Epic Games is a big proponent of VR, led by its Unreal Engine and the integrated resources it provides to developers. These tools are designed to be compatible with most existing virtual reality hardware, including the Oculus Rift, HTC Vive and Samsung Gear VR. To give you an idea of how strongly Epic Games feels about the technology, CEO Tim Sweeney told us earlier this year he believes virtual reality will "change the world." On the ground at E3 2015, we sat down with Chief Technology Officer Kim Libreri and Unreal Engine General Manager Ray Davis to talk about the state of VR and where they believe it's headed.

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I am not what you would call a "hardcore gamer." I don't enjoy shooters; I don't have the time for RPGs; and my last dance with open-world gameplay was a 45-minute joyride through the faux-LA of Grand Theft Auto V. But, oh, do I love me some Yoshi's Woolly World. The upcoming, cutesy Wii U title, due out this fall, has a shared DNA. It's a hodgepodge of past Yoshi's Island games and the Wii title Kirby's Epic Yarn. That last bit of pedigree makes complete sense when you consider that the game's being developed by Good-Feel, the very same studio behind the aforementioned Kirby title.

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XBox 360

As if backward compatibility for Xbox One wasn't enough, Microsoft's also going to let you stream those older games to Windows 10 PCs. In a private demo of the Xbox One's revamped interface, the company confirmed to Engadget that users will have access to its streaming functionality when the new features roll out this holiday season. (If you're a member of the Preview Program, though, you should already be able to play 360 games on a Win 10 machine.) Microsoft also revealed that Xbox 360 titles relying on the original Kinect, or any other hardware accessories, won't work with Xbox One. A company spokesperson said the team wanted to have backward compatibility from launch day, but it turned out to be a difficult task because of the different architecture between the two systems. For your sake, at least it's here now.

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Last E3, Shigeru Miyamoto, the famed Mario and Zelda creator, made it known that Nintendo was well underway with a new Star Fox game for the Wii U. So when the company kicked off its bizarro Muppets-themed E3 Nintendo Direct earlier this week with the reveal of Star Fox Zero, it wasn't much of a surprise. The reimagined game, which adheres closely to the initial Wii U mantra that two screens are better than one, is quite simply overwhelming. To say this installment in the Star Fox series requires a steep learning curve would be to grossly understate the complexity of the control scheme. There's just so much to absorb; so many different controls thrown at you at once.

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By now, if you're an Xbox One gamer, you know that Microsoft has a pretty badass controller on the horizon. But what's truly interesting about the new Elite controller, announced at the company's major E3 press event this week, is that it's the product of several in-home research sessions. According to Xbox Hardware Project Manager David Prien, the company realized that today's gamers are all about "customization and personalization." And so Prien's team enlisted pro-gamers picked from leaderboards on the company's own Xbox titles to help mold this new modular controller design.

But if you thought that the Elite controller was just for gaming's cream of the crop players, you'd be mistaken. Prien assured us that it's "not just for the pro-gamer. The idea here is that everyone can benefit from this." He also said that the hardware team had a "laundry list of over 100 feature sets," though, understandably, not all of that made it into the final design. We had an opportunity to get some close-up time with the new Elite controller here on the showfloor, so be sure to watch our interview with Prien below.

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I grew up with Winning Eleven, the franchise that Konami morphed into what we now know as Pro Evolution Soccer in North America. These days, I find myself playing EA Sports' FIFA, a choice I suspect is echoed by millions of football fans worldwide. During the PlayStation and PlayStation 2 era, though, Konami's title was hands-down the far superior product, thanks to better game mechanics and, in general, being more fun. Unfortunately, Pro Evolution Soccer couldn't keep up with EA's perpetual resources, starting with the exclusive licensing deals for major leagues from across the world. But while Pro Evolution Soccer 2016, out September 15th, still won't let me play as Chelsea (it's called London FC), the refined gameplay and improved graphics could be enough to make me pick it over FIFA -- and I haven't felt that way in years.

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Battleborn looked like it would be my kryptonite. When Gearbox Software showed the game to a group of reporters at a pre-E3 event, the roster of 25 characters looked like League of Legends clones, all of them clashing like a teenage anime enthusiast's backup Tumblr. That the studio emphasized a 5-vs.-5 competitive mode, where players would hit and shoot each other in online matches, only further entrenched its cosmetic similarity to that game. What's more, Gearbox promised that playing Battleborn would be all about the "ding" moment, when you level up your character in each match; again just like League of Legends. All those signifiers on top of a name that made it sound like an off-brand He-Man playset, and Battleborn came off like everything I detest about modern gaming. Then I played a co-operative story mission with four other people and never wanted to stop.

