Enjoy this free official soundtrack from Epic Games' Robo Recall, the critically-acclaimed VR shooter hailed for its arcade action and creative combat using Oculus Touch. Built with Unreal Engine 4, Robo Recall fully supports mods and is now available for free. Find out more at www.roborecall.com.
Comment by DJ WStepprChris
Imma make a trap remix of that hopefully.
Comment by JaxToons
1:30 Fortnite Factory Disco Loop! Freaking Love it.
Comment by Saúl Alejandro
Lol intensity old and new song :D
Comment by Macro Goodie
from around 1:30-2:30 is lit Af
Comment by Fine ice
@jorge-manrriquez: yep.
Comment by sweedinmusic
@jorge-manrriquez: Haha, you found it. :D
Comment by Shadow_Knight18
I live for this soundtrack
Comment by Jarrett Whitaker
ready for it boys?
Comment by FRY
fortnite underground disco! Anyone else?
Comment by TheGhostWithin
DROP
Released at the conclusion of this year’s ‘State of Unreal’ opening session during GDC 2017, the critically-acclaimed VR shooter Robo Recall has been hailed for its arcade action and creative combat using Oculus Touch. Built with Unreal Engine 4, Robo Recall fully supports mods via the Robo Recall Mod Kit, and the game is available for free via the Oculus Store.
Following the successful launch, Epic Games recently released a major update to the game alongside a bonus audio track entitled ‘Shooty Shooty Gun Hands.’
Sk-1688 gyur84sk 1688 treiber w. Today, Epic is proud to announce that fans of Robo Recall can get their hands (and their ears) on the full soundtrack for free via SoundCloud. With tracks like ‘Return to Sender’ and ‘Scrap Metal,’ the free soundtrack delivers as much punch and personality as the game itself.
I chatted with Epic’s Seth Weedin about the creation of the soundtrack and the impact it has had on the overall project. Seth took on many responsibilities during Robo Recall's development, including scripting gameplay mechanics, music, technical audio integration and systems, and tutorial scripting. Below is what Seth has to say about creating the soundtrack, and if you'd like to hear more, he'll be doing the Robo Recall postmortem panel at VRLA this week.
How many people worked on the Robo Recall soundtrack and what were their roles?
Seth Weedin: Over the course of development, responsibility for all of the music tasks fell on my shoulders. Writing the dynamic music system using Blueprints, composing/producing/implementing all music tracks and assets, and playing a lot of guitar. But most importantly, everyone on the team gave feedback and critique and really supported me. They really let me know when the music was on the right track.
The soundtrack successfully mixes various aspects of metal and synth musical styles while featuring ambient interludes and soaring guitar solos that feel straight out of an 1980s action flick. Was this style a goal from the onset or did it take shape during the development of the game?
S.W.: The style of music for the Robo Recall soundtrack very much took shape as the game got its legs. The game was constantly shifting and so it was very hard to nail something early that would stick. There could be a new mechanic that needed the dynamic music system to change slightly, which would require new assets. Or conversely, something on the music side would influence our gameplay. Everything was on its own schedule, closely intertwined, and converging fast.
The moment things really clicked was when people in the office randomly started humming one of the riffs from the first track on the OST. Just out of the blue, without warning. I swear it happened 5-6 times a day. So we made that riff resonate throughout the entire soundtrack and used it as a foundation.
Were there any particular video games or artists that influenced the Robo Recall soundtrack? Epson l220 adjustment program free download zip file.
S.W.: Steve Vai and Joe Satriani both played a huge part. Been listening to them ever since picking up the guitar for the first time ten years ago. Their music really influenced the guitar side of Robo Recall’s soundtrack. From the short riffs that play after combos, the drop D chugging during action moments, the improvised guitar solos, I brought out those tricks straight from them.
From the synth and percussion side, I’ve been listening to a lot of Perturbator and Kavinsky lately. They rock.
In terms of the process, where did you begin when setting out to craft each individual track?
S.W.: Each track was produced to be standalone and at some point during production it needed to follow a convention so that I could chop it up to be applicable for game assets (dynamic music, loading screens, score riffs, etc).
It all began on the guitar, just playing around and practicing. It was a breath of fresh air because guitar had been absent from my personal music for such a long time. I just never had the gear or space to make it happen the way I wanted to. After 30 minutes or so of improvising, I’d hope to have a rough idea of what to do and then would get on to percussion and synth work.
