Nintendo announces Labo VR Kit for the Switch

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Nintendo has more plans for Labo, it appears, with the company having just announced the Labo VR Kit for the Nintendo Switch. It'll launch fairly soon, on April 12th, featuring five new cardboard creations; the Blaster, Camera, Elephant, Bird, and Wind Pedal, alongside the Toy-Con VR Goggles. There will be two versions available, the full kit, which will cost $79.99 and offer everything, or a more simple starter set, which will retail for a cheaper $39.99, and only come with the goggles and blaster.

Experience a new dimension of Nintendo Labo with the launch of the Nintendo Labo: VR Kit on April 12, which combines the innovative physical and digital gameplay of Nintendo Labo with basic VR technology* to create a simple and shareable virtual reality experience for kids and families. Nintendo Labo: VR Kit is the fourth kit in the Nintendo Labo series, providing the tools to make DIY cardboard creations called Toy-Con; play a variety of games with these creations; and discover how Nintendo Switch technology brings it all to life.

Nintendo Labo: VR Kit offers six new Toy-Con creations to build, including the Toy-Con VR Goggles, which combine with the other creations to allow players to interact with the virtual world through imaginative real-world actions. Fend off an alien invasion with the Toy-Con Blaster, visit a colorful in-game ocean and snap photos of the sea life with the Toy-Con Camera and so much more.

Nintendo Labo: VR Kit encourages passing around the Toy-Con creations among a group of people so everyone in the room can easily join in on the fun. To help encourage this social gameplay, players simply slip the Nintendo Switch console into the Toy-Con VR Goggles and hold it up to their eyes to explore numerous games and experiences – no head strap needed.

“This new kit builds on the core tenets of Nintendo Labo – Make, Play and Discover – to introduce virtual reality in a way that’s fun and approachable for both kids and kids at heart,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “We wanted to design an experience that encourages both virtual and real-world interactions among players through passing around Toy-Con creations.”

Nintendo Labo: VR Kit will launch in retail stores with two primary configurations, one that includes all Toy-Con creations and one that includes a smaller selection of projects to get started:

Nintendo Labo: VR Kit: Available at a suggested retail price of $79.99, the complete Nintendo Labo: VR Kit includes the Nintendo Switch software and materials to build all six Toy-Con projects – the Toy-Con VR Goggles, Toy-Con Blaster, Toy-Con Camera, Toy-Con Bird, Toy-Con Wind Pedal and Toy-Con Elephant – as well as a Screen Holder and Safety Cap. It’s a good option for kids and families who want to dive in to the full experience.

Nintendo Labo: VR Kit – Starter Set + Blaster: Available at a suggested retail price of only $39.99, the Starter Set includes the Nintendo Switch software, plus all the components to build the Toy-Con VR Goggles and Toy-Con Blaster, as well as the Screen Holder and Safety Cap. The Starter Set is a great entry point into the world of Nintendo Labo VR.

Players that own the Starter Set can purchase the following optional expansion sets to expand their experience:

Nintendo Labo: VR Kit – Expansion Set 1**: Available at a suggested retail price of $19.99, Expansion Set 1 includes the Toy-Con Elephant and Toy-Con Camera.

Nintendo Labo: VR Kit – Expansion Set 2**: Available at a suggested retail price of $19.99, Expansion Set 2 includes the Toy-Con Wind Pedal and Toy-Con Bird.

The inventive Toy-Con Garage mode – included as part of all Nintendo Labo software – returns with Nintendo Labo: VR Kit, offering basic programming tools for players to experiment with. More information about the experiences offered by Nintendo Labo: VR Kit will be revealed in the future.

The Nintendo Labo: VR Kit – Starter Set + Blaster and complete Nintendo Labo: VR Kit will be available in stores on April 12. The two expansion sets will be available exclusively online at https://store.nintendo.com/.

:arrow: Source: Twitter
:arrow: Nintendo Official Site
 

the_randomizer

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I guess maybe I wouldn't be so cynical on VR if it wasn't so awkward. Like, what I mean is that the movements, animations, etc look too unnatural and wonky, I'd probably get motion sickness.
 

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I guess maybe I wouldn't be so cynical on VR if it wasn't so awkward. Like, what I mean is that the movements, animations, etc look too unnatural and wonky, I'd probably get motion sickness.
Motion sickness is a result of your inner-ear balance being thrown off, what you're seeing doesn't match up with what your body is feeling. Like standing still IRL and making your character move forward with the trackpad. So it really has nothing to do with any particular animations or aesthetic.

The more you use VR the more adjusted you can become and the stronger your "VR legs" get. Some people are always going to be a lot more sensitive to motion sickness in VR than others, though, and some games are a lot more intense about it than others. For example, I've been loving Jet Island VR lately, but I wouldn't recommend it for anyone that isn't straight-up immune to motion sickness.
 

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Motion sickness is a result of your inner-ear balance being thrown off, what you're seeing doesn't match up with what your body is feeling. Like standing still IRL and making your character move forward with the trackpad. So it really has nothing to do with any particular animations or aesthetic.

The more you use VR the more adjusted you can become and the stronger your "VR legs" get. Some people are always going to be a lot more sensitive to motion sickness in VR than others, though, and some games are a lot more intense about it than others. For example, I've been loving Jet Island VR lately, but I wouldn't recommend it for anyone that isn't straight-up immune to motion sickness.

Right, it's a conflict between your vestibular system and visual/occipital lobe in your brain, I've had it before on a ship and it sucks >.> VR animations and motions still seem wonky and wobbly, like an unsteady cameraman who's had too much to drink. Just not really my cup of tea.
 