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When Fortnite started teaching me how to build a fort, its gentle tutor voice told my pickaxe-wielding warrior to never forget this simple rule: Remember to make a door. When you build forts in Fortnite -- in addition to about a billion other activities -- you want to make durable fortifications protecting a glowing portal from ravenous zombies that want to destroy it. That fort is no good if you can't get out of it or re-enter it to make improvements on the fly. Still, Fortnite creator Epic Games doesn't appear to follow the game's own advice. While a brilliantly simple, edifying puzzle of collaboration and creativity lies within, it's buried beneath myriad layers of confounding busy work and mechanical complexity. Right now, Fortnite doesn't have a door.

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ESPN is never afraid to experiment with new technologies. Earlier this year, it used drones to capture footage of athletes as they performed during the winter X Games in Aspen, Colorado. That recorded content, however, was limited to being used for replays or post-show highlights, if at all. But, over the past few months, ESPN has been working with GoPro to bring a new, real-time camera angle to its broadcast of this year's summer X Games, scheduled to take place in Austin, Texas from June 4th to June 7th. For the first time ever, the sports network will be using video from GoPros in live broadcasts of the event, giving viewers at home a first-person look at the action while it happens.

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Tidal Launch Event NYC #TIDALforALL

Jay Z's music-streaming service, Tidal, relies heavily on bringing exclusive content to subscribers. But it knows more features are needed to complement that. Today, in an effort to make the overall experience better for its users, Tidal is launching desktop apps for both Mac and Windows -- albeit in beta form. There's also an updated user interface on mobile and the web, along with the new applications, which comes with extra personalization options, a simplified menu and improved search results. Ticketmaster support has been added too, letting people view artists' tour dates and purchase concert tickets directly from the music service's website or apps; Spotify does something similar through Songkick.

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Oculus' big push into cinema began at the 2015 Sundance Film Festival, where it introduced its VR filmmaking endeavor, Story Studio. Back then, the company debuted Lost and revealed a list of other shorts it had plans for -- though it didn't go into much detail about them. Today, however, we're getting to know Henry, the second film from the virtual reality studio. Directed by Ramiro Lopes Dau, who previously worked on animation for Pixar's Brave and Monster University, Henry tells the story of a cute hedgehog that has trouble making friends because of his appearance. Oculus Story Studio describes it as a heartwarming comedy.

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Google brought virtual reality to the masses cheaply with Cardboard, a DIY headset announced at last year's I/O conference. Now, the search giant's building upon its 1 million VR viewers with an improved Cardboard headset that fits smartphone screens up to 6 inches. It also incorporates a new top-mounted button that replaces the finicky magnetic ring so that Cardboard works with any phone. And, in what's probably the most consumer-friendly move Google's made with the new and improved Cardboard, it takes just three steps to assemble. Clay Bavor, VP of Product, told I/O attendees that they'd be receiving these new DIY VR kits immediately after the keynote. And for interested VR developers, it's important to note the Cardboard SDK now works with iOS in addition to Android.

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Neon green and red lights flash as Batman maneuvers the Batmobile through loop de loops in a gaudy underground racetrack. On the streets of Gotham, giant, bulbous tanks strafe around each other shooting at the speeding Bat-vehicle as it tries to escape. Onscreen, a computer-animated Alfred appears and gets snippy with master Bruce.

This is a description of the things I did in a demo of Rocksteady's Batman: Arkham Knight, due out this June on PlayStation 4, Xbox One and PC. And if any of the above sounds a whole hell of a lot like the camp film Batman & Robin, well, that's because it's eerily similar. If you were a fan of that Joel Schumacher-directed 1997 nipple fest or the open-world distractions of the 2011 video game Arkham City, then that gameplay might sound pretty awesome. But for a fan of Batman: Arkham Asylum like myself, however, this sample of Arkham Knight was disconcerting.

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Like any Mad Max fan thrilled by the film Fury Road, I approached Avalanche Studios' new video game translation hoping to find echoes of the film's anarchic spirit. And while the full game may deliver -- we won't know until review time -- the current demo feels more like a mundane snapshot of Max's offscreen life in that post-apocalyptic world than an adrenaline shot from Fury Road. Mad Max, due out this fall for PlayStation 4, PC and Xbox One, just doesn't have the same level of enervating detail.

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