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Game

X-Men actor becomes different kind of superhero in MacGyver reboot 

The crafty action star returns to TV Lucas Till will play Angus MacGyver in an upcoming revival of the classic action TV series, Variety reports. The actor, best known as the mutant Havok in the recent X-Men movies, will play a 20-something version of the infallible problem-solver in a pilot produced for CBS.
Joining Till will be actors Joshua Boone and George Eads as MacGyver’s trusted companions; actor Henry Winkler serves as a producer on the reboot. Winkler, who was a producer on the original series as well, joined on back in October; the project was first announced back in February 2015, with Till’s casting marking the end of a long search, according to Variety.
MacGyver premiered in 1985 with Richard Dean Anderson in the starring role. The series lasted seven seasons on ABC where it found cult acclaim, spawning merchandise, two TV movies, featured spots on The Simpsons, Saturday Night Live parodies and more.

Game

Playing games on a 19-foot TV, climbing mountains and shooting bows 

Virtual Reality was the major topic of last week’s Game Developers Conference with roughly 100 games and “experiences" on show for the Oculus Rift, HTC Vive and PlayStation VR.
But the one I found most compelling was the most mundane creation for Vive: The SteamVR Desktop Theater Mode.
Slip on the black plastic headset and instead of dropping into a fantastical world of mouthy orbs, atop a mountain with a robot dog or inside a game, I found myself sitting in a chair in a fairly non-descript room facing a big television screen.
To be specific, in this case big means about 19 feet.
To give me a sense of what the early beta of what SteamVR Desktop Theater Mode can do, a Valve employee loaded up a copy of Broforce from the Steam library.
Despite the (virtual) size of the screen, the game looked amazing, just like it does on my home computer running a GTX 980 TI. Because I was in a virtual room sitting in a virtual chair staring at a virtual screen, I could behave as if I was playing on a massive screen. That meant looking around, focusing on whatever I wanted, even moving my chair back a bit if I felt too close.
My time playing a game within an experience was limited, but I quickly forgot I wasn’t in an empty room playing on a giant television. The floor, which seemed to be highly polished, lit up with a light reflection of the game playing on the television. It was surreal.
The concept behind the mode is to allow users to play non-VR games within VR systems like the upcoming HTC Vive. While the room is fairly generic right now, I was told that it’s very likely that new takes on the room could be released. The system will support "most" games I was told.
While visiting Valve’s booth at the show, I also got a chance to check out the company’s latest version of The Lab. The Lab starts you off in a big room filled with all sorts of momentos. Imagine a museum created by a game developer. Each of the dozen displays feature floating globules of water. By picking one up, you can gaze into it and if you like what you saw you just dunk your head in and you are there.

My first visit took me to an experience that Valve refers to as a postcard.
This postcard was created by a Valve employee that took a bunch of pictures from the top of Washington State’s Vesper Peak. The team used photogrammetry to recreate the mountain top in VR. I was able to teleport short distances to different spots on the peak and look around at my surroundings. It was stunning. The devs also dropped a little robot dog into the setting, giving me something to play with if I was up for tossing the sticks scattered around the peak.
In the next experience, I tried out a game called Slingshot, which placed me inside some secret factory in Portal calibrating robot personality cores. The cores, it turns out, are all ball shaped and calibrating them involved launching them with a giant slingshot across the mammoth factory and into teetering towers of explosive barrels and stacks of crates. Each core also has a personality and chatters on a bit as you set about finding a target. The variety of bots and dialogue absolutely made the game. My favorite of the personality cores was the spider core which promised to release spiders upon activation. I shot that one pretty quickly.
Next was a game called Longbow, which had me fending off an army of flat enemies from the walls of a castle with a boy. Despite being fairly straightforward, the sensation of nocking an arrow, drawing and loosing it on an enemy felt so physical that I found this one of my favorite experiences.

