Wolfenstein, Prey and The Elder Scrolls: Bethesda Look to Continue VR Games Bull Run in 2018

2017 was a landmark year for virtual reality (VR), with not only the hardware maturing but also a number of huge entertainment properties making their way to the medium. Leading the charge was Bethesda Softworks, with adaptations of three of their most popular videogame experiences. Now, at the Electronic Entertainment Expo (E3) 2018, the publisher has confirmed three more titles are on their way, and this time VR is coming closer to home.

The first VR title confirmed at this year’s event was a brand new standalone experience set within the Wolfenstein universe, Wolfenstein: Cyberpilot. Following a fashion similar to DOOM VFR, Wolfenstein: Cyberpilot takes place two decades since the events of Wolfenstein II: The New Colossus. It expands on the storyline presented within the bloodline titles while casting the player in a new role: in this case, a fire-breathing Panzerhund and other familiar war machines. The second title, an expansion to 2017’s Prey reboot, presents an interesting new competitive mode, playable against non-VR players. Set to be offered as part of the with Prey: Mooncrash update later this year, Prey – Typhon Hunter pits one player against several others cast as Mimics with nothing more than survival being the objective.

An additional new gameplay mode coming to Prey offers a single-player escape room scenario, called TranStar VR. As one of several TranStar employees the player will be faced with finding a solution for puzzles laid out ahead of them in different environments from the Talos I space station.

While these all sound like incredibly enticing gameplay opportunities and potentially huge boons to the entertainment side of VR, the third title is undoubtedly the most interesting. Presented as a videogame built for smartphones, The Elder Scrolls: Blades is apparently coming to every conceivable format; including consoles, PC and VR. In fact, according to Todd Howard, Director and Executive Producer at Bethesda Game Studios, it would appear that The Elder Scrolls: Blades will hit ‘most every head-mounted display (HMD) aside from PlayStation VR.

“This is an Elder Scrolls game that you can play however and wherever you want,” stated Howard during Bethesda Softworks’ pre-E3 press conference yesterday. “And we are going to bring Blades to every device and system we can; phones, PCs, consoles, also virtual reality on mobile, all the way up to high-end VR on PCs.”

That is of course not confirmation that The Elder Scrolls: Blades won’t launch on PlayStation VR, but the wording seems very specific. Time will tell on that front.

Right now however, what we do know is that with The Elder Scrolls: Blades, VR is being treated as part of the standardised array of formats. Players will be able to enjoy playing The Elder Scrolls: Blades on their smartphone against players in VR, or on their console with VR players. Exactly how this will play out is not yet known, but the fact that one of the biggest videogame producers in the world is looking at VR as a peer to smartphone, console and PC gaming is undoubtedly an exciting takeaway from this year’s E3.

But given last year’s successful VR push it’s no wonder Bethesda Softworks are looking to bring more titles to VR. The publisher has quickly become synonymous with some of the most exciting and enduring experiences available through the relatively youthful medium and in 2018 will be looking to cement that position way ahead of the maturing of VR for mainstream audiences. There’s still a chance that Ubisoft might pull something out of the bag during their pre-E3 press conference later today, but as things stand Bethesda Softworks are looking to take home not only the E3 mantel for VR, but also 2018 as a whole.

What to Expect at E3 2018: Bethesda’s VR Games

This year’s Electronic Entertainment Expo (E3) is rapidly approaching, and one question that’s on everybody’s mind is exactly how Bethesda Games Studios intend to follow-up 2017’s virtual reality (VR) success. Rumours on the matter are currently abundant, but what comes next is still shrouded in mystery. VRFocus however, decided to take a look at the likelihood of each currently believed scenario.

DOOM VFR screenshot

New VR Games

Well, yes. It’s more than likely that Bethesda Games Studios will have some new VR titles in the pipeline, and a potential launch in time for the 2018 holiday season is an easy bet to go with. However, will we be seeing more adaptations of past videogames, or perhaps something entirely new? The rumour mill suggests the former, but with a sprinkling of more modern outings, too.

