A Three-game VR Workout Routine That’s as Fun as It Is Physical

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VR is finding uses in everything from art and design to training, research, and entertainment. An unexpected byproduct of VR’s immersion is its ability to flip the notion of in-home entertainment being necessarily sedentary. With the right games and techniques, VR can be in fact be an excellent workout. Here we’re sharing a VR workout routine that’s designed to be as fun as it is physical and comprised of games compatible with all major headsets.

Updated – December 10th, 2021

Yes, there are dedicated VR apps specifically designed for fitness. But if you’re anything like me, the biggest challenge is not the ability to exercise, but maintaining consistent motivation. Luckily it’s easy to get yourself to workout if it’s a byproduct of something inherently fun—the difference between lifting weights vs. playing a sport.

vr workout routine fitness games 1So I’ve put together for myself a three-game VR workout routine in which none of the games are explicitly made for fitness (which means they focus first and foremost on fun), but combined with the right settings and technique can be a solid workout; here’s my FitBit tracked stats after a session.

Of course, what you get out of any workout depends on what you put in. Yes, you could play these games without putting in nearly this much effort, but I was playing for both fun and fitness, so I really put myself into my movements. I’ll explain below what kind of techniques will help you put the most into—and get the most out of—each game.

Since not all of these games are available on all VR platforms (we’ll note where you can find them), you can make up your own combination of games and time spent.

Grab a big cup of water (you will need it for breaks) and strap that headset on tight—here’s the rundown:

Arms: 1 Hour – Beat Saber

$30 – Available on Quest, Oculus PC, SteamVR, PSVR

beat saber 6
Image courtesy Beat Games
The Game

Beat Saber is a rhythm game that emphasises motion over timing. With a growing set of built-in tracks with polished beatmaps, it’s easy and fun to play, and very engaging trying to work your way up from Easy to Expert+ difficulty levels. Tracks vary in intensity, even at the same difficulty level; you’ll start to get a feel for which ones demand the most effort. [Read Our Beat Saber Review]

Settings & Technique

Play at the highest difficulty level that you’re comfortable with. Expert+ will of course be the most physical, and you should ideally build your way up to that, but even playing on Hard or Expert, the right technique will get your blood pumping. I highly suggest playing with ‘No Fail’ enabled; this will let you focus on fitness and flow rather than getting interrupted by failing a song.

The key is big swings. Keep your feet planted; focus less on your wrists and more on moving your arms. I find that the best way to have fun while putting in effort is to try to swing at each block with as much force as I can while still managing to reach the next block in time. The key is to smoothly move your swings from one block to the next; this makes a fun challenge where you need to strategize your movements to consider how to most efficiently move from one swing to the next even while making big, hard swings. When you really get into the zone you should feel that satisfying flow state that will carry you through.

You’ll want to take off the headset for a five minute cooldown and water break when you find yourself really out of breath. See if you can build yourself up to completing one entire ‘album’ before taking your break (albums have different lengths, so choose wisely).

Legs: 30 Minutes – Pistol Whip

$30 – Available on Quest, Oculus PC, SteamVR, PSVR

pistol whip 1
Image courtesy Cloudhead Games
The Game

Pistol Whip is a rhythm shooter focused on flow and target management rather than aiming precision. Enemies appear as you move forward through the level and it’s your job to dispatch them while also dodging their incoming fire. It might not look it at first glance, but because of the way you need to move to dodge incoming fire Pistol Whip can be a great leg workout, making it a perfect complement to Beat Saber. [Read our Pistol Whip Review]

Settings & Technique

Similar to Beat Saber, I highly recommend playing at the highest level you can and with ‘No Fail’ enabled; this will ensure you don’t get interrupted or frustrated by failing a level. Higher difficulty requires more movement and will provide a better workout. I also highly recommend the ‘Dual Wield’ mode, which will put a gun in each of your hands instead of just one. With two guns it’s easier to find that satisfying flow state that will keep you going.

The key for a good Pistol Whip workout is to keep your feet planted as often as possible. From here you’ll need to move your upper body around to dodge incoming fire as you return fire to kill enemies. Moving in this way will make great use of your legs. Don’t be afraid to get down real low to dodge—not only is it an effective technique for dodging, it’s also going to get those leg muscles flexing.