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Right, it's a conflict between your vestibular system and visual/occipital lobe in your brain, I've had it before on a ship and it sucks >.> VR animations and motions still seem wonky and wobbly, like an unsteady cameraman who's had too much to drink. Just not really my cup of tea.
I'm not sure what game you're referring to in particular, but this definitely isn't the case in general. The 'camera' is based entirely on how you move your head.
 

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That's definitely not normal and I've had no such issues with either of my VR headsets. The only way that makes sense is if you were using a headset with inferior tracking or processing power.

IDK, still not a fan of it, good for those who are. I just think it's weird.
 
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Xzi

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IDK, still not a fan of it, good for those who are. I just think it's weird.
I'd definitely at least give a high-end VR headset a demo before writing off the technology as a whole. The full setup isn't worth the $800 I paid for Vive on launch, but what they're asking for a Samsung Odyssey+ is very reasonable now. Only a couple 'AAA' titles for VR so far that are worth the time, Skyrim VR included, but there are some amazing stand-out indies and cross-play titles too. In Death, Vox Machinae, Blade and Sorcery, House of the Dying Sun, and Arizona Sunshine just to name a few.

The thing about VR is that nearly every genre can benefit from greater presence as well as sub-millimeter controller/headset tracking. You like mech games? In Vox Machinae you can interact with the individual switches, levers, and buttons inside the mech. You like being a mass-murdering ninja that can wall-run, super jump, and power slide, with access to both ranged and melee weapons? Boom, Sairento VR. Guitar Hero but with light sabers you slash blocks with, and a massive free downloadable library of songs? Beat Saber. List goes on and on.

Not even mentioning the three VR games still in development by Valve, and their 'Knuckles' controllers coming out soon which track individual fingers and grip strength. There's a lot to be excited about in the VR space, and it will just keep evolving from here.
 
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shadow1w2

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Many here seem to share my initial reaction as well.
720 with a cap of 60fps, this won't end well.
The examples shown don't have a head strap so I assume the demos will have a strict time limit to avoid motion sickness.

I think Nintendo could do a lot better than copying Google Cardboard like this but at least the demos will be of some quality.
VR on android is a bit hit an miss or at least hard to find the quality gems.

More surprised they haven't done a Retro Nintendo Labo set as of yet.
NES Zapper, Super Scope, SNES mouse with some emulated games for instance.
An NES collection with cardboard cartridges would be kind of a nice novelty, especially if it worked with the paid online library of nes games.
 

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More surprised they haven't done a Retro Nintendo Labo set as of yet.
NES Zapper, Super Scope, SNES mouse with some emulated games for instance.
An NES collection with cardboard cartridges would be kind of a nice novelty, especially if it worked with the paid online library of nes games.

It's targetted at kids; there's not many kids into NES and SNES games...
 

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I'd definitely at least give a high-end VR headset a demo before writing off the technology as a whole. The full setup isn't worth the $800 I paid for Vive on launch, but what they're asking for a Samsung Odyssey+ is very reasonable now. Only a couple 'AAA' titles for VR so far that are worth the time, Skyrim VR included, but there are some amazing stand-out indies and cross-play titles too. In Death, Vox Machinae, Blade and Sorcery, House of the Dying Sun, and Arizona Sunshine just to name a few.

The thing about VR is that nearly every genre can benefit from greater presence as well as sub-millimeter tracking controller/headset tracking. You like mech games? In Vox Machinae you can interact with the individual switches, levers, and buttons inside the mech. You like being a mass-murdering ninja that can wall-run, super jump, and power slide, with access to both ranged and melee weapons? Boom, Sairento VR. Guitar Hero but with light sabers you slash blocks with, and a massive free downloadable library of songs? Beat Saber. List goes on and on.

Not even mentioning the three VR games still in development by Valve, and their 'Knuckles' controllers coming out soon which track individual fingers and grip strength. There's a lot to be excited about in the VR space, and it will just keep evolving from here.

IDK, I'll think about it some more.
 

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What happens when you pay $80 and you break the cardboard while making it?

well you could just grab a cardboard box and trace around the broken piece and cut out a new one, iirc nintendo had printable stencils to recreate missing pieces
You can also buy their buy official cardboard replacements for $15.
 

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This looks fucking stupid. 720p, over half a lb screen you hold up to your face made of shitty cardboard? No thanks, Nintendo.

Is this a joke?

PSVR is not much different than the description you are naming here, as senseless as this comment is, and I have just as much fun/use of/with it as anything else.
720p? The resolution does NOT matter when it comes to VR, honestly. VR Minecraft would look just as fine as VR Resident Evil 7. ._.

Also for the people bashing this because they just feel the need to bash it and say the "Switch is not powerful enough" you people clearly do not understand how these devices work at all, especially even stereoscopic 3D. Not only that, for those saying "A flat screen up to the face" is that not what these plastic phone VR things are? Yet those seem to work fine. ._. LOL People these(any) days...
 

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Worldwide, loud laughter is heard coming out of all the remaining Virtual Boys in existence. "The year is 2019, rght?"
 

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Is this a joke?

PSVR is not much different than the description you are naming here, as senseless as this comment is, and I have just as much fun/use of/with it as anything else.
720p? The resolution does NOT matter when it comes to VR, honestly. VR Minecraft would look just as fine as VR Resident Evil 7. ._.

Also for the people bashing this because they just feel the need to bash it and say the "Switch is not powerful enough" you people clearly do not understand how these devices work at all, especially even stereoscopic 3D. Not only that, for those saying "A flat screen up to the face" is that not what these plastic phone VR things are? Yet those seem to work fine. ._. LOL People these(any) days...

"""""""""""""""""""""the resolution does NOT matter when it comes to VR""""""""""""""""""""" lmao
 

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