Fallout 3 VR for PlayStation VR

The hugely popular Fallout franchise made its leap into VR last year with Fallout 4 VR for HTC Vive. Following the official PC launch for The Elder Scrolls V: Skyrim VR including Oculus Rift compatibility, we could assume that Fallout 4 VR will eventually follow suit, especially given the subdued announcement that support for more SteamVR compatible head-mounted displays (HMDs) is on the way. However, the PlayStation 4 is yet to receive a VR edition of Fallout.

One could suggest that the PlayStation 4 hardware would struggle with Fallout 4 VR, given that it’s a huge visual leap and massive expanse over The Elder Scrolls V: Skyrim VR, and so the current rumour doing the rounds is that we’ll see a version of its predecessor heading to the PlayStation VR. Whilst VRFocus would love for this to happen – and it’s not entirely out of the question – it feels less likely to have the demand amongst the core audience of, say…

The Elder Scrolls III: Morrowind HD

Arguably the most popular title in the series amongst fans, The Elder Scrolls III: Morrowind has been tipped for a high-definition (HD) remake for some time. With Bethesda Softworks known for loving the opportunity to re-release existing works and the high probability of finding a large audience ready to repurchase The Elder Scrolls III: Morrowind – and with no further The Elder Scrolls news anywhere insight – it’s a credible story that we might hear something at this year’s E3.

What’s more, the idea of packaging the potential remake with a VR edition (though this seems unlikely given Bethesda Softwork’s efforts to ensure VR players purchase both Fallout 4 and The Elder Scrolls V: Skyrim as VR-only editions) would undoubtedly endear new people to this classic title as well as fans of the original to the medium of VR. A win-win, if ever there were one.

Rage 2 VR

While the original Rage has undoubtedly been judged more harshly than was ever considered fair, id Software’s work on a sequel was never in question. The recent rumours that Rage 2 may support VR however; that seems a little more far-fetched. Rage as a franchise has been inherently designed to push the visual envelope, with the original title being arguably the best looking videogame on both Xbox 360 and PlayStation 3. The sequel is likely to position itself with graphical fidelity as a selling point once again, and so a visual downgrade allowing for the 90 frames-per-second and stereoscopy required for VR is perhaps not implausible, but highly unlikely.

Review: The Elder Scrolls V: Skyrim VR

The re-re-re-release of The Elder Scrolls V: Skyrim is a topic that has been discussed at length since the reveal of the PlayStation VR exclusive virtual reality (VR) adaptation back in this year’s Electronic Entertainment Expo (E3), Los Angeles, back in June of this year. Now that the videogame has arrived for all to play however, it’s easy to see why Bethesda Softworks chose The Elder Scrolls V: Skyrim VR to launch the company’s push into the new medium.

The Elder Scrolls V: Skyrim VR screenshotFor the uninitiated, The Elder Scrolls V: Skyrim VR is the same high fantasy adventure as the original base videogame, The Elder Scrolls V: Skyrim, including all three downloadable content (DLC) packs: Dawnguard, Hearthfire, and Dragonborn. The videogame begins with the player creating their character – choosing from race, discipline faith and more, as well as cosmetic details – before being set on a path for greatness. Or, if they so choose, despicableness.

See, while The Elder Scrolls V: Skyrim VR features a main questline which revolves around the player saving the world, the The Elder Scrolls is fundamentally about the freedom of choice within that virtual world. The Elder Scrolls V: Skyrim VR allows the player to completely ignore their assigned crusade and instead behave as they choose. Become a thief and risk being locked-up; harness the powers of darkness in a murderous cult; become rich and buy land en masse. The Elder Scrolls V: Skyrim VR is the first step into a high fantasy world that many have dreamed of since before modern VR even became a consumer product.