Listen to the music and keep your body moving to the beat. Combining your shooting and dodging into a continuous flowing motion is the key to fun and fitness in this game.

Cooldown: 30 Minutes – Until You Fall

$25 – Available on Quest, Oculus PC, SteamVR, PSVR

until you fall 1
Image courtesy Schell Games
The Game

Until You Fall is a rogue-lite melee combat game in which you battle as far as you can until you inevitably perish. With each run you’ll earn money which can be used to buy and upgrade weapons to make you stronger for your next bout. Being a successful knight requires patience and strategy, making this a great cooldown game because you can flex your brain while your muscles wind down. [Read Our Until You Fall Review]

Settings & Technique

Just like Beat Saber the key here is to make big swings. This isn’t just for your workout though, bigger swings in Until You Fall mean more damage dealt to enemies, so you’re killing two birds with one stone.

In the game you can choose from a handful of weapons to hold in each hand. If you pick one of the ‘talisman’ items (which give stat boosts but cannot block or attack), you’ll be able to concentrate all of your physical effort into one arm. Try alternating the talisman into your opposite hand each time you die, this will force you to train up the coordination and muscle memory in your non-dominant hand which will help you in the game later if you switch back to using a weapon in each hand.

– – — – –

Addendum

Mix it Up

The above is just a rough suggestion, modify the times to whatever feels suitable for you. If you want even more workout for your time, consider adding 10 crunches each time you have to take your headset off for a drink of water. In Until You Fall, consider adding your own fitness ‘penalty’ for dying (like 10 jumping jacks) to raise the stakes and make you fight harder to survive!

Wipe it Down

Don’t let your headset turn into a gnarly mess! After a good session you should definitely remove the headset’s face foam and give it a good squeeze down with a damp paper towel in hand, followed by a dry paper towel for any remaining moisture. Feel around the headset’s other straps to see if they need also need a wipe down. Your controllers may need some attention too.


Got suggestions for other great VR games which offer both fun and fitness? Drop them in the comments below!

Update (December 10th, 2021): Since originally publishing this article, all three games have become widely available on all major headsets! We’ve updated the article with the price of each game and links to each major platform, as well freshened up some links with our latest reviews.

The post A Three-game VR Workout Routine That’s as Fun as It Is Physical appeared first on Road to VR.

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Riz Ahmed elevates Amazon’s new blunt sci-fi drama Encounter

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Riz Ahmed comforts a young kid in Amazon’s Encounter
Image: Amazon Prime Video

Not everything can be Spielberg

Every morning, Malik Khan (Riz Ahmed) wakes up, checks his eyes for blemishes, then sprays his entire body with bug spray. The earth has been invaded by parasitic microscopic organisms from space, and he’s one of the few humans not infected. Encounter, Michael Pearce’s ham-fisted, allegorical follow-up to off-kilter romance Beast, is a science fiction road-trip movie aspiring to be a Steven Spielberg project. But it relies less on grounded poignancy, and more on emotional manipulation.

Malik is an army veteran. It’s been two years since he’s seen his sons Jay (Lucian-River Chauhan) and Bobby (Aditya Geddada). They live on a farm with their mother Piya (Janina Gavankar) and her new spouse Lance (Shane McRae). Each day, the boys devour letters sent by their father wherein he tells them about his daily missions fighting aliens. His stories trickle down to Jay, in particular, who spends his days drawing space monsters. They believe he’s a hero. And despite his long absence, when he returns in the middle of the night asking them to go on an adventure, they cannot resist. So Malik kidnaps his sons.

On the wavelength of Close Encounters of the Third Kind, Encounter concerns a troubled, absent father trying to protect his sons while ultimately succumbing to his own dogmatisms. Malik genuinely loves his boys, and wholeheartedly believes he’s doing the right thing to protect them. His easy rapport with them charms. That happens partially because of the amiable dialogue in Pearce and Joe Barton’s initially simple script. It also occurs because of this trio of actors: Sweetness naturally emanates from Ahmed, which at this point in his career shouldn’t be much of a surprise, and Geddada and Chauhan settle into a natural relationship with their screen dad. They transcend beyond a childlike performance by being so knowing. Pearce uses plenty of close-ups, and on each cut to either Geddada or Chauhan, the internal machinations of their characters — fear, longing, happiness, and confusion — arrive without a hint of artifice.

