Black Box Gameplay

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Christain Cobb

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Aug 4, 2024, 11:01:03 PM8/4/24
to telnedalit
Likeother posts, same symptoms not game dependent, power off and on, things work ok for a while then 3 dots, screen goes black, sometimes i still hear game, Thrill of the fight in background. If i move my head up and down, vigorously, i get the 3 dots then the game comes on where it left off. It's sporadic. But similar things are happening to others on here. I can't find the support phone number

Hey there, thank you for bringing this to the community! We understand how frustrating this is so let's see if we can do something about it. Sometimes a hard reboot or a factory reset resolves this issue. If neither of them work please open a support ticket here and kindly include all of the troubleshooting steps that you have taken to resolve this.


Make sure that your Oculus Quest is fully charged when you perform the factory reset. The factory reset will remove all data. Your apps from the Oculus Store can be downloaded again afterward. However, if you have transferred any personal files from your computer to your headset, they will be permanently removed. If you would like to backup any personal files from your Oculus Quest before the factory reset, please click here for instructions on how to transfer files to and from your Oculus Quest and your computer. Please let us know how it goes or if you need further assistance on this.


I did get a reply to do a hard reset, but looking at the symptoms, im very skeptical as to the problem, i have since learned that if firmly seat my head into the strap, the system will come back on, i basically have to push my head up into the headset while pulling the headset down, and then i get the 3 dots and things start working again. Again this doesn't happen all of the time, and hasn't been happening until recently like a month ago till now. I'm living with it for now, awaiting the next version of the Oculus vr unit, or maybe one of the new cutting edge units on the horizon.


This is pretty much my problem also. I have done a factory reset twice but it has not seemed to change the problem. I'm wondering if this is either (a) due to a recent update in the OS or (b) indicative of the sensor between the lenses failing (I think it tracks if the headset is being worn). It's pretty unstable right now...


Hey there, thank you for contributing to this thread. We understand how frustrating this is to you and everyone else. Since you have already attempted a factory reset and that didn't solve this please submit a support ticket here so that we can look into this further for you. Please include all of the troubleshooting steps you have tried. We look forward to hearing from you.


Greetings @JCHiggz! Thanks for asking an excellent question. Apologies you're having this experience. We'll be happy to help! When you put your device to sleep, it still consumes power. When you place the device on your head, it should automatically "wake up." So it may be possible the device needs to be recharged if it's left on sleep mode for a while. Here's a link to review this subject further. Try charging the device for 2 hours and if the issue still persists, we ask that you contact Meta Store Support and submit a ticket for further assistance. All the best!


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Increasingly, video games are becoming more legitimate ways to tell stories. Some are even more compelling than films at this point. This can have to do with the inherent strength of the story, but also how it unfolds differently from a film through gameplay. Interaction brings a whole new level to storytelling that books, TV shows and movies don't have. It's what sets gaming apart and gives the medium a chance to actually surpass those other forms of media if utilized properly.


Black Ops 2 has a fairly decent plot. International chaos, charismatic terrorists and plenty of twists and turns. Dark Knight screenwriter David S. Goyer likely has a lot to do with that, and it's easy to see how the game's script could have been suited for a film.


Why? Black Ops 2 is too much like a movie, and barely uses the aforementioned advantage of video games: interactivity. Call of Duty in particular has always been criticized as being rather linear in its level design, but now we've devolved into a game that's more or less completely on the rails.


The campaign is about 5 or 6 hours long, but you'll only feel like you're contributing anything to the experience for half that time. Enormous chunks of missions are either you watching action unfold in pre-rendered events that you have no control over, or you simply nudging the analog stick forward so your character reaches the next event.


Black Ops 2, like most COD games before it and other similar titles like Battlefield and Medal of Honor, is about taking things out of the player's hands so the visuals and engine physics can shine. Yes, this allows for more "cinematic" looking moments, but it's not a good way to tell a story.


