My Life as an Adventurer: Day 3 in Skyrim VR

My journey to Bleak Falls Barrow was not without incident. Two rather angry giants took a disliking to me after I paid some interest in the contents of their treasure chest. A wholly unfair act of judgement with a punishment not fit for the supposed crime; a thwacking with their massive clubs. I decided to resolve and not interact with any more of these wandering nuisances as I recuperated and ventured forward; after all, I have a mission to achieve.

Skyrim VR: VRFocus' Adventuring Life screenshot

As I approach the top of the mountain side upon which Bleak Fall Barrow resides I feel the air growing colder. A steep set of stairs stands before me, and I know exactly what will be waiting at the top. I’ve been in Skyrim long enough to know that bandits like to set up camp outside ancient ruins, especially on mountain tops. Drawing my sword as I approach, I’m proven right. These two are short work however, and upon ransacking their corpses I quickly realise weren’t the most efficient thieves in the land. There’s loot here at Bleak Falls Barrows, but it’s not going to be with the living.

Sure enough, more bandits wait inside with nothing of value; even their lives. They fall, one-by-one, and leave nothing behind but a lifeless corpse. I venture further into the depths and find all sorts of menacing traps lying in wait, but it’s only when I reach the crypt do things become interesting.

Suddenly I become surrounded. The dead are rising from the crypts as Draugr warriors; armed and shielded and vying for my blood. I’ve heard of such things before, but never encountered them face-to-face. As I try and cut them apart, I realise that their dry, shrivelled skin must have a weakness: fire. I turn my attention to a flame spell I had learned some years ago and, though not practiced in it, it makes quick work of the enemy. I feel drained however, unable to mentally channel my energy. I must look for some other way to combat any further Draugr I encounter.

A few corridors and stairways pass by and suddenly I’m encased in spider-webs. Not my ideal scenario, but an enemy I am much more familiar with; a giant frostbite spider. I deal with it quickly and free a captive from its web, only to find that he has the Golden Claw that will be required to open the door to the final chamber. He’s not exactly grateful to me for freeing him though, and quickly hotfoots it in the opposite direction. Git.

If he won’t share with me, I don’t want to share with him. Boom, you dead, sucker. He’s no warrior, and looting his corpse gives me not only the Golden Claw, but also the key on how to use it hidden away in his journal.

I venture forward, noticing flammable liquid on the floor and detaching lanterns attached to the ceiling to aid the speed at which I feel the Draugr that pursue me. Eventually I reach that final room. I inspect the area before activating the Golden Claw in the door, but no treasure lies here. It must all be within this final chamber.

As the door slides out of my way and I ascend the stairs it reveals, I find myself in a huge open space; running water, bridges and various pieces of once glorious furniture adorn what must be a burial chamber. Something calls me from beyond the decaying luxury however; a word inscribed on the back wall.

I cannot tell you what happened to me in that moment. It was like I became possessed by that word. All of my surroundings disappeared and all I could see was a language I don’t understand. The waves of time flew by and yet it felt like only a second had past. Little did I know that during this time something had awoken.

Regaining my composure I turn to see a Draugr awakening: a fierce looking beast of a former man, heavily equipped and eager to punish me for disturbing his sleep. He is, however, very slow. I sprint towards it and hack away with my sword before it even manages to get to its feet. It’s handy being light-footed sometimes.

I find the treasure I came for upon the felled Draugr; the Dragonstone. Now I must return to Dragonreach. Wasting no time I find a quest giver happy to receive me and Jarl equally happy to reward me, but at the same time a new mission has been placed upon me: a dragon has been sighted, and I must venture forth with a detachment of Whiterun guards to investigate.

My Life as an Adventurer: Day 2 in Skyrim VR

A new day has dawned and I am free. A big wide world stands before me, and I can do whatever I want with it. My new found companion suggests that we should part ways and this I should head to Solitude, but this is not what I came to Tamriel for.

I take it upon myself to follow my companion until we arrive at Riverwood. After all, he tells me he believes I’ve earned my freedom and so I intend to use it. Upon entering the small mill town I meet a young man by the name of Sven, who tells me he has designs on a local lass named Camilla Valerius. However, she is already involved with an archer who works at the mill, and so together we hatch a plan to bring one Faendal down. I have never met Faendal, but it’s so very hard for me to ignore my more mischievous side at times.