Riz Ahmed and two kids prepare to fight
Image: Amazon Prime Video

The rub, nevertheless, comes when Malik’s absence worries his parole officer Hattie (played by an underused, underwritten Octavia Spencer). Hattie informs the authorities only for them to believe Malik is an annihilator: A vengeful father soon to execute his sons and himself. As opposed to the roadtrip portions, the dramatic tension of Malik’s psychology, the violence he’s capable of under the right circumstances, is thin. The subplot relies too heavily on stereotypes of soldiers suffering from PTSD for dramatic effect.

Pearce ratchets up seemingly mundane conflicts with a houseless woman, a pesky highway patrolman, and a gas station attendant — suggesting they’re all infected — for heightened frights. Sound is used in a similar fashion. The amplified scattering of bugs fashions unnerving set pieces in quaint diners and shabby hotels. We see this world first through the eyes of the single-minded Malik, then through the sons who adore him, and in response sees as he sees the world. Packed within their sights are visually splendid scenes: Malik uncontrollably speeding his truck down an empty road, swerving, seemingly against gravity. In this liminal space, where the earth is controlled by microscopic invaders, where the headlights of Malik’s truck against the dark desert sky form an otherworldly effect, is where the mystery of Encounter casts its deepest spell.

But Pearce cannot maintain that alluring balance. Cinematographer Benjamin Kracun’s once heavenly sun-soaked composition shifts to orange sand-smeared landscapes. Malik ventures too far. He begins to unravel by succumbing to flights of anger. He also hurts the father of two gun-toting yahoos, and they hunt him across the country for a slice of revenge. The desolate, but picturesque terrain shifts to an abandoned town. The collapsed concrete buildings, the dusty air and barren streets overbearingly make visual nods to the war in the Middle East.

Octavia Spencer sitting in the shadows
Image: Amazon Prime Video

Encounter tries to become a parable for xenophobia and the wars that have dominated the American political landscape for nearly two decades (really, even more). It’s odd, however, that both children are named Bobby and Jay. Maybe their Westernized names are a sign of assimilation on the part of Malik, especially since he’s in the army. But that feeling of assimilation doesn’t worm into the primary text. It instead requires the audience to infer its intent by bringing their own cultural literacy to the movie. There’s nearly a sense that Encounter began as a film written for an all-white cast, then changed course once Ahmed became attached, but was never re-written to fit the color-blind casting with the new themes that arose from it. The parable component is all too confusing to land its intended emotional blow.

As is the climax, wherein he and his boys are hunted by federal agents. Without spoiling too much, their lives more than come under grave danger. Brown people are held at gunpoint by itchy trigger finger white folks. It’s a setup designed for surface-level tension. While there are the political connotations that drive the scene, it strains to make Malik a sympathetic figure. An avenue does exist where audiences would pity him in this situation, but Pearce’s graceless parable hits the message too hard on the head. If Pearce weren’t so heavy-handed, if were just self-aware enough to know how to connect character with metaphor, then Encounter, a flawed sci-fi flick with a simple premise, could be a great adventure fit for the stars.

Encounter is streaming on Amazon Prime Video now.

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HTC is Getting into the NFT Craze with the Opening of Its Own Store Soon

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HTC is opening a non-fungible token (NFT) store soon that its says will host all forms of digital art, including AR, VR, and XR pieces.

The store, which will open on December 17th, is set to first offer NFTs featuring the works of Art Nouveau artist Alphonse Mucha (1860–1939), which is being offered as a part of a collaboration with the Mucha Foundation.

The NFT sale will coincide with the opening of the ‘Mucha to Manga – The Magic of the Line’ exhibition in Taipei.

Here’s a video in Chinese about the show, displaying some of Mucha’s iconic art.