Once the concept started to feel good, I’d freeze my work and immediately put the track into game just to see how it felt. I’d look to get a few critiques from the team, too, which are always valuable at the early stage. At this point if it was meshing with the game I’d say the track had been “started” and would continue to iterate and polish.
Can you describe the instruments and equipment used in creating the soundtrack?
S.W.: The guitar was a Gibson Les Paul Studio (with a Floyd Rose FRX add-on, thanks Tommy!) sent to an old Vox AC15 amp. From there that was sent directly to the audio interface and into FL Studio. Most of the time each part was recorded twice with one take for the left and one for the right to get that wide stereo effect.
On the equipment/software side, I’ve been an FL Studio user since I was ten years old. Every track in the OST was produced with it. Some of my favorite synths for the project were Harmor and Serum.
Robo Recall Mods Download Free
What was the most fun aspect of crafting this amazing soundtrack?
S.W.: You flatter me. Honestly the most fun thing while making the soundtrack was when I got to play and see both the soundtrack and game evolve together. It was a tug-of-war, but in the end it just clicked one day playing through a mission. The game and the soundtrack didn’t exist separately anymore, they were one in the same. It was awesome and I hope everyone enjoys it!
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You can listen to the Robo Recall Official Soundtrack in its entirety right here via the Epic Games channel on SoundCloud. For more info on Robo Recall, head over to the game’s official website.
This is a Robo Recall mod that adds native Vive support. It's called RoboRevive, but it doesn't actually use the Revive compatibility layer itself. Instead it uses the native SteamVR plugin from the Unreal Engine.
Oculus Home
The full version of the game is available from Oculus Home.
Do not start Robo Recall through the Revive Dashboard, if you do it will use the Oculus support instead of the native Vive support. Either start Robo Recall through the shortcut on your desktop or start
Robo Recall (RoboRevive) from your Steam Library while SteamVR is running.
Robo Recall Editor
If you want to use the Robo Recall Mod Kit on your Vive follow these instructions. The Mod Kit only contains the first mission, so it does not contain the full game.
How do I turn the sticky grip button mode on/off?
By default RoboRevive will use a hybrid sticky grip that will toggle the grip if the button is released within a 500ms window. You can customize this behaviour by installing OpenVR-AdvancedSettings in the Revive tab. If you do not have Revive installed you will need to enable
Force Revive Page in the Settings tab.
Note: Having Revive installed will cause the sticky grip to be turned off by default, you can re-enable it using OpenVR-AdvancedSettings as described above.
Can I still participate in the leaderboards and play the story mode while using this mod?
Yes you can! RoboRevive is a code-only mod and does not need to be enabled through the mod menu like other content mods. Therefore you can participate in the leadboards and the story mode like normal.
Why do I still see Oculus Touch controllers sometimes?
Unfortunately it's not possible to change these models in a code-only mod like RoboRevive.
Do I need to have Revive installed?
No, this mod does not require any part of Revive to work.
Do I need to have the Oculus software installed?
The Oculus Store is the only place where you can purchase and download Robo Recall, thus you will need to have it installed.
The installer also expects the Oculus software to be installed or else it will not be able to detect Robo Recall.
Welcome to a new tutorial, everyone! With the announcement of Robo Recall coming to the Oculus Quest I decided to take a look into modding Robo Recall once again (it's been more than a year since Robo Recall's release at this point) and I've gotten much farther into it than the last few times I tried to make a mod for the game! A part of that being because I've gotten more skilled at modelling and rigging, and partially just because I found this amazing manual that explained a lot of things about Blueprinting to me that I had never explored before!
For those of you who don't know, Robo Recall is one of the amazing launch titles that was created specifically for Oculus' Touch controllers, the official motion controllers for the Oculus Rift. Its a giant adventure game filled with rogue robots, a giant flying norse god, and some flirtatious AI assistants! And best of all, it comes free with every Oculus Touch! xD If you would like to check out more, go to https://www.epicgames.com/roborecall
I wanted to start off with a simpler mod (saying simpler because it's still a bit complicated) for us to get our hands dirty and then I'll be making an Instructable later to go further in depth at creating a more complicated weapon. For this tutorial, we'll be making a melee weapon based off of some components from a gun and a model we import.
Here are a few things we will cover in this tutorial:
1. Asset preparation and importation
2. Physics Asset corrections
3. Material assignments and Robo Recall Dissolving
4. Asset Placement and mesh alignment
4. Ammo counts and disabling weapon firing
5. Next Steps
Let's begin!
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