Skyrim VR: VRFocus' Adventuring Life screenshot

After meeting with the local blacksmith and relieving him of many of his possessions, I locate Camilla in the store she and her brother run together. I deliver a letter which is suggested to be from Faendal and, unsurprising, Camilla is not amused. It’s only after leaving the premises to inform Sven of my success that I meet Faendal; a short, dull-witted Wood Elf for whom I feel less sympathy than I did before I lead the love of his life to spurn him. A bad deed perhaps, but one which has brought me great pleasure.

I soon get bored of these people and their trivial lives. As entertaining as wreaking havoc amongst their loved ones and staling their possessions may be, I intend to find greater fortune and set out on the road to Whiterun.

Well, I say road, but Whiterun is actually a fair distance away, so forget that. Instead I decide to take a shortcut, passes over fields and through streams. A few dead wolves and nasty fish bites later and I find myself arriving at Whiterun stables on outskirts of the city. As I approach the gates of Whiterun I’m told the city is closed; have they not heard of my heroic deeds?! Or, at least, the reputation I am somehow attaining for being a hero…

I smoothtalk my way passed the guard and I’m in. But its night time and I don’t know the layout of the city. Quickly deciding that breaking-and-entering is not wise until I’ve done at least some surveying, I decide to head up to the keep, known as Dragonsreach, and see what goodies the Jarl keeps tucked away, however upon my arrival I find that things aren’t quite as I expect.

Skyrim VR: VRFocus' Adventuring Life screenshot

The Jarl and his advisors look to me not only for information, but also for assistance. Who I am now? First a convict then a messenger, now some sort of sword-for-hire? They better pay me right for this.

After some rambling about bad guys, high kings, obtaining information, fetch quests and such, they give me the destination of Bleak Falls Barrow. And I’m off. I can’t stand chitter chatter anyway.

My Life as an Adventurer: Day 1 in Skyrim VR

I am FocVRus, a wizard of unequalled intelligence in the land of Skyrim. My fame until now has been muted, but the path of fate that lay out before me was not one I could have expected. Taken captive as punishment for a crime I did not commit, I soon found myself plummeting down a rabbit hole of destiny from which there was no escape, and now somehow the fate of the world rests upon my shoulders. What a burden to bear.

Skyrim VR: VRFocus' Adventuring Life screenshot

I awoke travelling upon a cart with two beaten looking men, and one who had been both gagged and bound. My morning had begun in a sorry state, but was nothing compared to what was still to come. One of the passengers was quick to inform me that the tied-up man to my right was in fact Ulfric Stormcloak; a rebellion leader with a reputation I was aware of, but I did not have time to be worried by such trivial matters such as who governed the land. Such concerns are for people who live within society, not on the fringes of it. Yet still, here I was in the company of a traitor/hero – depending on which side of the coin you sat – on my way to meet a grisly end.

During the journey I was informed of the situation Mr. Stormcloak had found himself in, and upon arrival at our destination, Helgen, it was clear that the Imperial Legion were not about to accept my innocence in his presence. Another of the captives, Lokir, attempts to make a run for it and is shot dead by archers. I however, would accept my demise gracefully.

As I lie down upon the chopping block, the black-masked face of death starring upon me brandishing his axe, something not too short of miraculous happened; a dragon swooped in an lay waste to the entire of Helgan.

Skyrim VR: VRFocus' Adventuring Life screenshot

Without great choices for ally I followed Ulfric and his Stormcloak companion, all the while attempting to avoid the dragon’s blaze. My hands still in cuffs I am unable to defend myself, but my feet can move me to safety if I avoid detection. A guard takes pity on me and escorts me across the burning battlefield, telling me to stay close in order to survive. He soon realises that he alone cannot take on the dragon, and unties me if only to provide himself with another sword by his side.

We run together through a dungeon, entertaining colleagues of my new found ally before battling knee-high spiders with the new sword I’d acquired. With my newly freed hand I’m now able to use my casting ability, healing myself every step of the way as Stormcloak stragglers hit hard and insect bites are not easily avoided. Soon, we see daylight, and freedom is truly mine once again.

