Having trouble keeping up with all the gaming news flying off the RGM news desk? Don’t worry, so am I. To help you stay up to date with the big news stories from throughout the week we have put together a brief re-cap of the stories we know you will want to the news about.
This week's top topics are:
- Everything we know about the Nintendo Switch so far
- More details surface on the PlayStation 4 Pro
- More details surface on the PlayStation 4 Pro
- Day 4: Follow up to my Day One Impressions of the PSVR device & games/experiences
- Your savings plan to make PSVR a reality in your life this Christmas
- New additions to the backwards compatible library have been made with a fan-fav included
- Why Battlefield 1's Pre-order Bonus Is Actually Worth It.
- Amazing IOS Games Worth Playing
- Nintendo Switch first impressions
- Wolverine 3 a.k.a Logan Official Trailer #1 Released
So, to begin with we have:
Finally the Nintendo Switch (Nintendo NX) has been revealed after a long spell of silence from Nintendo had some hardcore gamers pulling their hair out with the lack of information. Well get ready because here is everything we know so far:
– Nintendo Switch is a console and a handheld –
Basically the Nintendo Switch appears to be everything the Wii U should have been. Showcased firstly as a console that can be played in your lounge on your big screen TV but can easily be switched to a handheld device using the detachable controllers which then attach to a separate portable screen.
– Detachable Controllers attach to a controller unit for use at home –
While gaming at home players can attach the controllers to a different unit for gaming in your living room while we can only speculate that the screen recharges in the console/dock.
– The controllers detach –
In the trailer the user is seen switching from playing on tv to handheld by detaching the two controllers like the rumors claimed and attaching them to a screen which is cradled in the console/dock. Later in the trailer the controllers are also detached and used as separate controllers while the screen is free-standing.
– The Screen has a stand built in –
As I mentioned before, the controllers can be detached and used separate while using the screen which has a stand that flicks out of the back of the screen.
– It has a 3.5mm headphone jack –
While this isn’t entirely surprising, it is nice to know after Apples removal of the headphone jack in their latest phone. We salute you Nintendo.
– There is also a Pro Controller –
If the new controller isn’t quite your thing for home gaming, have no fears there is also a Pro Controller that is compatible with the Nintendo Switch. In fact you can even use the Pro Controller on the move instead of using the detachable controllers.
– Play 2 player co-op on the go –
Using the detachable controllers individually, gamers can play 2 player co-op split screen on the go. In the trailer 2 players are seen playing Mario Kart in split screen while in the back of a car.
– Play Multiplayer across 2 devices –
It appears that 2 devices can be connected to play the one game, the trailer showcases 2 players playing on one portable Nintendo Switch apparently playing against 2 other players on the other portable Nintendo Switch. This has not been confirmed but looks pretty apparent in the trailer as there are 4 active players shown on the screen, 2 on one team and 2 on the other. At this moment though there are no details on how the devices connect.
– It uses Cartridges –
Another rumor that is true, the Nintendo Switch uses cartridges. Seen in the trailer, the player inserts a cartridge into the top of the screen. It is not apparent if the cartridges are the same as the cartridges used in the Nintendo DS/3DS or if it is a new design completely.
– Nintendo Switch will be getting involved in e-sports –
Not a whole lot to go on here apart from the portion in the reveal in which competitive gamers are seen entering an e-sports arena and firing up their Nintendo Switch consoles to compete in a game of Splatoon.
– A new 3D Mario Game is on its way –
It is hard to tell if this is a new Super Mario 3D World or if this is the high in demand Super Mario Galaxy but either way I can’t wait.
– Amiibo support for Nintendo Switch –
In the image above there is also some nice placement of Amiibo in front of the tv. Obviously there was always going to be Amiibo support on the Nintendo Switch. High Five Nintendo!
– Skyrim on Nintendo Switch –
Get hyped ladies and gentleman, it would appear that the Skyrim will be coming to Nintendo Switch to play not only at home but also on the go. This is a powerful message to Xbox One and PlayStation 4 showing they can support high-end games, then again, without full specs we can’t be certain but the appearance of Skyrim on Nintendo Switch gives us hope.