This isn't to say scripted events can't make for a good cinematic type game. I'd point to the Uncharted series as a way to do this right. The game is full of pre-imagined events that range from entire cutscenes to a singular pre-arranged ledge breaking. But it almost never takes control away from the player, or makes the event seem completely out of the player's hands.


Most notably in Uncharted 3, a cruise ship capsizes and players are forced to navigate their way through the fast-sinking ship, killing enemies and sprinting and climbing through the bowels of the vessel at a frantic pace trying to escape as their surroundings constantly explode and warp around them. There's a similar scene in Black Ops 2 aboard a doomed aircraft carrier, also on the verge of sinking. Again players are forced to kill and run as they try to leave, but it feels entirely less engaging or harrowing. While the same scene in Uncharted required skilled combat maneuvers and strategic climbing paths for escape, the same result can be achieved in Black Ops by holding down the trigger and constantly sprinting forward.


Much of this has to do with the combat style of these games. While a game like Uncharted makes combat feel like something out of a movie with climbing, rolling, jumping and destructible cover, Call of Duty just features endless streams of enemies that you point and shoot at. Three bullets, dead. Three bullets dead. What little strategy is involved just means hiding behind a wall until your health regenerates and you can pop out again. This is even true of less linear campaigns like the Halo series. There may be different "paths of approach," to get through an area, but it doesn't do anything for the story as you play.


Not every game needs to be something like Heavy Rain, which is SO story focused it's barely a game at all, but there are ways to do this better. Making players watch scenes they can't control unfold, only to give them the controller back to kill 200 enemies per level just isn't compelling. In games like both COD and Halo, there's almost no story to be found in the larger world, and it only exists through cutscenes.


Games that do cinematic combat mixed with storytelling gameplay well are titles like Arkham Asylum and Assassin's Creed, where the fighting feels like it could have been easily lifted from an action movie. And if you think between those examples and Uncharted, that the title in question must be third person to achieve this effect, I'll point you to a title like Bioshock, which had both cinematic gameplay AND a hugely compelling story revealed through that gameplay. Barely any scripted events or cutscenes were required.


The singular best example of storytelling through gameplay is another FPS, Portal 2. There's not a single cutscene in the entire game, your character doesn't even speak, but it's an incredibly engaging experience that fuses both story and gameplay. GLaDOS taunts you, Wheatley cracks jokes and as you play, you slowly learn about the history of Aperture as you descend into its levels. And the entire time, you're always, always in control.


Black Ops 2 and many other games like it barely want you involved at all. Having someone sprint through a movie is not a good way to tell a story. Players want more interaction, not less, and great looking scripted events have to be paired with equally cinematic and dynamic combat, and a story that can't just be observed, but lived, as you play through the game.


Black is a 2006 first-person shooter video game developed by Criterion Games and published by Electronic Arts. It was released for the PlayStation 2 and Xbox in February 2006. The player assumes control of Jack Kellar, a black ops agent being interrogated about his previous missions involving a terrorist operation. Gameplay involves players confronting enemies by using firearms and grenades. The game is notable for its heavily stylized cinema-inspired action as well as its sound quality and focus on destructive effects during gameplay.


Black received generally positive reviews upon release. Critics praised the gameplay, sound design and presentation, but criticized the game's short length and lack of multiplayer. Despite Criterion's desire to develop a sequel, creative differences with Electronic Arts ultimately ended plans for one. As such a spiritual successor, Bodycount, was created by the same developers at Codemasters and released in 2011.


Black is set in Ingushetia and Chechnya, Russia. The protagonist is Sergeant First Class Jack Kellar (Marty Papazian), an inadequately disciplined member of a CIA black ops unit. The unknown interrogator (Paul Pape) questions Kellar about an arms smuggling terrorist organization and gang called the Seventh Wave who have been responsible for a number of terrorist attacks and homicides. The interrogator explains that, unless Keller co-operates, he and his actions will be declassified, meaning he will be convicted at court-martial, dishonorably discharged, and imprisoned for life. Though initially resistant, Kellar agrees to tell his story.

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