3dRudder Announces Support for Fallout 4 VR and DOOM VFR

This holiday season has seen a boom in AAA virtual reality (VR) videogame releases, with Bethesda Game Studios brining a trio of big name franchises to the medium for the first time. While The Elder Scrolls V: Skyrim VR remains a PlayStation VR exclusive, both Fallout 4 VR and DOOM VFR are available via Steam, and as such now benefit from compatibility with third-party locomotion input device, 3dRudder.

3dRudder photo

Fallout 4 VR launched earlier this week, and while the videogame was designed exclusively for HTC Vive many owners of rival head-mounted displays (HMDs), including Oculus Rift, have found workarounds to allow for compatibility. 3dRudder works on a similar principle, with the ‘native’ support offered from the device end opposed to being developed in-house at Bethesda Game Studios.

The same principle applies to DOOM VFR of course, which launched on the 1st December 2017, for both HTC Vive and PlayStation VR. However, it should be noted that the 3dRudder isn’t currently compatible with the PlayStation 4 console or the PlayStation VR HMD.

“I am pleased to report that Fallout 4VR and Doom VFR both support natively the Award Winning 3dRudder foot motion controller,” reads an official statement from 3dRudder. “3dRudder is a unique foot motion controller for VR games and applications which provides intuitive control solutions to virtual reality mobility issues.”

VRFocus delivered reviews of both Fallout 4 VR and DOOM VFR upon launch, stating of the latter: “Ultimately DOOM VFR stands as a fine example of just what can be achieved with the FPS genre in VR as of today, lining-up against Robo Recall as an action-heavy experience that throws the rulebook out of the window.”

3dRudder photo

With both Fallout 4 VR and DOOM VFR having been well received by VR specialist critics and much of the core VR audience, these two new additions to the 3dRudder compatibility list will likely gain much attention. Two new videos, embedded below, showcase the device in action with each title.

The 3dRudder is available to purchase now, priced at $139 USD. VRFocus will keep you updated with all the latest details on the 3dRudder locomotion input device.

 

Fallout 4 VR Resolution Fix Now Available for SteamVR

Fallout 4 VR launched for HTC Vive earlier this week and was met with significant critical acclaim. However, since launch some users have been finding issues in the videogame’s graphical effects. Bethesda Game Studios has released a patch for the videogame to counter these issues.

Fallout 4 VR screenshot

The third virtual reality (VR) title to come from Bethesda Game Studios this holiday season, Fallout 4 VR follows The Elder Scrolls V: Skyrim VR and DOOM VFR as brave new steps for first-person adventure and shooting experiences in the medium. All three have found comfortable homes amongst the core audience, and The Elder Scrolls V: Skyrim VR in particular has been considered to have a significant impact on the growth of the VR audience.

Fallout 4 VR in particular has been warmly received due to the depth of the experience, however this has been marred for some people due to low resolutions and flickering effects. The patch, available now, will supposedly fix these issues.

It’s worth noting that Bethesda Game Studios has offered recommended PC specifications that exceed that traditional VR standard, suggesting that Nvidia 1070 graphics cards will offer significantly better performance.

Fallout 4 VR screenshot

The patch, according to Bethesda Game Studios, is available as below:

The beta has been updated to version 1.0.30.0. In addition to the below mention features, this version includes the following:

  • Adjusted default application supersampling value to 1.2
  • Fixed an issue where foliage would flicker while moving the headset.

We’ve identified a fix for those of you experiencing blurriness/low resolution in Fallout 4 VR. There is a beta update now available on Steam.

Please see below for the list of patch notes that reflect what’s addressed in this beta update.

  • Fixed an issue that would affect the in-game resolution based on desktop resolution
  • Increased default application supersampling value from 1.0 to 1.4x — To change this value up or down to adjust performance or quality, add the following to your Fallout4Custom.ini in My Games/Fallout4VR:
    • — [VRDisplay]
    • — fRenderTargetSizeMultiplier=< your value
  • Fixed an issue where players would be unable to use the world rotate functionality while commanding companions
  • Stability improvements

To opt-in to the Steam beta update please follow the instructions here:

How to access the Steam Beta:

  1. Log into Steam.
  2. Right Click on Fallout 4 VR in your Library.
  3. Select Properties.
  4. Select Betas.
  5. A drop down menu will appear. Select Fallout 4 VR Update 1.0.30.0
  6. Select OK.
  7. Wait for the game to update.
  8. When done, Fallout 4 VR Update 1.0.30.0 should appear in your Library