– Play NBA on Nintendo Switch –
It would appear that with 2K on board, NBA games will be available for the Nintendo Switch. Does this mean FIFA, NFL, NHL etc. will all follow from EA?
– It has a powerful backing from developers and publishers including EA –
The sample list of Nintendo Switch partners (below) shows that Nintendo really mean business with this console and that developers and publishers are ready to bring their games to it. The potential is there, fingers crossed the Nintendo Switch can deliver.
– Nintendo Switch will Launch March 2017 –
Is there anything we missed? What do you think of the Nintendo Switch? Let us know in the comments below and in our forums.
Author: Dave Fleming
Up next we have:
The PlayStation 4 Pro (PS4 Pro) is due for its release in only a couple of weeks on November 10th, and today PlayStation System Architect, Mark Cerny, was interviewed by Gamasutra and he revealed some new information on the new console coming from Sony.
Perhaps one thing that owners of the standard PlayStation 4 console are wondering is whether or not the PS4 Pro is the beginning of the end of the current generation, however quite simply Cerny said:
“PS4 Pro is not the start of a new generation…And that is a very good thing.”
The reasoning behind it being good that it’s not the start of a new generation is quite simple really, despite the excitement that a new generation of console brings the gaming populous as a whole – it’s a pain in the ass for developers. Having to work with all new hardware and infrastructure, with Cerny citing the issues developers had when the original PlayStation came out:
“It was certainly rewarding for players, but it was a true learning experiences for the development community…At the time I estimated that, just by looking around, something like a quarter of the people involved in making games had to transition out of the business because they couldn’t get familiar enough with the new tools and technologies.”
On the flip side of that particular coin however, is the other opinion that perhaps with the PS4 Pro coming out there might be no more need for generational consoles. Again Cerny was keen to dismiss this thought:
“We don’t believe that generations are going away. They are truly healthy for the industry, and for the gaming community…It’s just that the objectives for PS4 Pro are quite different.”
However, with the PS4 Pro the architecture is the same as the standard PS4, so in essence it’s just the PS4 getting a bit of a face-lift; or I suppose it is like when you see a grand old building with scaffolding on the side to spruce it up a bit – the foundations and the bones of the place is the same, it just looks better. That seems to be the goal of the PS4 Pro, to make the games look better as well as perform better.
“PS4 Pro’s targets are support of high-res displays, 4K displays, higher framerates…And 4K streaming, for those people who use PS4 for video, which is actually very big for us. It’s the number two use for the console – streaming video.”
So, the PS4 Pro will not only be a better console for games but also for a little bit of Netflix and Chill…Cerny you naughty boy you. Anyone fancy watching a bit of Luke Cage and having a snuggle?
There is another solid reason for Sony (and Microsoft with their Xbox One S) deciding to release upgraded hardware part-way through their consoles lifespans and when you think about it, it makes perfect sense. It’s all about the developers – usually there’s a point a few years into the new generation of consoles where developers haven’t just caught up with what the new hardware can do, but have surpassed it. Therefore the answer to that is to effectively release a “.5” version of the current console – but one that wouldn’t rewrite the rules that the developers have been given at the start of the generation.
“As a mid-generation release, we knew that whatever we did needed to require minimal effort by the developers…In general, our target was to keep the work needed for PS4 Pro support to a fraction of a percent of the overall effort of creating a game. I believe we have achieved that target.
“Also, as a mid-generation hardware release, we wanted to have something that would have complete interoperability with the standard model…To put that a different way, we knew we couldn’t go back to the teams that created the 700 or so existing games [on PS4], and ask some significant percentage of them to open up their codebase and make it work properly on the [PS4 Pro.] The games just needed to work. At the same time, the console needed to have a high impact for the consumers, so we chose to focus on improved graphics, including better support for new TV formats and smoother framerates.”
One thing that will be getting a big boost is the graphics, however improving the GPU is one thing, Sony are literally doubling the graphical abilities of the PS4 by “mirroring” the current GPU within the console, and keeping in mind that this won’t effect the way in which the console will work with the current titles that are out.