The store is said to offer complete control over the number of NFT editions and the format of the sale, with both fiat and crypto currencies accepted as payment.

HTC says a new NFT series will come to the store each month until April 2022, which will conclude with what it describes as “a special auction.”

For those of us in the VR space, all of this may seem a bit out of left field for the company, which over the years has built itself a significant niche in creating enterprise VR hardware. HTC is no stranger to jumping on the crypto bandwagon though. In 2019 the company released Exodus 1, a blockchain-focused smartphone that acts as a hardware wallet for storing cryptocurrency among other things.

How NFTs fit into all of that, well, there’s no telling how deep of a commitment the store actually represents. The company’s VIVE Arts initiative has been involved in bringing art-themed content to Viveport, but moreover it bringing VR to cultural institutions in limited-time exhibitions at the Tate Modern, London’s Royal Academy of Arts, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum since its founding in 2017.

Granted, NFT auctions are a far cry from bringing art to the masses—they primarily function as crypto-investment vehicles—although the earning potential for both the creators and buyers can’t be overstated.

The storied Christie’s auction house oversaw the sale of one NFT for $69 million back in March, something many NFT creators have hoped to replicate. Whether HTC makes those sort of headlines isn’t certain. At least Alphonse Mucha didn’t exclusively paint bored apes.

The post HTC is Getting into the NFT Craze with the Opening of Its Own Store Soon appeared first on Road to VR.

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New clip for The Matrix Resurrections is twist after twist

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Neo about to step through a door in The Matrix Resurrections
Image: Warner Bros.

Watch Neo enter the Matrix

New footage of The Matrix Resurrections debuted at this year’s The Game Awards — and it packs a whole lot into just one minute.

Introduced by Keanu Reeves and Carrie-Anne Moss, the clip shows Neo (Reeves) following Jessica Henwick’s character through a door on the roof of a city building, only to step inside a bullet train traveling through Tokyo. Henwick’s character explains that “a moving portal” makes them “harder to track,” and also mentions that the humans don’t need phone booths and landlines to get around anymore. Talk about a tech upgrade!

But the biggest reveal comes at the end, where Neo literally steps into a torn movie screen showcasing his first meeting with Morpheus. Watching him is Yahya Abdul-Mateen II’s character, who may or may not be some version of Morpheus. Both characters tell Neo that they want to ease him into the present with glimpses of the past … but what does it all mean?!

The Matrix Resurrections hits theaters and HBO Max on Dec. 22. For more, check out the just-released interactive tie-in, The Matrix Awakens, on PlayStation 5 and Xbox Series X.

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Meta’s First Big Proto-metaverse Project Finally Launches (kinda)

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Nearly two and a half years in the making, Meta’s most ambitious social VR project, Horizon Worlds, has finally reached open beta. Well kinda. Starting today, the platform is available to those in the US & Canada who are 18 years old or older—on Quest 2 and Oculus PC. If you’re part of that group you’ll be able to jump in to explore worlds made on the platform and get your hands on the app’s stunningly impressive collaborative building tools.

Horizon Worlds was initially announced back in 2019 as Facebook Horizon. Since then, Facebook has changed its name to Meta and Facebook Horizon has since become known as Horizon Worlds.

Despite the name change, the vision of Horizon Worlds is still the same: a social VR platform where users can build experiences with and for each other. Being a self-contained application, it’s not quite part of the metaverse yet, but it’s the company’s first big project that’s build on a foundation with many of the same ideas—like having a shared identity across interconnected, immersive experiences where you can spend time with friends.

horizon worlds 5
Image courtesy Meta

The app has been in a closed beta for more than a year, during which time the company says it’s been honing the experience with feedback from users and creators alike.

Today Horizon Worlds is finally opening its doors, at least to some. Anyone in the US & Canada that is over 18 years old is welcome to join Horizon Worlds on Quest 2 or Oculus PC (Meta is pulling the plug on support for the original Quest starting on January 13th).

I recently got a tour of the latest version of Horizon Worlds and found a very polished experience with some excellent in-game creation tools. While much of the foundation here is the same as what we’ve seen previously, various systems have been enhanced and the experience overall feels streamlined.