And therein lies some of The Elder Scrolls V: Skyrim VR’s biggest problems. As that first step there are undeniably issues with the videogame, mainly with regards to the available control systems. The Elder Scrolls V: Skyrim VR can be played with either a DualShock 4 controller or PlayStation Move motion controllers, each of which has its own strengths and weaknesses.

PlayStation Move arguably increases immersion in the world of The Elder Scrolls V: Skyrim VR ten-fold. The realism of interaction and combat is a huge part of VR, and this is no different here; reaching out to grab an item, swing your sword, draw an arrow to your bow, or cast your spells. It all simply makes much more sense when it’s your hands doing the work. However, movement is certainly an issue.

The Elder Scrolls V: Skyrim VR screenshotWith the default control settings for PlayStation Move, teleportation is the only locomotion option available. This results in an occasionally frustrating lack of world coherency, especially in times of hectic combat. There’s little more annoying than perfectly positioning yourself for a sneak attack, only to be foiled when one guard begins flanking you and your attempt to retaliate is too slow or imprecise to effectively engage, resulting in the failure of whatever keen played you had laid out.

Conversely, using the DualShock 4 controller evades any concerns regarding movement using a tried-and-tested left/right analog stick division. However, the above mentioned detail in interaction is of course curtailed by the lack of any direct involvement from the player beyond a button press.

Exactly how these issues can be circumvented on modern VR hardware is not currently known. The Elder Scrolls V: Skyrim VR does follow the expected route for delivering controls – a series of options that has been devised through the last four years of modern VR development – but it’s highly likely that a better system will be devised within the next year.

In terms of the world that is offered by the videogame once players have chosen their desired input system however, The Elder Scrolls V: Skyrim VR is second-to-none. The snowy, mountainous landscapes of northern Cyrodil may have technically looked better, regardless of whether you play on a standard PlayStation 3 or a PlayStation 4 Pro, but they have never felt better to roam through. A huge adventure lies in every direction and the player is free to go about whatever business they choose, however they choose to do so. The Elder Scrolls V: Skyrim is the closest VR has yet come to a truly free role-playing experience.

The Elder Scrolls V: Skyrim VR screenshotThe achievement made by The Elder Scrolls V: Skyrim VR is one by way of both hardware and design to capitalise upon this. The Elder Scrolls V: Skyrim VR’s level of immersion is simply fantastic, and while Bethesda Softworks could well have gone the route of DOOM VFR and created a shorter spin-off experience, developing a brand new The Elder Scrolls instalment specifically for VR would have taken many years and far too much in the way of resources for what is still a nascent audience. As it stands some may find the price point of the videogame a bitter pill to swallow, but for those who dreamed of a truly immersive role-playing experience, The Elder Scrolls V: Skyrim VR is simply the best opportunity available today.

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Bethesda on Skyrim VR: ‘Finding that perfect balance between player comfort and immersion was one of the biggest challenges’

One of 2017’s biggest virtual reality (VR) titles is set to launch tomorrow, 17th November 2017, and those keen to jump into the world of Skyrim will be keen to find out every last possible detail on how the adventure plays in a brand new medium. VRFocus recently put some questions to Bethesda Softworks to discuss the unique mechanics of The Elder Scolls V: Skyrim VR, the development ethos behind it and what the future holds post-release.

The Elder Scrolls V: Skyrim VR screenshotSpeaking directly to VRFocus, a representative of Bethesda Softworks was obviously very enthusiastic about the project and the work the development team had put into it, suggesting that recreating the high fantasy experience for VR was a ‘no brainer’. Furthermore, we get into the finer details of mod support for The Elder Scolls V: Skyrim VR, and what may be possible in the months following launch.

You can read the full Q&A with Bethesda Softworks below, and be sure to check back at VRFocus for a review of The Elder Scolls V: Skyrim VR later today.

 

VRFocus: DOOM VFR is a brand new title built for VR within the world of DOOM (2016). Why did you choose to adapt The Elder Scrolls V: Skyrim opposed to developing a new experience?