 

 

Review: Fallout 4 VR

So it’s time for Bethesda Game Studios’ final major virtual reality (VR) release of 2017, and it’s a big one: Fallout 4 VR. Previously the developer has released The Elder Scrolls V: Skyrim VR and DOOM VFR, both of which have seen near universal acclaim, showcasing that a standard videogame port to VR can work, and work well, when given the attention it deserves. Fallout 4 VR has been shaping up to be the most revered, allowing players to submerge themselves in the wastelands of the Commonwealth like never before, utilising the HTC Vive’s precision roomscale tracking system to begin a journey that can take hundred’s of hours depending on play style.

VR gamers have desperately wanted a deep and engrossing adventure that perfectly symbolises what the technology is all about. Somewhere in which they have the opportunity to delve into a virtual world, feel keenly connected to it, and that the actions they take have consequences; whether good or bad. The past has seen this slowly take shape with role-playing games (RPGs) like The Mages Tale, but just like The Elder Scrolls V: Skyrim VR before it, Fallout 4 VR aims to take fantasy immersion to another level.

Fallout 4 VR screenshot

If you’ve played the original before it you’ll feel instantly at home with Fallout 4 VR, coming back to a title with seemingly infinite possibilities. For those that haven’t, if this is your first introduction to the Fallout universe, then take your time – and it’s going to take a lot of it – as you learn about the wrist-mounted inventory system that is Pip-Boy, V.A.T.S – which has been reworked for VR – and whilst encountering all manner of characters, creatures, and hostiles in a videogame that’s as equally demanding as it is rewarding.

Straight from the off Fallout 4 VR looks amazing. For such a demanding title – Bethesda recommends an Nvidia GeForce GTX 1070 as the minimum GPU, yet VRFocus used a GTX 1060 – it runs very well on HTC Vive. Sure it’s not got that same crisp quality you’d get on a HD TV but that first time you look over the rubble of Sanctuary after leaving the vault is a glorious moment, especially now that you’re actually standing there.

Like any large, open-world style RPG title, controls, and more specifically VR locomotion is a major factor. This one element can break or cement that feeling of presence, so thankfully Fallout 4 VR comes with a wealth of options. First off (and set by default) is teleportation. This is the go-to mechanic for many a VR developer, and whether you love it or hate it, it does work, enabling you to jump around a world comfortably – but not very far, which is undeniably awkward when you consider the expanse of the videogame.

Fallout 4 VR screenshot

To truly get the most out of Fallout 4 VR you need to go straight into the settings and start having a play. These are easy to find in the menu as everything VR related is handily contained in a listing labelled ‘VR’. Here you’ll find a welcoming selection of options to tweak and alter until you can get everything just so for your personal preference, from changing the way you can view the Pip-Boy, to those all important direct, smooth locomotion settings. Depending on how comfortable (or familiar) with VR you are, VRFocus would always recommend smooth locomotion, it simply makes the entire experience that much more fun and engaging. The first time you come up against some raiders, rather than hop about the place teleporting you can just run in there, or strafe between cover, popping heads or shooting off limbs. Make no mistake this system does require some getting used to, as the touchpad on the HTC Vive controller is very sensitive, but it’s the only way to play Fallout 4 VR.

Talking about sensitivity and getting used to things, the actual menus – either the main videogame ones or Pip-Boy are a bit twitchy. You’ll most likely find at first that the highlight bar jumps all over the place as clicking the touchpad will cycle through one set of options, while just touching the top or side will do something else. It can get infuriating at points, however there’s so much information to access and with a limited amount of input options it’s kind of understandable why Bethesda went for this approach.

This complexity does carry on somewhat into the building mechanics. The right controller handles the scrapping process, aim the marker, press the pad to acknowledge then press the trigger to confirm. It’s these little processes that can make Fallout 4 VR slightly disjointed, opting for a more ‘are you sure you want to do this’ approach instead of letting you get on with the job in hand. While the left controller handles all your building options, with the main selection spinning around just above the controller. This is quite nice to use, you can see everything right there in front of you, making for an easier selection process. In the workshop mode you are resigned to just teleportation – no matter your settings – so there’s no way of getting away from the movement system completely.