For example, the last time we took a look at Horizon Worlds, spaces inside the world could only hold up to 8 players at a time. Now it’s possible to fit up to 20 players in a single space, depending upon the complexity of the scene (creators can reduce the total player count in order to add more geometry, animation, logic, etc).

Another upgrade is that Horizon Worlds is now using the latest Oculus Avatar system, which replaces the previous proprietary avatar system. When you load into Horizon Worlds you’ll automatically appear the avatar that you have (probably) already configured in your headset.

horizon worlds 4
Image courtesy Meta

Building tools have also been expanded an improved. Creators now have control over an object’s texture, material properties, and more. You can even light scenes generally (at the skybox level) and specifically (by placing lights that illuminate nearby objects). Lights aren’t dynamic (they won’t cast shadows or respond to moving objects in real-time), but they do bake quickly enough that creators can easily use the game’s built-in tools to work with lighting on-the-fly to add extra character to their scene.

Meta says that everything you see in Horizon Worlds was built completely in-game—environments, game-logic, scoreboards, and… well, everything.

The building tools in Horizon Worlds are collaborative at their core. You can build collaboratively with up to four friends at a time, and everything that you see and do is synchronized between users, making for a feeling of co-creation that’s really powerful. This even applies to the scripting panel (which allows users to add logic to their creations); if you make even a tiny change to a script, your friend next to you will see the change reflected on their end too—great for helping each other debug, I’m sure.

horizon worlds 3
Image courtesy Meta

It’s a impressively powerful and easy to use set of tools, and I expect creators so far are only just scratching the surface of what’s possible. Alongside the open beta release, Meta has published a comprehensive introduction to everything from building to scripting to publishing in Horizon Worlds.

– – — – –

Horizon Worlds is an impressively sleek package, even in its beta form. Whether or not it sees real traction is likely to come down to the quality of content available on the platform and how easy it is for the best content to be discovered and shared by users.

That can be a chicken-and-egg problem, of course. Sensing this, Meta recently announced a $10 million fund to try to kickstart creator projects on the platform, but hasn’t commented on plans to create any structured compensation for creators spending their time building on the platform. That might make it hard for Horizon Worlds to attract high quality creators who might otherwise choose to spend their time building on platforms that offer structured, real-money payouts, like Rec Room or Roblox.

The post Meta’s First Big Proto-metaverse Project Finally Launches (kinda) appeared first on Road to VR.

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First look HBO’s Harry Potter reunion brings the Golden Trio back to Hogwarts

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Daniel Radcliffe, Emma Watson, and Rupert Grint reunite

Daniel Radcliffe, Emma Watson, and Rupert Grint are back together in the Gryffindor common room for the first time in years in a new look at HBO Max’s upcoming Harry Potter reunion special.

Harry Potter 20th Anniversary: Return to Hogwarts will not only bring back Radcliffe, Grint, and Watson, but other Potter film alumni. Confirmed guests include Helena Bonham Carter (Bellatrix Lestrange), Robbie Coltrane (Hagrid), Jason Isaacs (Lucius Malfoy), Gary Oldman (Sirius Black), James and Oliver Phelps (Fred and George Weasley), Tom Felton (Draco Malfoy), Mark Williams (Arthur Weasley), Bonnie Wright (Ginny Weasley), Alfred Enoch (Dean Thomas), Matthew Lewis (Neville Longbottom), and Evanna Lynch (Luna Lovegood). Not only will this special include all-new interviews and cast conversation, it’s also supposed to be a “magical first-person journey” through the Potter films.

The 20th anniversary of Harry Potter and the Sorcerer’s Stone arrives at a controversial time for the franchise. While new films set in the Wizarding World continue to be made — with the latest Fantastic Beasts movie hitting theaters next April — many former fans have actively disavowed the series due to author J.K. Rowling’s stance on trans rights. Rowling will not be in the reunion special, though Warner Bros. has said she will appear in archive footage.

Harry Potter 20th Anniversary: Return to Hogwarts will premiere on HBO Max on January 1.

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