Bethesda Softworks [BS]: First and foremost, we wanted to experience Skyrim in VR and see it for ourselves. We thought that the feeling of being inside that world, facing down enormous Dragons and exploring towering mountains, would be an incredible experience. Once we put the headset on and looked around Skyrim‘s landscape at scale, it was a no brainer. We had to do it.

VR is something we’ve wanted to explore for a long time. It felt like the next logical step where we have this technology that can allow players to feel completely immersed in our worlds, and Skyrim felt like the perfect fit for it. We wanted to deliver something that VR hasn’t seen yet – the first truly open world full game experience in virtual reality.

VRFocus: What changes have had to be made to the core The Elder Scrolls V: Skyrim experience in order to accommodate VR?

BS: Our goal was to provide the core experience of Skyrim, the entire game, without it feeling like a limited experience, and I feel we more than accomplished that. We’ve made significant changes and additions to things like locomotion, combat, world interaction, and the UI/HUD to make the experience more immersive in VR, but this is Skyrim. In VR. With all of the official add­ons. When you put on the headset the scale feels real and the full game is there.

VRFocus: What changes have been made to the HUD and inventory system?

BS: It’s definitely a challenge figuring out the best way to display important information in VR.

In order to ensure an optimal VR experience, the PS Move Controllers need to be in view of the camera which means players need to always be facing in that direction. Early on, we found that this was a bit of a challenge ­ players would put on the headset and then turn all the way around and start going in a random direction. One solution to help keep players facing the right way was to anchor important UI elements so if you can see the compass in front of you, you’re facing in the right direction.

The inventory system was a fun opportunity to allow you to actually inspect an item and have full control of the as if it were in the palm of your hand, instead of pressing the left stick of a gamepad to rotate along an axis.

The Elder Scrolls V: Skyrim screenshotVRFocus: How does the combat system work with motion controllers? Can the player inflict additional damage for aiming at enemy weakpoints or swinging faster?

BS: We spent a lot of time on allowing the player to do with their hands via the PS Move controllers what they would traditionally do via button presses on a gamepad with preset animations. We worked on making very natural­feeling, yet obvious, combat actions such as nocking, aiming, and firing the longbow, firing off spells with both hands, and holding up the shield to put you in a block stance. As with the main game, there are normal attacks and power attacks the latter being executed by pressing the trigger on the PlayStation Move Controller while swinging.

You also feel more powerful in combat. Part of the fun of making combat feel natural in VR is now you have some tricks up your sleeve that you didn’t have before. You can fire the bow and arrow as fast and you’re able to nock and release, you can hold up a shield with your left hand while swinging a weapon with your right, and my favorite is being able to attack two targets at the same time with weapons or spells equipped in each hand.

VRFocus: Can the player parry with weapons as well as a shield? For example, deflecting attacks with a sword?

BS: The player can block with either a weapon or a shield as they could in the original game, but we did not add a parry system.

The Elder Scrolls V: Skyrim VR screenshotVRFocus: How long has The Elder Scrolls V: Skyrim VR been in development?

BS: A little over a year, but this has been something that has been on our minds for a long time – finding a way to bring an even more immersive Skyrim experience to players.

VRFocus: How big was the team working on the conversion?

BS: Without getting into specifics, the team was a combination of developers working together from both Bethesda Game Studios and Escalation Studios.

VRFocus: What was the biggest challenge you faced in adapting The Elder Scrolls V: Skyrim to VR?

BS: Finding that perfect balance between player comfort and immersion was one of the biggest challenges, but we ultimately solved that by simply allowing the player to have a suite of options and settings they can adjust themselves. VR is a very personal experience, so it’s important to allow players that flexibility. If you want to relax on the couch, you can play the game using the DualShock controller. We offer the teleportation movement type for those who may be susceptible to motion sickness, and direct movement for those who prefer smooth locomotion. Optional FOV Filters are also in place to help alleviate any discomfort while turning or moving fast.