“We doubled the GPU size by essentially placing it next to a mirrored image of itself, rather like the wings of a butterfly…That gives us an extremely clean way to support the 700 existing titles, because we can turn off half the GPU and just run something that’s very close to the original GPU.”
The interview got very, very technical after this, discussing how the PS4 Pro will “take advantage of silicon process improvements and boost the frequency by 14 percent, to 911 MHz” as well as talking about the discard accelerator which “improves the efficiency with which triangles that are too small to affect the rendering are removed from the pipeline” – basically all good stuff with relation to the inner workings of the PS4 Pro, however it’s getting perhaps a bit too far into the weeds of the details.
The PS4 Pro’s CPU will be the same AMD 64-bit x86 8-core “Jaguar” that is currently in the standard PS4, however it seems that the frequency has been pushed to the limit on the PS4 Pro “as high as it could go on the new process technology,” which for anyone taking notes is 2.1 Ghz – whereas the standard PS4 hits 1.6 Ghz therefore the Pro has a good deal more cooling, which as we all know is never a bad thing and like the way the GPU is essentially cut in half to accommodate the older games, the CPU can be as well.
“What we do for the legacy games, if you want to play a game from 2-3 years ago that hasn’t been patched or tested, is we just run that at 1.6 gigahertz…We run the GPU at 800 megahertz, and we shut down half of the GPU.”
One addition that is perhaps not so robust at the 30% or so extra power in the CPU or the double strength GPU is the RAM. With only 1GB of “slow, conventional DRAM” being added to the 8GB GDDR5 RAM which is currently in the standard PS4 – that being said, the 8GB GDDR5 RAM that will be in the PS4 Pro will have a 24% boost in its frequency, so now it will run at about 218 gigabytes/second.
“High-resolution graphics do need more memory. Estimates of what would be needed to double the display resolution of games were in the 300 to 400 megabyte range…But adding memory is a double-edged sword. With more memory it’s possible to have higher-resolution textures and more detailed models, but that requires developers to create those assets. If we go that route, rather than asking the developers for an increase of a fraction of a percent in their effort, we end up with them needing to spend [much more] on assets.”
This all translates to the developers being able to have a little bit more flexibility when it comes to making new games for the PS4 Pro. This additional 1GB of slow memory works out to be roughly a 10% boost to the system. There is another reason for adding that 1GB of memory though, and yet again, that cheeky dog Cerny is thinking about his Netflix and Chill…
“On the standard [PS4], if you’re swapping between an application like Netflix and a game, Netflix is still resident in system memory, even when you’re playing the game. We use that architecture because it allows for very quick swapping between applications. It’s all already in memory.
“On PS4 Pro, we do things a bit differently. When you stop using Netflix, we move it to the gigabyte of slow, conventional DRAM. Using that sort of strategy frees up almost a gigabyte of our 8 GB of GDDR5. We use 512 megabytes [of that] for games, which is to say that the games can use 5.5 GB rather than 5 GB. And we use most of the rest to make the PS4 Pro interface 4K, rather than the 1080p it’s been to date. So when you hit the PS4 button, that’s a 4K interface.”
Cerny was keen though to reiterate his stance that generational gaming is here to stay, despite the overhaul of the PS4 into the PS4 Pro and the way in which TV’s and smartphones have evolved in recent years being a good bit of motivation behind what Sony are trying to achieve.
“PS4 Pro is, in this case, is more motivated by us looking at the rapid evolution of display devices…We’re very excited by 4K and HDR. And also looking at the innovation cadence in the rest of the world, in smartphones and tablets, where fun new things come out every two or three years.
“I believe in generations. Generations are a good thing…So, philosophically, we believe in them. We believe they continue, and this is a mid-generation release.”
