PlayStation VR available at all GameStop stores October 13. More than 1,600 stores will open for 12:01 EDT launch.
As expected, GameStop will open its stores midnight Eastern time on October 13 for the PlayStation VR launch. Best Buy has announced to open its stores at midnight on October 13 last month. 1,600 GameStop retail locations across the country will be open for the 12:01 a.m. EDT October 13 launch of PlayStation VR.
Don't Miss: Enter the I4U News Nintendo Switch Giveaway!
"Virtual reality will transform how users experience interactive entertainment,” said Bob Puzon, senior vice president of merchandising at GameStop. “GameStop is the destination for VR and we believe PlayStation VR will deliver our customers an amazing and immersive gaming experience.”
There will be limited quantities of PSVR available at each GameStop store nationwide on October 13 as well as online at www.gamestop.com. Customers can also trade games and accessories and receive an additional 20 percent bonus offer if they apply the credit towards the purchase of a PlayStation VR system.
The PlayStation VR core bundle includes the PlayStation VR system, cables, stereo headphones, and a demo disc with 18 games for $399.99 USD. GameStop is also offering a PlayStation VR Launch Bundle for $499.99 USD that includes everything in the core package plus two PlayStation Move motion controllers, a PlayStation Move Camera and a PlayStation VR Worlds disc. PlayStation VR WORLDS is a collection of five varied VR experiences built exclusively for PS VR.
Eight PlayStation VR games will be available on launch day, including Batman: Arkham VR from Warner Bros. Interactive Entertainment and Rocksteady Studios, RIGS Mechanized Combat League from Guerrilla Games, EVE Valkyrie from CCP Games, and Until Dawn: Rush of Blood from Supermassive Games, with many more launching before the end of the year, including the exclusive all-new Star Wars Battlefront experience from Electronic Arts Inc., DICE and Lucasfilm. In addition, approximately 50 games will launch by the end of 2016—from small independent teams to larger studios at the industry’s top publishers.