Fallout 4 VR screenshot

Something’s have improved over the original more than others and one of those is definitely V.A.T.S. The system for dismembering opponents goes into a slow-motion mode where you can pick a limb just by aiming and remove it from said foe. The process has a much more satisfying effect in VR than it ever did on a TV screen, so much so you’ll be popping heads left and right.

Fallout 4 VR is such a massive experience that VRFocus could go on writing for hours. What you want to know is, is it worth investing your time in? That’s an easy yes. What Bethesda has done with Fallout 4 VR is create the ultimate Fallout experience. Yes you may have preferred Fallout 3 but this is the version you’ve got in VR, and it’s a stunner. If you have HTC Vive then you need this, just bear in mind that it might be 2018 before you take the headset off.

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DOOM VFR Launches on PlayStation VR and HTC Vive

The long-awaited virtual reality (VR) exclusive DOOM VFR is no available for PlayStation VR and HTC Vive throughout North America and Europe. Developed by Escalation Studios in conjunction with Bethesda Game Studios, DOOM VFR is a visceral VR rendition of the familiar first-person shooter (FPS) genre that the original DOOM helped to popularise.

DOOM VFR screenshotDOOM VFR makes significant adaptation of the traditional DOOM formula to allow for the limitations of modern VR. While the immersive nature of the videogame is second-to-none, the control mechanics are undeniably limiting. As such, one aspect that has seen significant changes is the videogame’s melee system.

What’s better than shooting demons on Mars? Bashing their heads in with the might of your own bodyweight, of course. DOOM VFR may not feature the same horrific glory kill animations as 2016’s DOOM, but the mechanic still exists in a new form, as can be seen in a new gameplay video below.

VRFocus recently delivered a review of DOOM VFR, stating “It’s true that the visual quality has suffered dramatically and the control systems could be seen as far too awkward by many, but the fact that DOOM VFR pushes so hard against the VR grain makes it well worth any PlayStation VR owner’s time and money.”

DOOM VFR screenshotDOOM VFR is the second of three VR titles from Bethesda Game Studios launching this year, with The Elder Scrolls V: Skyrim VR having launched to critical acclaim last month and Fallout 4 VR arriving later this month. However, DOOM VFR is the only title in the line-up that stands as an original title; DOOM VFR is a standalone release that is tied to DOOM in setting only, whilst The Elder Scrolls V: Skyrim VR and Fallout 4 VR are essentially VR adaptations of traditional PC and console videogames.

DOOM VFR is available now with a suggested retail price (SRP) of £19.99 GBP, a remarkable price point considering both The Elder Scrolls V: Skyrim VR and Fallout 4 VR are offered at full retail price. Worth of note however, is that, at the time of writing, Amazon is offering the videogame for £14 on PlayStation VR and £12 for HTC Vive.

You can watch VRFocus grabbing a Berserk power-up and executing numerous demons in the short video below, and be sure to stay right here for more details on Bethesda Game Studios’ other VR titles.

Watch the First 15 Minutes of DOOM VFR on PlayStation VR

Bethesda Game Studios are set to launch DOOM VFR for PlayStation VR and HTC Vive tomorrow, and VRFocus has already dug in deep amongst the hellspawn. A standalone title developed exclusively for virtual reality (VR), DOOM VFR is a first-person shooter (FPS) that pushes the genre forward into a new medium.

DOOM VFR screenshotIn DOOM VFR, players take on the role of a recently deceased space adventurer now taking on the role of a cybernetic spirit. Under a top-secret UAC operational contingency protocol, your consciousness is transferred to an artificial brain matrix. Activated by the UAC to fight the demon invasion, your designated purpose is to restore operational stability and use any means necessary to stop the onslaught of demons. Sound easy? It’s not.

Ahead of tomorrow’s launch, VRFocus delivered a review of DOOM VFR, stating: “Ultimately DOOM VFR stands as a fine example of just what can be achieved with the FPS genre in VR as of today, lining-up against Robo Recall as an action-heavy experience that throws the rulebook out of the window.”

Despite being a standalone release, DOOM VFR is offered at a budget price point: just £19.99 GBP at suggested retail price (SRP). Further to that, Amazon is currently offering the title for £14 on PlayStation VR and £12 for the PC edition of the videogame. VRFocus made not of this bargain price point in a recent feature discussing why it’s great for VR.