Despite all of the talk from Cerny about what developers will have to play with on the PS4 Pro, it would appear as though they are making a lurching stride towards being more like a PC. The amount of variables between peoples PC’s is immeasurable, there are so many options and so many different set-ups, this has been a potential thorn in the side of developers as they strive to make a game that is accessible on a wide range of differing PC capabilities. Sony are looking like becoming very similar in that respect, as there will in essence be 3 types of set-up a PlayStation player could have:
- Standard PS4
- PS4 Pro with 4K TV
- PS4 Pro without 4K TV
So any games devs out there will almost be bound by their lowest marketable console, in this case the standard PS4. Otherwise, in order to make the game accessible to all PS4 players they’ll need to make the game playable on the highest settings as well as the lowest, not unlike the way devs work for the PC.
“For titles from PS4 Pro launch onwards, we’re asking for direct support of 4K TVs and 1080p TVs…We’re leaving it up to the developers, how they did that. Presumably 4K is high-resolution modes, and HDTVs is that scaled down, or maybe they have different modes with framerate options, or the like. I’m expecting that virtually all titles have those two different modes on PlayStation 4 Pro.”
“So we’re going to let the developers determine it…We want something for people who have 4K TVs, and something for people who have 1080p TVs. Really, there are so many choices: For 4K TVs, yes we’d like them to have super high-resolution. But if [devs] also wanted to have lower-resolution graphics and higher frame rate, that would be very nice too. And so we encourage that. And for HDTVs, if they want to do framerate that’s great, if they want to do graphics that’s great.”
They don’t want much do they? Here I thought that they wanted to make things better for game developers part-way through the current cycle! However, Sony are not starting to make demands of developers just yet, more gently prodding them.
“With our evangelism, we don’t have rules…We do ask people to take approaches for supporting the hardware. With regards to patches, we’re very happy to get pretty much any support. If they’ll open up their codebase and do something for PS4 Pro, we’re very happy.”
The effort to actually upscale games for the PS4 Pro has been labelled as “minimal” and in such a way that a large development studio could get the work done in a very short space of time and even an indie developer could take about 3 weeks to do the work.
“Most of the work goes into implementing, in the case of these three titles, checkerboard rendering, in order to get the resolutions up to 2160p, or close to 2160p. And that hasn’t been that much…The initial implementation of checkerboard rendering for each of these titles was 3 weeks, for each of them, by 1 programmer. And you know, these are games where, these days, a typical game will have 100 people, 300 people, for years on end. So we’re talking about 1 programmer for a couple of weeks. It’s not too much.”
The interview ended with the overall goal for the PS4 Pro with regards to the developers:
“The target was to make sure that support [for the PS4 Pro] could be done for a fraction of a percent of the overall effort and I do mean a fraction of a percent. I mean, I’ve run the math, and it’s 0.2 or 0.3 percent for these projects — some of them. So at that point, I think it’s very natural for the development community to support the platform.”
So there you have it…in a rather large nutshell! Some of the new hardware specifications of the PS4 Pro, along with how the PS4 Pro will work for developers. Will you be sticking with your standard PS4 or will you be making the jump up to the PS4 Pro? Let us know in the comments below, the RGM Forums or on Twitter.
Author: Richard Talbot-Ashby
Moving along to a fan favorite:
Hot on the heels of the Red Dead Redemption 2 trailer released by Rockstar Games early this morning, Sony has announced a new partnership deal with Rockstar related to the game.
The exact details of the partnership are still mostly under wraps but it's announcement is sure to make PlayStation owners happy. According to the announcement on Sony’s PlayStation Blog -
“We are pleased to announce that PS4 players get first access to earn select online content in the vast open world of Red Dead Redemption 2. Check back on PlayStation.Blog for more details soon and for all of the latest information on Red Dead Redemption 2.”
Exactly what that content is and for how long it will remain exclusive to PlayStation owners remains to be seen.
No doubt more details regarding the partnership and more info on Red Dead Redemption 2 will begin rolling out now that the hotly anticipated game has been officially revealed.
If you missed the official Red Dead Redemption 2 trailer earlier be sure to check it out here.
Author: Josh Williams
We can't go past talking about the lunch of the PSVR:
The dust has now settled somewhat on my day one excitement for the PlayStation Virtual Reality (PSVR) device, and with four days of gaming on it totaling approximately 26 hours of gameplay with 10 different ‘experiences’ and games I thought I would revisit my initial findings and see if they are still the same.