The Elder Scrolls V: Skyrim VR screenshotVRFocus: Bethesda has previously stated that there will be no mod support for The Elder Scrolls V: Skyrim VR. Why have you made the decision to not include any support at all over a curated system that ensures player comfort?

BS: In developing Skyrim VR, we focused on making sure that the core game performs and plays exceptionally well on the platform and that we have provided the options and tools necessary for players to have a comfortable and fun time in virtual reality. Launching and supporting that core experience remains our priority, as far as what features we will or won’t add in the future remains to be seen.

$60 for a 6 year old game? Why VR’s Biggest Critics will never Understand Skyrim VR

The Elder Scrolls V: Skyrim VR is the role-playing game (RPG) experience that many have been craving for in virtual reality (VR). The videogame has been designed specifically for the purpose of immersing you in a world of high fantasy; allowing you to create a character and then play out his or her story however you see fit. ‘But we’ve done it all before!’ I hear you say. Not like this, you haven’t. Not in VR.

The Elder Scrolls V: Skyrim VR screenshotIt’s true that The Elder Scrolls V: Skyrim has seen many re-releases across multiple formats in the six years since its debut. In fact, if you follow the PlayStation console bloodline alone, The Elder Scrolls V: Skyrim VR would be your fourth opportunity to purchase the videogame at retail. The most recent of these, The Elder Scrolls V: Skyrim – Special Edition, brought the videogame to PlayStation 4 for the first time, but even if you chose to purchase this package late last year you still haven’t truly experienced The Elder Scrolls V: Skyrim at its fullest immersive quality.

The Elder Scrolls V: Skyrim is played in first-person by default to give the player the feeling that they are the character within the world, opposed to entering the ill-fitting shoes of a prefabricated avatar. Aside from the opening moments of the videogame you are free to choose your own backstory, your own allegiances and even your own moral code. The world has rules, of course, and breaking them can be met with severe penalties, but that in itself is part of the wholly engrossing design of The Elder Scrolls V: Skyrim.

In VR, it’s no longer a case of looking through your characters eyes via a window. You’re not removed from this unique personality you have created by way of a glass screen and living room table. Instead, you are standing in his or her shoes. You are making the decisions not for the character’s betterment, but for your own. VR can put you into a world unlike any other medium, and in the case of The Elder Scrolls V: Skyrim VR, it’s a gorgeous high fantasy world brimming with opportunity to explore, assist, or cause havoc.

The Elder Scrolls V: Skyrim VR screenshotThe Elder Scrolls V: Skyrim VR is more than just another in a long line of re-releases. This is taking the franchise into a brand new medium for the first time; more comparable to a film adaptation of a book than a simple new port of a console videogame. The fact that Bethesda Softworks is delivering the newest edition of a well worn videogame at full price can be taken two ways: that it’s a publisher trying hard to milk their franchise, or that it’s recouping investment in a nascent but exciting new medium.

For owners of the PlayStation VR that have truly experienced what the medium can offer, the second point of view is likely to define their holiday season.

Bethesda Utilises Escalation Studios VR Talents for The Elder Scrolls V: Skyrim VR

In February this year Zenimax Media Inc. announced the acquisition of virtual reality (VR) content developer Escalation Studios (Please, Don’t Touch Anything, Herobound Gladiators) to help with various projects. Now it’s been revealed that Escalation Studios has lent its talents to The Elder Scrolls V: Skyrim VR, which is due for release on PlayStation VR this Friday, 17th November.

During an on-stage interview with Bethesda Softworks, Content Manager, Anne Lewis, she asked Andrew Scharf, Lead Producer, Bethesda Game Studios if the team had been working with anyone else to make The Elder Scrolls V: Skyrim VR a reality, to which he responded: “We’re working with a great team at Escalation Studios. They recently joined the Zenimax family and we’re really happy to have them. They’ve been on the forefront of VR, they’re one of the best VR developers in the industry.”

