After a year-long wait, Vertigo Games launched its zombie survival game Arizona Sunshine in early December. During development, Vertigo Games implemented a teleportation locomotion system similar to Cloudhead Games’ Blink system, which work well in VR because they are easy to learn and are far less jarring than other locomotion methods. However, many people have expressed distaste for teleport locomotion, and would rather have smooth locomotion as an option.
The developers at Vertigo Games took their fans' suggestions and ran with them. The game maintains the original teleportation system (with snap turning for Rift users) but if you want to put your VR tolerance to the test, as of today, you can configure Arizona Sunshine for thumbstick or touchpad-guided movement. Smooth locomotion should add a new layer of realism to Arizona Sunshine, but it could also add a new layer of discomfort. There’s a reason Cloudhead Games invented Blink, and it’s not because the developers felt the need to be clever: It's also less disorienting than the alternative.
The Arizona Sunshine update also includes a fix for a commonly reported audio issue and updates the game’s inverse kinetics system, which should improve player avatar animations in multiplayer.
Vertigo Games said customer feedback led it to include smooth locomotion. The Arizona Sunshine newsletter stated:
“We are grateful for all of the suggestions you have made for additional modes and features you would like to see in the game. We have been listening, and we are pleased to add this free update to the game.”
Vertigo Games also said more content updates are coming for Arizona Sunshine.
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Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.
"but if you want to put your VR tolerance to the test"Reply
There is no test, no amount of VR locomotion or even low framerates causes issues for me. I just want to play normal games with normal movement in VR or FOV filling stereoscopy. I can even use Googlecardboard with crappy 30$ headsets and a phone with a ton of stuttering, huge motion blur from sample and hold and really bad pixel transition latency (Long trails), even sub 60FPS and not have a single issue.
Not having smooth, normal game locomotion is what turns me off the most about VR. Room scale tracking is too limited unless you have enough space the size of a small warehouse to dedicate to it.
Fortunately for you, now you can try this out! :)Reply
I have also not had any issues to date, BUT I have noticed the occasional disconnect or vertigo feeling, just not to a point of actual discomfort. I'm wondering however, just how well the brain will cope with visual input changing direction smoothly while body is not moving. Seems that would be a very strange feeling. I guess fortunately for me too, now I can try this as well. :P