South Korean virtual reality (VR) developer SKonec Entertainment tends to focus mainly on the location-based entertainment (LBE) market in its home region. But it does occasionally dabble in the home market, most notably with arcade shooter Mortal Blitz a few years ago. Recently, it has been revealed the studio plans on releasing a multiplayer shooter called Mortal Blitz: Combat Arena for free on PlayStation VR in the coming months.
PlayStation’s Shuhei Yoshida made the announcement as part of the BitSummit Gaiden 2020 event which is all about indie developers. Mortal Blitz: Combat Arena will be a free to play experience coming to PlayStation VR in September with a beta released in August. What wasn’t clear was whether this info is purely for the Asian market or if it’s a global release.
Supporting a single-player mission-based mode as well as the core multiplayer which can have up to four players, Mortal Blitz: Combat Arena will include customizable weapons and items to pick up as well as Aim controller support.
In the multiplayer mode players have to teleport between platforms of varying heights to allow you an advantage over a lower positioned opponent. Light walls appear upon arrival to aid in defense but these can be destroyed with enough firepower.
In fact, VRFocus has played a previous incarnation of Mortal Blitz: Combat Arena during Gamescom 2019. SKonec Entertainment originally announced Battle Arena: Mortal Blitz as an LBE only experience back in 2018 before taking it to the Cologne-based event the following year.
While there are some graphical differences – this was running on a PC originally – the gameplay looks virtually identical. Battle Arena: Mortal Blitz was an enjoyable arena shooter and that was only with 2 players; with four VRFocus would imagine Mortal Blitz: Combat Arena is going to get seriously fast and frantic.
VRFocus has contacted SKonec Entertainment for further information regarding the launch of Mortal Blitz: Combat Arena and whether it’ll be global. When’s there’s further info to update you, we’ll let you know.
Budget Cuts PSVR Delayed Again, Now Coming September With A Brand New Level
Originally due for release this past May, the PSVR version of Budget Cuts just suffered another delay.
Neat Corp’s original VR stealth game has been a long time coming for Sony’s console. In March, we reported the game would arrive the following May but, a few days into that month Neat delayed it to July 10th. At the time the developer cited complications caused by the COVID-19 pandemic as the reason for the push back. Now, with a week to go before that new date, the game’s been delayed again, this time to September 25.
But it’s not all bad news; the PSVR version of the game will also sport a new level named the Panopticon. In this newly-designed map (seen above), the player has a clear goal to reach, but a variety of ways to get there. “We wanted to encourage the player to pave their own path forward, either through brute force and action or through stealth and sneaking their way around in order to reach the center of the level,” designer Olle Axelsson wrote on the PlayStation Blog.
It’s a shame to see the game delayed again, but at least there’s a little extra content to sweet the deal. No word yet on if Neat will also bring last year’s sequel, Budget Cuts 2: Mission Insolvency, to PSVR, nor if a Quest port could be on the cards after a PSVR release, but fingers crossed. Meanwhile, Neat also continues to deliver updates for its Early Access VR title, Garden of the Sea.
Iron Man VR Launch Day Livestream: Watch Us Suit Up On PSVR!
For today’s livestream we’re diving into Iron Man VR, the newly released PSVR-exclusive superhero action game from Camouflaj and Sony. If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.
Our review went live for Iron Man VR yesterday and I called it “an absolute triumph” of a VR game. It takes a while to get used to the controls and everything, but once you do, it’s absolutely liberating to lift off as Tony Stark in the iconic armor and take to the skies. There are lots of weapons to pick from and it packs a satisfying 8-hour campaign.
The stream is planned to start at about 11:00 AM PT and will last for around two hours. We’ll be hitting just our YouTube and I’ll be donning the suit in a fresh game, starting from scratch. By this time next week I hope to have completed my second complete playthrough from start to finish, live, on our channel! Jamie and/or Zeena will likely join to hang out and help out with chat.
You can see the full Iron Man VR stream embedded via YouTube right here down below once it’s up:
You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!
And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely.
In-VR Interview: Matt Hall On Developing Shooty Skies Overdrive
This week, we sat down to chat with Matt Hall, the co-creator of Crossy Roads and part of the development team, alongside Mighty Games, of the new VR title Shooty Skies Overdrive.
Shooty Skies Overdrive launched for Oculus Quest and Oculus Rift this week, and if you read our review, you’ll know that we quite enjoyed our time with the game. Earlier this week, I sat down with Matt Hall to talk about the development of his new VR wave shooter.
Hall was an original DK1 backer and created a small VR game many years ago called Discovery. Since then, he’s been waiting for the right time and concept for him and Mighty Games to pull the trigger on something bigger for VR, and Shooty Skies Overdrive was the end result.
The game is a roomscale experience where you’ll be simultaneously dodging and shooting bullets as enemies fly around you, with multiple difficulty settings available. “It plays with scale quite a lot,” said Hall. “So as opposed to Space Pirate Trainer, where you’re shooting things a very long way away, or Robo Recall, everything’s around you. You can reach out and touch and, you know, chop with chainsaws and blow up with yo-yos, all the little crazy aliens that are flying around your head.”
We also talked about how COVID-19 impacted the game, with the team going into lockdown around halfway through the development cycle. The biggest challenge was not necessarily working remotely, but actually distributing and finding headsets for everyone to use while at home.”We certainly weren’t expecting having to share the limited hardware that we had around,” said Hall, and pointed out that there was added challenge as an Australian-based studio, as headsets like the Valve Index still aren’t available directly to Australian consumers.
In terms of post-launch content, the studio has already begun work on some new modes and features. “We’ve got a 1.1 [patch] coming out. One thing we dropped from the final game was the arcade/high score mode. Quest has an API [with] leaderboards and stuff, so we’re going to integrate with all of that [as well].” Additionally, the team is looking into implementing hand tracking support on the Oculus Quest in a future update as well.
If you haven’t already, you can check out some gameplay footage and read our review of Shooty Skies Overdrive here.
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