‘Hellgate VR’ global launched on STEAM
Hanbitsoft has released Hellgate VR, which was developed based on Hellgate IP, on March 31st on Steam. Hellgate is one of the major game titles and intellectual property (IP) of Hanbitsoft.
According to Hanbitsoft, Hellgate VR is a VR shooting game that uses Unreal 4 Engine to create a unique post-apocalypse atmosphere with high-quality graphics. Hellgate VR provides an interface and full audio options in English, Chinese, Japanese and Korean, and can be played on HTC Vive and Oculus Rift devices.
Hellgate VR is a single-play game, and the recommended PC system requirements are i7-6700k CPU, GTX 1060 GPU, 16GB RAM, and DirectX 11.
The price is $34.99, and as a launch promotion, the game can be purchased at a 20% discount for 7 days after release. For Hellgate fans, Hanbitsoft has prepared Premium Hellgate Collection, a special package that includes Hellgate: London PC version and Hellgate VR, which can be purchased at a 20% launch discount and additional 25% off bundle discount.
The worldview of the game is based on the Action-RPG game, Hellgate: London, which was released in October 2007. Users will be on a mission for the survival of mankind with Jessica Summeryle, who was the main character in Hellgate: London.
Users have to complete their missions by riding on various vehicles and experiencing outdoor battles to defeat demons with machine guns, and indoor battles against zombies and demons flocking from dark underground waterways.
In addition, in a finely implemented virtual world, users can feel as if they have become the main characters of a horror movie throughout the intuitive handling and shooting gameplay.
Hanbitsoft mentioned, “We are very pleased to be able to introduce Hellgate as VR content at a time when demand for VR content is exploding due to the continued non-face-to-face situation.” “As it was confirmed in the re-release of the PC version, many global users including Korean users, remember Hellgate and have old memories with it. Of course, we expect the attention not only from VR users but also from users who have never experienced virtual reality.”