel wrote: I have played it many times at fanfest. So much better than last year. Watcging it on youtube does it no justice. The game is simply incedible with th addition of vr
Lucky you! How confortable was the experience, any VR sickness? How long were the play sessions? I assume it was played on the DK2?
I play some pretty hard core flight simulators (falcon bms). So for me, i spend so much time snapping my head around tracking targets / checking 6oclock for bandits ext. so i have nit had a really bad problem with sickness. I did feel it slightly after the last match i played, but that could have been the beer / super intense dogfight with a friend of mine.
Its really Easy to tell noobs from proper pilots. New players tend to only look ahead- and in this game a good player will wreck you quickly like that. For most players adding the dimensions of watching / looking in a 3d environment. Is very new for them. Watching enemy ship movement and leading / tracking your guns takes a ton of flying skill. I still need so much more practice.
In the end, its a really fun dogfighting experience i cant wait for this to come out.
now thats a no risk trailer lol. Looks still cool, but if they mess up the story because they go no risk there too, then the space genre will be gone again before it even came back. No risk as in trying to not get on the radar of any social extremist group.
necrobump. So I know this has been out for occulus for a while now.
They just released a non-VR version (9-26-17?)
This game dead? I bought the game, I have an HTC Vive. I've played it both on my PC on a monitor and with the headset in VR. Game plays super well. Only problem I have is that I've pretty much only played with bots. I didn't realize this for the first 10 games or so, but there's only so many times you can kill Chorda or Vol before you realize what's going on. Thought I was playing with real players, so props on well coded AI I guess?
This is the first fully fledged VR game I've played and actually itched to play again later. Finally a VR game with more than 43 minutes of content.
I'm really hoping the non-VR version helps with the playerbase. It's a compelling experience even without VR, so if the crossplatform works to boost the playerbase, I'm all for it.