I am still impressed, I am still thoroughly enjoying the experience and the device as a whole, even more so watching friends and family members come over and try it out for the first time. Seeing the huge smiles light up on their faces is simply priceless.
Do I still feel as impressed as I was on day one though? No. It’s not a dramatic change in my opinion however I have now spent a sufficient amount of time on the device to identify some things that I think could use more work or should have been implemented differently, along with a few games/experiences that don’t really seem to have fully embraced the capabilities that VR has to offer.
The issues that I have come across, albeit some of them trivial, with the device are as follows:
- Screen fogging if the device is not sitting in the exact right position
- The quality of the resolution
- The smallest movement can sometimes result in being told you are ‘out of the playable area’
Screen fogging if the device is not sitting in the exact right position
Whilst this is an issue that can be resolved by finding the exact right spot to sit the headset at and by tightening the headband just enough, it can be extremely annoying. I didn’t find that this would last too long however, I guess due to having a smaller sized head, finding this exact right combination would take sometimes 5 – 6 attempts of having the screen fog up, clear the screen, and then try again. I would imagine that not everyone would have this issue depending on the size of their skull, however it has most certainly been an annoyance for me.
The quality of the resolution
The quality of the resolution of the device isn’t always an issue depending on what games/experiences you are playing, however there is no denying that in general the screen is a tad ‘grainy’. The best way I can explain it is like when you buy a new pair of sunglasses and the lenses have a protective film on them. You put the glasses on and it’s a tad grainy and out of focus. You remove the protective film and everything is crystal clear. I feel like I just need to take the non-existent protective film off of the device and it would be crystal clear.
Some games do a very good job of working with the restrictions that the resolution has to mask it quite well such as Until Dawn: Rush of Blood and EVE: Valkyrie, however other games let themselves down in this regard such as Driveclub VR (which I go into detail about below).
The smallest movement can sometimes result in being told you are ‘out of the playable area’
In certain games you are required to be seated, in a cockpit for example, and need to stay within a small area of space to be effective. Occasionally, with the smallest movements that are within the area of play, the device will decide that you have moved outside the area of play and stop you from interacting further until you return to within that space. This doesn’t happen often but enough that it is noteworthy as this can become quite annoying when you are in the middle of a race or trying to shoot.
These small issues aside (well the resolution thing is not so small but it’s not massive either when playing certain games that compliment it), the device does a lot of things very well, for example:
- Being completely immersive
- Ease of set up and use
- Embracing the next generation of gaming
This is something that opinions may vary on due to the size of one’s head etc., however for me the headset completely covers my vision and blocks out all light, leaving me purely in the world that is being created in front of me. It’s almost like something out of Alice and Wonderland where you are dropped from the reality that you know into a completely new one. You know you are sitting on your couch in the lounge room however that doesn’t matter as everything else you are sensing at that time tells you otherwise. If you can allow yourself to let go and fully and embrace the virtual world around you it is a mind-blowing experience. Different experiences hit the mark more than others on this device, which you can read about below, and this certainly affects the overall end experience on the device. With over 50 titles releasing for PSVR between release day and the end of the year, I haven’t even touched 20% of them yet so there is plenty more still to come.
Ease of use and set up
As you would expect there is a certain knowledge of the DualShock 4 controller that is required with some games for you to be able to navigate yourself around using that controller instead of the motion controllers, however most games have made this easy for beginners by showing you the controller on the screen if you look down.
The integration between the camera and the motion controllers is very smooth, I didn’t notice and lag between my movements and what was happening on the screen. Although if you have been using your PlayStation 4 without the camera for a while now keep in mind that it comes with a microphone, so don’t go unplugging your headset to insult your team mates because they will still hear you.
The set up process was very simple. A step by step guide is provided and whilst it looks like it will be rather daunting when you unpack everything out of the box, the entire set up took me roughly 6-8 minutes.