DOOM VFR screenshotA video featuring the first 15 minutes of gameplay from DOOM VFR follows below, featuring the tutorial (using two PlayStation Move motion controllers) and the opening of the first mission. Watch as the basic components are taught to the player before hell literally breaks loose.

DOOM VFR is just one of three VR titles coming from Bethesda Game Studios this holiday season, with the recently released The Elder Scrolls V: Skyrim VR already proving popular amongst critics and consumers alike and the HTC Vive exclusive Fallout 4 VR set to launch very soon. VRFocus will keep you updated with all the latest details on DOOM VFR and other VR titles from Bethesda Game Studios.

Review: DOOM VFR

Last year’s rebirth of the DOOM franchise was met with rapturous applause from both critics and consumers alike, as the Xbox One, PlayStation 4 and PC title redefined the all-action, guns-blazing first-person shooter (FPS) videogame for a new generation of player. This year’s Nintendo Switch port was equally well received, and now we come to DOOM VFR; the virtual reality (VR) exclusive sequel-not-sequel.

DOOM VFR screenshot

DOOM VFR is a standalone release for PlayStation VR and HTC Vive that does not require the player own 2016’s DOOM, nor have any knowledge of it. While DOOM VFR has a story that ties-in to that inspiration and shares many assets and gameplay mechanics, it is a unique entry in the franchise that expands on the universe. And unique it is, for while you may have been playing DOOM for over 20 years, you’ve never played it like this.

The storyline itself is about as important as Marcus Fenix’s family history: far from an essential piece of the puzzle but you’ll still wonder exactly why the developers decided to go into such detail. Here, for the first time in a DOOM videogame, the player’s character will narrate the action in more than just simple groans and quips. The player enters the shoes of a character that is more than just a blank slate, somewhat at odds with the going trend of VR design philosophy but none the worse for it.

What’s truly important in a DOOM experience is of course the action, and DOOM VFR doesn’t disappoint. A decent variety of weapons brought over from the 2016 release will grant the player the opportunity to pick a favourite demon-destroying device and while there’s no longer any forced animation on the glory kill mechanic (due to the requirement of locking the player’s head movement; a sure-fire recipe for simulation sickness) the ability to chain-teleport through enemies in a shower of viscera will quickly be established as a valid tactic.

DOOM VFR screenshotOutside of bludgeoning hellspawn DOOM VFR frequently takes a slower pace than any previous entry in the franchise by asking the player to retread familiar ground almost empty of combat in order to find a way to move forward. But while this sounds like a misstep it actually helps keep the loading times to a minimum and aids the player with learning the minutiae of navigation with what could easily be considered a limited selection of movement options compared to a more traditional FPS experience. On PlayStation VR there are three input options available – PlayStation Move, PlayStation Aim and DualShock 4 – each with its own unique strengths and weaknesses.

The basic locomotion options are teleportation – holding a button will slow time as a glowing icon appears denoting your landing point – and quick step (labelled ‘dash’ in-game). With the PlayStation Move and PlayStation Aim there are no smooth locomotion options, but the quick step is a good alternative similar to the snap-rotation (a 180 degree turn) for avoiding simulation sickness. The DualShock 4 controller does offer a more traditional FPS control scheme however, though the rotation on the right analog stick is still in small increments.

The PlayStation Move control system can be a little frustrating at first, demanding some time to adapt despite the customisation opportunities afforded in the options for button layout. Of course, with DOOM VFR trying to stay as close to the DOOM formula as possible, that time is not offered to you easily; it’s only a few minutes into the videogame before you’re heavily outnumbered, and less than 30 minutes before you’ll encounter your first real firefight.

DOOM VFR screenshotWhile DOOM VFR won’t be considered a lengthy experience by many, prior to the launch of The Elder Scrolls V: Skyrim VR it would stand as one of the more enduring campaigns on PlayStation VR. The fact that the videogame is offered at a budget price (£19.99 GBP) is a reflection of the duration of a single campaign playthrough, and Bethesda Softworks should most definitely be commended for that.

Ultimately DOOM VFR stands as a fine example of just what can be achieved with the FPS genre in VR as of today, lining-up against Robo Recall as an action-heavy experience that throws the rulebook out of the window. It’s true that the visual quality has suffered dramatically and the control systems could be seen as far too awkward by many, but the fact that DOOM VFR pushes so hard against the VR grain makes it well worth any PlayStation VR owner’s time and money.