Finally, I tried a 3D shoot-em-up called Xortex. The game has you holding a spaceship in your hand and moving it around to avoid the increasingly thick cloud of fire coming at you from basically everywhere. The entire game takes place inside a sort of big virtual sphere. You fire by pulling the controller’s trigger. Because Xortex is played in a 3D space, I found myself spinning around and swooping up, down, forward and back as I played the game. Initially, without even thinking about it, I was actually trying to avoid the incoming fire with the ship and my body. But after realizing that wasn’t necessary (and how stupid I must look), I focused on maneuvering the ship.
Xortex has the sort of pick-up-and-play, hard-to-put-down feel of Geometry Wars or, really, any good SHMUP.
With just a third of the dozen experiences sampled, I’m sure that this freebie for the Vive is going to be one of the system’s first early hits. Paired up with a program that gives you access to most of your purchased Steam games on an unusually large television screen, these certainly aren’t programs that will drive sales, but they could make dropping $800 on a computer peripheral a bit easier to excuse.
VALVE AND HTC’S VIVE STAND AT THE PRECIPICE OF VR’S FUTURE, BUT THEY MAY HAVE A LONG WAIT

Game

Thumper in PlayStation VR is a match made in rhythm heaven 

The first time I ever played Thumper, upstairs in a restaurant a few blocks from last year’s Game Developers Conference, I was struck by a few things about it: primarily, the powerful sense of isolation, adrenaline and existential dread the game was able to instill in me, even while playing it in a sandwich shop on a stranger’s laptop with a huge pair of headphones on. After finishing my first session with the game and taking off my headphones, one of the first questions I asked Thumper’s creators was: “Have you considered virtual reality for this?"
It’s Thumper, but played at 90 FPS on a bright OLED screen inches from your face
At the time, the answer was no, but in the year since that meeting, Thumper was announced as PlayStation VR-compatible. The announcement had me thrilled — ever since I first played it, I’ve never been been able to shake the idea of how great Thumper in virtual reality could be, and hearing that it was coming true was genuinely super exciting.
Now, having played the PlayStation VR version of Thumper at this year’s GDC, I’m super relieved to report that it’s exactly what I hoped it would be: Thumper, but played at 90 frames per second on a bright OLED screen a few inches from your face.
At first blush, Thumper could seem like an odd fit for VR — after all, it’s not the type of game that requires you to crane your neck and look around at all while playing, and indeed, the 2D version of Thumper has no camera controls to speak of. But while most VR games we’ve seen so far use the technology to let you look around and explore a world from every angle, Thumper uses it for something much simpler: immersion.
Thumper uses VR as headphones for your eyes
Before now, the most important thing about playing Thumper was having a big pair of loud headphones to immerse you in its bassy, kaleidoscopic world. Thumper works as a VR game because it removes one more layer between you and its world, allowing you to easily immerse yourself in the intense, brutal audiovisual experience that is playing Thumper. No, you won’t spend much of your time in Thumper’s VR mode looking above, below, or behind you (although you’re free to), because that’s not why the feature exists — instead, Thumper uses the PlayStation VR as headphones for your eyes, and that’s exactly what a game like Thumper needs.

Another thing Thumper’s PlayStation VR mode exposes is how little the general public knows about predicting what will and won’t be nauseating in virtual reality. Thumper’s PlayStation VR announcement was met online with comments — some joking, some not — suggesting that the game would be nauseating or even seizure-inducing in virtual reality. While it’s easy to understand why folks who haven’t played Thumper could make that assumption, the experience of actually playing Thumper in VR is entirely non-sickening — perhaps because most VR-induced nausea is created by acceleration and deceleration, and Thumper’s movement speed, while breakneck, is also highly consistent. Whatever the reason, after my first VR session with Thumper was over, not only did I feel totally fine, I was ready to hop back in and play it again — which is exactly what I did.
Thumper in VR is fascinating because it’s one of the first examples of a non-VR game retrofitted into virtual reality in a way that actually makes perfect sense. It’s funny: while the benefits of playing Thumper in VR are relatively subtle compared to most VR games, they’re also completely undeniable. From the ultra-smooth framerate to the subtle head tracking, it’s hands-down the most immersive way to play Thumper, and the experience almost single-handedly converted me from a PlayStation VR skeptic to a possible day-one adopter.
For more from the 2016 Game Developers Conference, check out Polygon’s StoryStream of all the big news from this year’s show.