Embracing the next generation of gaming
VR is certainly a focal point of discussion when you bring up the topic of next generation gaming, along with 4K capable devices. With the PlayStation Pro (the Pro) designed to complement both of these innovations landing on shelves next month, we will see VR really shine on that console. There is no denying that VR is a very strong influence on the way the next generation of gaming consoles are being developed. The PSVR completely facilitates that and has set a benchmark for plug and play console VR devices.
The games/experiences that I have played and a brief over view of my opinion on the quality of each:
- EVE: Valkyrie
- Until Dawn: Rush of Blood
- The Assembly
- PSVR Worlds
- Ocean Decent
- Street Luge
- London Heist
- Scavenger’s Odyssey
- Driveclub VR
Note: All of these games allow you to use the DualShock 4 controller and do not force you to use the motion controllers, you do however, have the option to do so if you wish.
This is one game that does an amazing job of working with the device to create an experience that doesn’t suffer from the restrictions in resolution. There is a real sense that you are actually sitting in the cockpit of a space fighter and the simulation mechanics of the game are very well done. There are a few ‘WOOOOOOO HOOOOOOOOO’ moments in this game that really surprise you. Over all this is a very well-crafted game that I highly recommend and so far have not come across any notable bugs or calibration issues. If you are a fan of dog fights and Star Wars you are going to love EVE: Valkyrie.
Until Dawn: Rush of Blood
Again, this is another game that does a great job of working with the device to lower the effects of the issues with resolution. You are not spending your time trying to bring your eyes into focus so this allows for you to enjoy more time looking around and taking in the dark and creepy surroundings that you are in. To begin with the jump scares are extremely effective, however after a while you become used to it and know what to expect so I didn’t find that the fear factor lasted very long. All in all though, this is a really well done horror game that is a lot of fun.
Note: The ‘virtual arms’ that hold your weapons are very responsive at least 90-95% of the game, however towards the end they consistently start getting stuck out to the side. This does correct itself after a short time though.
A great concept that puts you into situations where decisions must be made and you may not like having to make them. I feel that there could have been a bit more refinement to the visuals as the ‘shimmer/reflection’ on the edges of objects in the first stages of the game/experience make it hard for your eyes to stay in focus and take away from what is actually quite a lovely looking game, albeit a tad blurry, but only just the tiniest bit.
Note: The controls for this game are easy enough to follow but I didn’t find them to be completely intuitive.
PSVR Worlds (5 games/experiences on one disk/digital download)
– Ocean Decent
A wonderful experience that instantly put a smile on my face. From the coral reef to the turtles and fish, everything is pleasing to the eye. As this is intended to be a short experience there are some parts of it that drag on a little bit too long to add some substance to it, however if you have a friend or family member who has not used VR before this is the perfect experience to start them on.
– Street Luge
If there was any game on VR that I thought would cause me nausea it was this one, however I was pleasantly surprised to find that it didn’t, not even the slightest bit. Screaming down roads dodging traffic and falling logs, launching over jumps and trying to stay on track, this experience is simply a lot of fun. Great for all ages and short running times which makes it a fun family activity.
– London Heist
Now this is a lot of fun, an East End pub, a burly gangster, bullets flying, all the things you want out of a heist simulation. The shooting aspect of the game is very well done using a 3D world to really get you right into the action. You don’t realize it until after you have been doing it for a couple of minutes, however you will find yourself physically trying to duck for cover and improve your aim by holding your ‘gun’ like you have a real one in your hands instead of a controller.
The only complaint that I have about this ‘experience’ was that it was too short. This could have definitely been a release title on its own if only it was just a bit lengthier.
– Scavenger’s Odyssey
Instantly this game made me think of the scene from Aliens when Ripley yells at the alien to “Get away from her you B!TCH”. You are in a similar type of mech in an air lock with some simple tutorial tasks to complete like moving items around, which must be completed before venturing outside as these tasks prepare you for the rest of the experience.
There’s lots of jumping, wall running, shooting, you know – all the fun stuff, along with dodging and slaying waves of aliens. This really is quite a lot of fun however Scavenger’s Odyssey is the first experience I have played on PSVR where I actually was affected by nausea, nothing too concerning just a few seconds of wooziness, as you are moving at a very fast pace changing direction and aspect frequently. Wooziness aside though, this was a lot of fun.