The Elder Scrolls V: Skyrim VR screenshot

Scharf went on to reveal Escalation Studios played a part in another of its big franchises coming to VR, Fallout 4 VR. “They’ve helped us hit the ground running with both Fallout and Skyrim VR,” he continued. “Helping us come up with smart solutions to some of the considerations you need to make when you’re developing a title for VR and redesigning games systems to work for VR.”

While both titles maybe several years old, the launch of The Elder Scrolls V: Skyrim VR this week for PlayStation VR and Fallout 4 VR in December for HTC Vive, are hotly anticipated, offering players a new way to immerse themselves in these fantasy/sci-fi universes. And let’s not forget about DOOM VFR which is coming to both aforementioned headsets on 1st December.

For The Elder Scrolls V: Skyrim VR fans looking for more info prior to launch then there’s always today’s livestream event to see the videogame in action, or read VRFocus’ most recent preview from Gamescom.

The Elder Scrolls V: Skyrim VR will come complete with all the downloadable content (DLC) previously released for the videogame, Dawnguard, Hearthfire, and Dragonborn, but there won’t be mod support. Last week also saw Sony Interactive Entertainment (SIE) announce the PlayStation VR Skyrim VR Bundle featuring the title and the latest version of the headset.

VRFocus will continue its coverage of The Elder Scrolls V: Skyrim VR, reporting back with any further updates.

Bethesda to Host Live The Elder Scrolls V: Skyrim VR Stream

Bethesda Softworks are preparing for the launch of one of the biggest virtual reality (VR) titles of the year, both figuratively and in terms of content. The Elder Scrolls V: Skyrim VR will be available exclusively for PlayStation VR this Friday, 17th November 2017, but for those who can’t wait to see exactly how the videogame plays Bethesda Softworks are hosting a live play session today.

SkyrimVR_Magic_watermark_1497052192The Elder Scrolls V: Skyrim VR is a fully fledged VR adaptation of 2011’s groundbreaking RPG. Launching alongside a Nintendo Switch port of the original The Elder Scrolls V: Skyrim, The Elder Scrolls V: Skyrim VR will come complete with all the downloadable content (DLC) previously released for the videogame – though not looking likely to receive mod support any time soon – The Elder Scrolls V: Skyrim VR features a huge world littered with unique quests, interactions and experiences.

VRFocus has been hands-on with the VR port of the videogame a number of times, stating in a preview of The Elder Scrolls V: Skyrim VR: “The Elder Scrolls V: Skyrim VR still looks set to deliver an engrossing VR experience unlike anything that’s been seen before. The massive world and potential for hundreds of hours of gameplay is simply light years ahead of the common VR offerings, and for that one could argue that Bethesda Softworks’ lack of generosity regarding the price point of the videogame might actually be justified.”

Today’s livestream, hosted by Bethesda Softworks on the company’s official Twitch channel, will hopefully offer eager fans new insight into that experience and the world in which it takes place. Exactly and what point in the videogame the stream will begin and what quests the player at the helm will take are not yet known. The embed below will allow you to watch the entire play session when it begins today at 5:30pm GMT.

As stated above, The Elder Scrolls V: Skyrim VR is set for release exclusively on PlayStation VR this coming Friday, 17th November 2017. VRFocus will have plenty of coverage coming in the run up to launch, including a developer interview and an in-depth review.

No Go On VR Creation Club Content For Fallout 4 And Skyrim Say Bethesda

When Bethesda Softworks announced the Creation Club back at this year’s Electronic Entertainment Expo (E3) the initial reaction was less than positive – as a quick glance at the like/dislike ratio for the announcement trailer will attest to. The vast majority of the Bethesda audience immediately connected what was being said in regards to Fallout 4 and The Elder Scrolls V: Skyrim – Special Edition with events back in 2015. At that time Bethesda and Valve released paid mods for Skyrim onto Steam and the result was… messy. Both in the implementation of the system and the resultant fan backlash.

