virtual reality

Rez Infinite gives a 2001 music shooter another shot at entrancing you

Despite being a child of ’90s clubbing and music television, the 2001 rail shooter Rez didn’t quite resonate with its majority audience as its visionary creators had hoped it would. A small niche of players got it—no, they really got it—but it didn’t have the impact of, say, a killer DJ set sending

SUPERHYPERCUBE finds common ground between Tetris and Blade Runner

VR had me skeptical, but then again, I’m pretty much always skeptical of new gaming technology. Similarly, when Microsoft’s Kinect rolled around, so too did my eyeballs, right into the back of my skull. I can lazily holler at my Xbox to turn on? Big deal. With VR, I could scan my entire surroundings

Blackout uses glitches to bring a modicum of empathy to VR

The common conceit associated with virtual reality filmmaking is that the technology gives you a profound insight into the lives of others. More spatial depth, the theory goes, is correlated with more emotional depth. Welcome to the magical empathy machine! This sort of technological determinism is

Philip K. Dick is getting his very own videogame tribute

Californium doesn’t have the look of a videogame about Philip K. Dick. We’re used to the somber, rainy cityscapes of Blade Runner when we think of the sci-fi author. Yet it may be the truest adaptation of the man and his work yet—the vibrant wash of summery hues included. It’s to be a first-person e

The New York Times wants you to "experience" its stories with virtual reality

The New York Times has a new virtual reality offering—and no, it isn’t called Jayson Blair. NYT VR, which launched last weekend, is a new storytelling venture or, as The Grey Lady calls it with alarming frequency, an “experience.” Using the NYT VR app, you can view (experience?) video stories with a