This is a very simple concept coupled with bright neon lights and using your head instead of a paddle to hit the ball. Basically think of it like 3D pong on steroids and you are now starting to get an idea of what to expect. It’s a lot of fun that the entire family can enjoy which results in a lot of laughs as your spectators watch you try to hit the ball with your head as it’s flying at you.
Fun times to be had in a rather simplistic but amusing game.
This is probably one of the top two experiences I was most excited to get my hands on for the PSVR device. As a big fan of Driveclub on the PlayStation 4, making the move to VR only seemed like the perfect direction for this franchise to head in.
The driving element of this experience was great, you do feel like you are inside the car and that presents a challenge for those who are used to a more ‘arcadic’ style of racing. I was not however, impressed with it visually. Everything outside of your immediate vision (within a couple of meters) is a bit blurry and the further away from your vehicle you look the blurrier it gets. This caused me an immediate problem because my eyes were constantly trying to bring it all back into focus and after 15 minutes I had to stop playing as a headache was setting in due to this.
Overall I am rather disappointed. There is so much potential for this experience to become a full game however not in its current state.
Rigs – Mechanized Combat League
“The thunder of engines, the roar of the crowd, the clash of metal on metal. Excel as an individual. Triumph as a team. Game On, Pilot”.
Yep, that sums up Rigs pretty well actually. I think we may have stumbled onto the next big game to storm the competitive eSports scene.
Rigs Mechanized Combat League is an arena-based team sport with two teams of three going head to head. You are the pilot of one of these massive mechs which are called “rigs” and compete in 5 minute matches. With various game modes, rig choices and unlockables, there is massive replayability value here with the competitive nature of this game being what will drive it into the eSports arena if there are enough early adopters to help gain some momentum behind it.
If you are a fan of Titanfall and Rocket League you are going to love Rigs.
Note: Along with EVE: Valkyrie this is one of the most stunning games I have played on VR.
So there you have it, my opinions on the PSVR device and a fair chuck of the games that were available upon release date in Australia after having spent a few days playing as much as I could fit in. I think for the $400 USD that the device costs you can see I believe it to be value for money. I hope this helps make your decision easier as to whether you are going to be an early adopter of this device or not.
Once the Pro hits shelves next month I will take another look at how the new console improves the quality of PSVR games/experiences and just what kind of upgrade to the device/games/experiences has been made and provide you with my findings via the Real Game Media website.
Author: Bella Ryse
To wrap up, we have:
With Christmas just around the corner, 9 weeks and change actually, a lot of people have been waiting for the PlayStation VR (PSVR) device to launch and see what kind of reviews both it and the games line up available received.
Given that most reviews have painted the device in a glowing light with only a couple of small draw backs, many are now thinking of placing their pre-orders for the next wave of devices to arrive prior to Christmas.
I must say, you have left it rather late however if you can commit to putting aside a certain amount each week between now and Christmas the purchase of a PSVR, peripherals and games is still achievable.
Depending on what you need to buy will affect the amount per week you will need to save, if you already have a camera for the PS4 and the motion controllers this will save you quite a bit. I have broken down the costs below for just the device, the device and games, and the device, peripherals and games, so that you can choose which savings plan best suits your VR needs.
Please keep in mind it is very important that you place a pre-order with your preferred outlet as wave 1 has already arrived and sold out. Wave two will be arriving sometime in November (dates vary for regions and retailers) and wave 3 is hopefully inbound mid-December (again subject to region and retailer). Simply contact your local retailer and ask them when the next waves of devices will arrive for them.