Bethesda have, since then, been working hard to underline that Creation Club most certainly is not that. “Mods will remain a free and open system where anyone can create and share what they’d like.” They explain on the official site “Also, we won’t allow any existing mods to be retrofitted into Creation Club, it must all be original content. Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators. All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing. This also guarantees that all content works together. We’ve looked at many ways to do “paid mods”, and the problems outweigh the benefits.” Before tellingly adding. “We’ve encountered many of those issues before.”

That being said, the Creation Club does use a storefront that does use credits bought with real money – which will explain why Bethesda’s apparent half-way house between what they tried to implement in 2015 and the unregulated mod community that has existed to date has still to win over many. And likely won’t.

But with new items, abilities, and gameplay coming to two of Bethesda’s key tentpole products, will it possible that its virtual reality (VR) adaptionsFallout 4 VR and The Elder Scrolls V: Skyrim VR – will also be receiving additional content created by Bethesda Games Studios and its partners? The answer is apparently, no. As confirmed in a recent response to a community discussion on Bethesda’s message board.

“There are no plans to release Creation Club content for either VR title.” Replied Bethesda Games Studios’ Community Content Manager Andrew Griffiths, posting under his community username of ‘Cartogriffi’. Before referring users back to an August interview given by Betheda’s Vice President Pete Hines about the company’s thoughts on VR going into it.

SkyrimVR_Magic_watermark_1497052192Whilst there will be no official support Griffiths was pragmatic as to whether or not the existing mods and content could be converted in some way by the community.

“We have some pretty resourceful fans, and they may figure out how to run mods unofficially, at least on the PC. But it’s worth noting that anything impacting performance is going to hit you a lot harder in VR.”

Fallout 4 VR is due for release for the HTC Vive on 12th December 2017 while The Elder Scrolls V: Skyrim VR will be out later this month on 17th November 2017 for the PlayStation VR. It is also confirmed that Fallout 4 VR will also not be receiving any of the existing DLC for the title, something previopusly indicated in JuneBe sure to read VRFocus‘ previews for both Fallout 4 VR and Skyrim VR and we’ll be sure to bring you more in the run up to launch on both titles, as well as Bethesda’s other VR offering, DOOM VFR.

 

Relive PAX West With HTC Vive

As we’ve already mentioned this week the convention season in the northern hemisphere is all but done, with only Sony’s PlayStation Experience really barring the way to Christmas. Australia on the other hands has PAX Australia to look forward to, which you can find out more about here. The most recent other PAX event however was PAX West, which was held over in Seattle, Washington at the beginning of last month.

Both virtual reality (VR) and augmented reality (AR) had representation at the convention. Over on the AR side Luden.io, developer of VRobot, demonstrated a build of AR god-sim sandbox title ARrived. For VR there was a large number of videogame titles ready to display. Including Oasis Games showing off two videogame titles ahead of release in Light Tracer and Hidden Dragon Legend, Sony had an array of games for the PlayStation VR on display, including the likes of Gran Turismo Sport, 100ft Robot Golf, and the adventures of Quill in the ever popular Moss.

HTC Vive stock image 6It wasn’t just PlayStation VR videogames and hardware that was available to try, however. HTC Vive were also in attendance and now, albeit some time later, the company has released a new video chronicling some of what they got up to over in Seattle. You can check out the video below and be reminded of some of the sights and sounds of the convention, from cosplayers and enthusiasts to some of the more familiar names of VR gaming, such as Bethesda Softworks’ VR division and their adaption of Fallout 4 into Fallout 4 VR. A title VRFocus described as possessing intriguing depths in its recent preview as “given more time [from its initial appearance at E3] there were many of its nuances that revealed themselves through further play”, the implementation of the Vault-Tec Assisted Targeting System (V.A.T.S.) in VR was also particularly praised.

Hardware partners such as Intel, DELL/Alienware and Corsair also feature in the video. For more updates relating to the HTC Vive, or any of the main head mounted displays (HMDs) click the relevant name at the top of the site and get up to date on the very latest news.