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ESGS 2016: VR game 'Jackal Assault' thrusts 'Call of Duty' into new dimensions


Like a cantankerous old man who’s resentful of anything new, I initially viewed virtual reality technology with some degree of disdain.

“Why, back in my day, we didn’t need no fancy-schmancy VR! We played REAL video games!”

I was therefore hesitant to try out “Jackal Assault” at Sony Interactive Entertainment’s “Call of Duty” presentation at ESGS 2016.

“Jackal Assault” is a game that comes free with the PlayStation 4 version of “Call of Duty: Infinite Warfare.” To play it, you’ll need Sony’s shiny new PlayStation VR system – a piece of hardware that, to my curmudgeonly mind, was as off-putting as “Dungeons & Dragons” was to overly devout parents in the 1980s.

But I had to do my job. So I swallowed my misgivings and allowed myself to be ushered to the nearest PlayStation VR in the Sony playroom.






After I sat down and the Sony representative fitted the PlayStation VR headset over my head, I found myself transported into the cockpit of a Jackal – a jetfighter capable of spaceflight.

It was surreal. My Jackal was parked in a hangar, and I was parked inside my Jackal. I could see my virtual hands and legs. It almost felt like I was literally inside the game.

I wanted to look around. But when I pushed the stick to the right, the camera remained still.

“This is VR, dummy,” said a voice inside my head. “You turn to the right by turning your actual head to your right.”

Within seconds, the lights were streaming past me as the Jackal sped through the hangar tunnel. And as the blackness of space yawned wide before me, I felt my stomach drop.

I knew it was a reaction to experiencing something spectacular for the very first time, that none of what I was seeing was real. But as I hurtled through the void, and found myself amidst an armada of battleships and the Earth itself looming large below me, I couldn’t help but think: “This is the closest I’ll ever get to flying in space.”

I experimented with the controls, and in time learned the nuances of Jackal flight. I pitched forwards. I ascended and dove. I did enough barrel rolls to make Peppy Hare proud.

And I fired my cannons and missiles. It wouldn’t be a “Call of Duty” game without conflict, and it wasn’t long before I was thrust into my first dogfight.




It was chaos. The enemy fighters were so fast that it was a challenge locking them in my targeting reticle. It certainly didn’t help that I was still getting used to the whole VR thing. In my many attempts to pursue and pulverize my targets, I often found myself heading straight for the larger battleships – only to go right through their polygons. Not getting penalized for my clumsiness meant I didn’t have to worry about collisions, but it did ruin the otherwise amazing immersion. Not to mention the majestic warships didn’t look as impressive up close.

Once I got the hang of dogfighting, I shot down one enemy after another. I watched, awestruck, as the heavens were riddled with explosions and streaks of cannon fire. In the distance the stars twinkled, apathetic to the furious battle being waged miles above the Earth.

And then the game ended.

For all its splendors, “Jackal Assault” felt more like a glorified tech demo than a full game. There’s only so much you can do, and it’s over sooner than you’d like.

Still, it was an exhilarating diversion, and I left “Jackal Assault” and my first VR experience wanting more. If this is what VR is capable of, I can’t wait for what developers have in store for the future of gaming.

And oh, the PlayStation VR was surprisingly comfortable and light. There were many times during play when I forgot it even existed.

“Call of Duty: Infinite Warfare” is launching worldwide this November 4. — TJD, GMA News