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The Advantages and Disadvantages of Skyrim VR

The Elder Scrolls V: Skyrim VR launches worldwide today, exclusively on PlayStation VR. Yesterday VRFocus delivered a review of The Elder Scrolls V: Skyrim VR detailing the experience and what it’s like to journey into the world of Tamriel in virtual reality (VR) for the first time. Today, we look in more detail into the mechanics and technical specifications that make-or-break the videogame.

Skyrim_Header

Like many of you, I personally have previously experienced The Elder Scrolls V: Skyrim many times: Xbox 360, PC, Xbox One, Nintendo Switch (albeit briefly) and no also PlayStation VR. Despite this, my enthusiasm for reliving the adventure for a fifth time has not been dampened thanks to the brand new medium. As the subtitle for my review stated, “No matter how many times you’ve experienced Skyrim, you’ve never felt it like this.”

And this is true, mostly for better but occasionally for worse. Today I’ll discuss some of the technical highs and lows of The Elder Scrolls V: Skyrim VR.

The Elder Scrolls V: Skyrim VR screenshot

World Scale

One of the most impressive aspects of The Elder Scrolls V: Skyrim VR is the sheer scale of everything. It’s frequently been noted that VR gives the user a greater appreciation of scale, and this has never been truer than with The Elder Scrolls V: Skyrim VR.

From the long distances to huge overbearing mountains, to the vastness of Tamriel’s great halls, to the club wielded by a giant: The Elder Scrolls V: Skyrim VR may have taken a graphical hit compared to some of the more recent re-releases of the original, but the appreciation of scale more than makes up for it.

Character Interaction

Highs and lows. While characters are undeniably more believable and building relationships is a much more personal affair, The Elder Scrolls V: Skyrim VR’s aged underbelly means it can’t hold a candle to the forthcoming L.A. Noire: The VR Case Files. Facial indicators are rarely detailed beyond binary responses such as happiness and anger, confusion and hate.

Furthermore, the positioning of menus for text-based dialogue options often blocks the face of the character you’re talking to and the options to move when mid-conversation are limited at best.

The Elder Scrolls V: Skyrim VR screenshot

Visual Quality

As stated above, the graphics of The Elder Scrolls V: Skyrim VR are significantly inferior to last year’s Xbox One and PlayStation 4 re-release of The Elder Scrolls V: Skyrim. However, much can be forgiven for the new incidental detail that’s noticeable in the world from a new perspective. Did you know that giant spiders drool? Have you seen the bugs that crawl across tree stumps? Having played many iterations of The Elder Scrolls V: Skyrim, The Elder Scrolls V: Skyrim VR is the first time many of these details have presented themselves to me.

Control Systems

A big one, this. As stated in my review of The Elder Scrolls V: Skyrim VR, the default option when playing with PlayStation Move motion controllers is teleportation. The smooth locomotion option – which allows players to continually move in the direction dictated by the position of their left PlayStation Move simply by holding the large Move button on the controller – is buried away several button presses within the menus. At no point does The Elder Scrolls V: Skyrim VR try to present the huge variety of comfort options available to the player; a lot of digging and experimentation is required in order to get the best out of the control system.

And that’s a shame, as while The Elder Scrolls V: Skyrim VR is playable with a DualShock 4 controller, the PlayStation Move offers a much more immersive experience. Combat that relies specifically on your own motion, interaction with objects and the feel of the world is all heightened with motion controllers.

Fade to Black

Another double-edged sword. When The Elder Scrolls V: Skyrim VR has to rely on forced movement – most notably in the opening sequence of the videogame or when the player encounters a push move from an enemy that clocks over a specific (unknown at present) distance – the videogame cuts to black before reopening with the player in a new location. This is a concession to avoid inducing simulation sickness, of course, but when you’re in the midst of a battle or a quest, it can certainly be disorientating.

The Elder Scrolls V: Skyrim VR screenshotThe Elder Scrolls V: Skyrim VR is available now exclusively for PlayStation VR. I myself have already spent numerous hours in the videogame playing as several different characters, and will be bringing you commentary on my adventures a little down the line. Have you already jumped in? Let VRFocus know in the comments section below.