Summary
The Art of Fight is the fastest-paced multiplayer shooter in VR.
It uses a game-changing locomotion method that avoids motion sickness allowing unparalleled 4v4 competitive battles online or against configurable bots.
The Art of Fight is the fastest-paced multiplayer shooter in VR.
It uses a game-changing locomotion method that avoids motion sickness allowing unparalleled 4v4 competitive battles online or against configurable bots.
It uses a game-changing locomotion method that avoids motion sickness allowing unparalleled 4v4 competitive battles online or against configurable bots.
The Art of Fight is the fastest-paced multiplayer shooter in VR.
It uses alocomotion method that avoids motion sickness, allowing unparalleled 4v4 competitive battles online or against configurable bots.
Being fond of virtual reality, we wanted to create a world dedicated to VR philosophy. Science-fiction and VR are full of good storylines revolving around firefights. We strongly inspired ourselves from the universes of Matrix and Avalone to create our very own world.
About the gameplay:
Each game is divided into 10 rounds (the winner is the first to get to 6; the game can also end with a draw at 5). Each round lasts 2 minutes with 40 seconds extra time when an objective is being disputed. For each new round, players receive money to buy new gear (firearms, weapons, grenades, bulletproof vests, etc.). Survivors keep the gear they bought for the next round. One of the teams’ objective is to carry a virus to the infection zones. The opposing team has to recover the object before the first team is able to carry out its mission. The game is made to be as realistic as possible when it comes to weapon control. For example, you will need to reload your firearms yourselves (don’t forget to bring as many magazines on you as possible) and to properly aim.
For this project, we have developed a brand new natural motion technique. This technique is based on the observation that when we walk our hands often move in the opposite direction of our feet. The player can “catch” the air by clicking on the “menu” button of the controllers and “pull” or “push” their body in the intended direction. This allows the player to move in an intuitive and comfortable manner (and prevents motion sickness) while being fast and agile and, most importantly, without ever ruining the immersion.
For the most sensitive people, it is possible to display a “comfort capsule” which surrounds the player during fast moves. This way, the player will not suffer from nausea as they will have the impression of being inside a cockpit, thus providing their brain fixed reference points to rely on.
The game is also designed to be compatible with the majority of VR motion interfaces, such as 3D treadmills and other feet controllers.
It uses alocomotion method that avoids motion sickness, allowing unparalleled 4v4 competitive battles online or against configurable bots.
Being fond of virtual reality, we wanted to create a world dedicated to VR philosophy. Science-fiction and VR are full of good storylines revolving around firefights. We strongly inspired ourselves from the universes of Matrix and Avalone to create our very own world.
About the gameplay:
Each game is divided into 10 rounds (the winner is the first to get to 6; the game can also end with a draw at 5). Each round lasts 2 minutes with 40 seconds extra time when an objective is being disputed. For each new round, players receive money to buy new gear (firearms, weapons, grenades, bulletproof vests, etc.). Survivors keep the gear they bought for the next round. One of the teams’ objective is to carry a virus to the infection zones. The opposing team has to recover the object before the first team is able to carry out its mission. The game is made to be as realistic as possible when it comes to weapon control. For example, you will need to reload your firearms yourselves (don’t forget to bring as many magazines on you as possible) and to properly aim.
For this project, we have developed a brand new natural motion technique. This technique is based on the observation that when we walk our hands often move in the opposite direction of our feet. The player can “catch” the air by clicking on the “menu” button of the controllers and “pull” or “push” their body in the intended direction. This allows the player to move in an intuitive and comfortable manner (and prevents motion sickness) while being fast and agile and, most importantly, without ever ruining the immersion.
For the most sensitive people, it is possible to display a “comfort capsule” which surrounds the player during fast moves. This way, the player will not suffer from nausea as they will have the impression of being inside a cockpit, thus providing their brain fixed reference points to rely on.
The game is also designed to be compatible with the majority of VR motion interfaces, such as 3D treadmills and other feet controllers.
Minimum System Requirements | Recommended System Requirements | |
CPU | Core i5 | Core i7 |
VRAM | 4096 MB | 8192 MB |
RAM | 4 GB | 4 GB |
OS | Windows | Windows 10 |
Graphics Card | GTX 970 | GTX 1070 |
HDD Space | Unknown | Unknown |
Game Analysis | The minimum memory requirement for The Art of Fight | 4vs4 Fast-Paced FPS is 4 GB of RAM installed in your computer. An Intel Core i5-650 CPU is required at a minimum to run The Art of Fight | 4vs4 Fast-Paced FPS. Whereas, an Intel Core i7-7Y75 is recommended in order to run it. Provided that you have at least an NVIDIA GeForce GTX 970 graphics card you can play the game. But, according to the developers the recommended graphics card is an NVIDIA GeForce GTX 1070. The Art of Fight | 4vs4 Fast-Paced FPS will run on PC system with Windows and upwards. |
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