(Please see below the American price list for Australian and United Kingdom conversions)
USA PRICES – (Based off GameStop USA listings)
For the device by itself:
The PSVR Device – $399.99
Over 9 weeks you will need to save $44.45 per week
That works out to be $6.35 per day
To purchase Move Motion Controllers:
PlayStation Move Motion Controller – $24.99 (pre-owned)
Over 9 weeks you will need to save $2.78 per week for one or $5.56 for two
That works out to be $0.40 per day for one or $0.80 for two
To purchase the PlayStation Camera:
PlayStation Camera – $59.99 (new)
Over 9 weeks you will need to save $6.67 per week
That works out to be $0.95 per day
By purchasing these items separately, you are looking at a grand total of $509.96 for the device, two move motion controllers and the camera. I recommend if you are in the position too, have a look at the bundle below for a savings plan which will save you $9.97.
For the PSVR bundle containing all you need for VR:
The PSVR Starter Bundle – $499.99
Contains: The PSVR device, camera, 2 x Move Motion controllers & a physical copy of Until Dawn: Rush of Blood
Over 9 weeks you will need to save $55.55 per week
That works out to be $7.94 per day
To purchase 4 games to get you started:
4 full priced games at $59.99 each will cost: $239.96
Over 9 weeks you will need to save $26.66 per week
That works out to be $3.81 per day
To purchase just the device and 4 games:
The cost for the device and 4 games is: $639.95
Over 9 weeks you will need to save $71.10 per week
That works out to be $10.15 per day
To purchase the bundle and 4 games:
The cost for the bundle plus 4 games is: $739.95
Over 9 weeks you will need to save $82.21 per week
That works out to be $11.75 per day
AUD PRICES – (Based off EB Games AU listings)
For the device by itself:
The PSVR Device – $549.95
Over 9 weeks you will need to save $61.10 per week
That works out to be $8.73 per day
To purchase Move Motion Controllers:
PlayStation Move Motion Controller x 2 – $119.95
Over 9 weeks you will need to save $13.33 per week
That works out to be $1.90 per day
To purchase the PlayStation 4 Camera Version 2 (same price as V1):
PlayStation Camera – $89.95 New
Over 9 weeks you will need to save $9.99 per week
That works out to be $1.43 per day
For the device, controllers and camera you have a grand total of: $759.85
Over 9 weeks you will need to save $84.43 per week
That works out to be $12.06 per day
To purchase 4 games to get you started:
4 full priced games at $89.95 each will cost: $359.80
Over 9 weeks you will need to save $39.98 per week
That works out to be $5.70 per day
To purchase just the device and 4 games:
The cost for the device and 4 games is: $909.75
Over 9 weeks you will need to save $101.08 per week
That works out to be $14.45 per day
To purchase the device, controllers, camera and 4 games:
The cost of the devices, peripherals & 4 games is: $1,119.65
Over 9 weeks you will need to save $124.41 per week
That works out to be $17.77 per day
UK PRICES – (Based off GameStop UK listings)
For the device by itself:
The PSVR Device – £349.97
Over 9 weeks you will need to save £38.89 per week
That works out to be £5.55 per day
To purchase Move Motion Controllers:
PlayStation Move Motion Controller x 2 – £69.97
Over 9 weeks you will need to save £7.78 per week
That works out to be £1.11 per day
To purchase the PlayStation Camera:
PlayStation Camera – £49.97
Over 9 weeks you will need to save £5.55 per week
That works out to be £0.79 per day
For the device, controllers and camera you have a grand total of: £469.91
Over 9 weeks you will need to save £52.21 per week
That works out to be £7.46 per day
To purchase 4 games to get you started:
4 full priced games at £49.97 each will cost: £199.88
Over 9 weeks you will need to save £22.21 per week
That works out to be £3.17 per day
To purchase just the device and 4 games:
The cost for the device and 4 games is: £549.85
Over 9 weeks you will need to save £61.10 per week
That works out to be £8.73 per day
To purchase the device, peripherals and 4 games:
The cost for the device, peripherals & 4 games is: £669.79
Over 9 weeks you will need to save £74.42 per week
That works out to be £10.63 per day
So there you go, hopefully that will help you work out if the PSVR device is achievable for you this Christmas or not.
Author: Bella Ryse
So there you have it, a wrap up of some of the interesting items that landed on the RGM news desk this week. While you are here you may also enjoy:
You can catch up on last week’s big news items HERE.