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The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Sat Mar 01, 2014 4:34 pm
by GSZX1337
Zelda games shall be forever gripped close to Nintendo’s chest, but remakes, demakes and homages frequently turn up on the shores of PC gaming. Zelda VR aims to re-build The Legend of Zelda – yeah, the original, top-down, NES Zelda – for virtual reality headsets.

An early build is available to download now, and I’ve had a go in a video below.
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Much like the Rift itself, ZeldaVR is still in development with only the beginning of the original game.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Wed Mar 12, 2014 8:29 pm
by kelsoanim
I have a Rift and I tried this and it's pretty gosh darned amazing. Reminded me of what I imagined when I was a kid playing LoZ. The walking accelleration isn't quite right for the rift yet though so you get pretty sick pretty fast right now, but it was fun to walk into the cave (no screen transition, just some stairs leading down to an underground cave) to get my sword then make my way to the first dungeon. Really cool.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Thu Mar 13, 2014 4:53 am
by GSZX1337
kelsoanim wrote:I have a Rift and I tried this and it's pretty gosh darned amazing.

NOW I WANT ONE MORE THAN EVER!
Image

Reminded me of what I imagined when I was a kid playing LoZ.

Hmm, could this be the next retro gaming trend? Perhaps instead of rehashing the same games, they could be recreated for the Rift in order to provide a unique experience. I mean, you can only port/remake a game so many times...

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Thu Mar 13, 2014 9:01 am
by Nyukki
The coolest thing I've seen in a long time.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Thu Mar 13, 2014 1:13 pm
by kelsoanim
Another cool retro experience I've had is playing Doom with an Oculus mod. I was obsessed with the game when I was a kid because it was the first convincing FPS that felt like I was in an actual place. It is really cool to experience it in the Rift, everything feels bigger and the sense of space is much stronger. Of course the enemies look like card board cutouts but the environment makes up for that. There is also a Quake 2 mod that is quite good, sense of scale is really great in that one, though the movement speed can make you insta-nauseous.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Tue May 27, 2014 3:35 pm
by Unleaded Logic
kelsoanim wrote:Another cool retro experience I've had is playing Doom with an Oculus mod. I was obsessed with the game when I was a kid because it was the first convincing FPS that felt like I was in an actual place. It is really cool to experience it in the Rift, everything feels bigger and the sense of space is much stronger. Of course the enemies look like card board cutouts but the environment makes up for that. There is also a Quake 2 mod that is quite good, sense of scale is really great in that one, though the movement speed can make you insta-nauseous.


How does the head tracking work on Doom with an Oculus mod? Looking up, ect.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Tue May 27, 2014 5:58 pm
by kelsoanim
You have full freedom of look-movement. It's the same as playing any of the modern doom mouse-look mods that allow for up/down looking.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Tue May 27, 2014 7:39 pm
by Unleaded Logic
Nice! Last time I played Doom would have been in the 90's. I need to give it a revisit some time. Hopefully from a Oculus.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Mon Jun 02, 2014 12:25 am
by GSZX1337
Unleaded Logic wrote:Nice! Last time I played Doom would have been in the 90's. I need to give it a revisit some time. Hopefully from a Oculus.

Hell, why wait for the Rift? There's plenty of source ports that provide enhancements like higher resolutions, mouse support, and online gameplay.

Re: The Legend of Zelda on the Oculus Rift [ZeldaVR]

Posted: Sun Jul 13, 2014 4:40 pm
by Namine207
I'm just curious as to how items like the stopwatch will work now that the blocked off-ness of the 2d original isn't there, I guess the game will mark its own squares to apply the stopwatch to, or maybe just freeze everything in the overworld for a period of time? :o