VR vs. By Design

One of the columns I’ve been either meaning to or trying to write for some time has been one that takes on the topic of videogames franchises within virtual reality (VR) and this is probably as close as I’m going to get to doing so.  We’ve been told, for what feels like forever at this point, that VR for videogames won’t truly be meaningful unless the big name players and big franchises get involved.

To be honest this idea has always been something of a nonsense.  It works if it works. After all, perhaps the best-known VR title is Job Simulator and that’s got nothing to do with big franchises or non-VR.

Job Simulator - Twitch ChatIn a lot of cases developers will not be able to twist the concept into something that works in VR. Even then there is the little matter of design. Much as the concept of a videogame can only be twisted so far before it breaks, the same is true of the design of existing games. The best VR experiences are always going to be ones designed from the bottom up for VR. A game not originally designed in this way can only be bent so far in its adaption. Again, it might well work – but it may not work. At least in the way the audience expects, if not outright demands.

Speaking of big names and original design let’s contrast two videogames: both using vastly popular brands that are being brought to the world of immersive technologies. The first is Bethesda’s The Elder Scrolls V: Skyrim. Here we have one of the most successful and popular action role-playing games in the history of the videogame industry. It is being brought to VR. Then we have Star Wars, one of the biggest and most profitable film and mixed media franchises in history. This is being brought to augmented reality (AR) thanks to the Lenovo Mirage AR head mounted display (HMD) and the experience Star Wars: Jedi Challenges.

Star Wars: Jedi Challenges Lenovo MirageFor Star Wars you have a familiar concept that sparks the imagination – that of lightsabre duels – that has been adapted to AR from the bottom up creating in Star Wars: Jedi Challenges. Something that not only got people very excited in AR, but from the reports of those who have tried it delivers on its promises.

Contrast that with Skyrim. An existing product that has already been repackaged and repackaged and repackaged at this point. People have also been very excited for it. It is however a conversion and the design has been twisted to fit VR – it has not been designed for it.  The result is that Skyrim VR succeeds in the part that is ‘Skyrim’ but feels a bit disappointing in the actual ‘VR’ part. At least that’s how VRFocus has found it to be. Others were less generous, a headline from Kotaku being perhaps the most shared and discussed opinion – although said opinion was actually that of YouTube channel Super Bunnyhop via Twitter –  that the project was a “complete dumpster fire”.

Ouch.

But oddly, in part of the Twitter thread not quoted in the article, summarise what I’ve previously said: “It’s a shallow complaint, but Skyrim‘s strengths are in immersion and environmental design. Their VR port job worsens both.”

If you’re twisting existing immersion to VR or AR, you cannot expect it to be superior to that which is VR or AR by design.  It’s not a coincidence that the Bethesda VR product that VRFocus’ writers have been the most positive about in their previews from E3 and Gamescom has been DOOM VFR – a game which I silent curse because I keep writing it as DOOM VRF for some reason. (I blame two and a half years of conditioning that R follows V in all things.) There we have the concept of an existing videogame and the design of an existing videogame but here both have been refashioned into something new and specifically for the platform.

It is designed as a VR game.
It plays like a VR game.
It succeeds as a VR game.

Now I’m not saying that success in VR is guaranteed by designing for VR, that’s not how it works. I am saying though that if you have an existing creative design it’ll only twist so far. VR and AR don’t need more square pegs in round holes. What it needs is designers to realise what shape their peg is in the first place.

Release Dates & Platforms for ‘Skyrim VR’, ‘Doom VFR’, and ‘Fallout 4 VR’ Revealed

In the build-up to QuakeCon 2017, which starts tomorrow, Bethesda has announced launch dates for their three major VR titles for the holiday season. Skyrim VR (PSVR) launches first on November 17th, followed by Doom VFR (PSVR, Vive) on December 1st, and finally Fallout 4 VR (Vive) on December 12th, rounding out what promises to be a very merry VR holiday.

Skyrim VR remains a PSVR-only title for now, but is likely to find its way to PC. Bethesda continue to refer to the PC versions of Doom VFR and Fallout 4 VR as ‘Vive’ games, but they are both likely to be playable with Oculus hardware, whether pseudo-officially via OpenVR’s support for the Rift, or with an unofficial workaround to unlock any purposefully imposed barriers, as we’ve seen with other SteamVR games which attempted to block Rift functionality.

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The legendary annual QuakeCon is held in Dallas, Texas hosted by parent company ZeniMax Media is home to publisher Bethesda Softworks’ world-famous IP, with this year’s focus on the Quake World Championships esport competition. Attendees can also get hands-on time with a number of upcoming Bethesda-published games in the Exhibit Hall, including all three VR games, plus Quake Champions, The Evil Within 2, Wolfenstein II: The New Colossus and Dishonored: Death of the Outsider.

The hall will be open from Thursday to Saturday 10am–6pm daily. For further information on QuakeCon 2017, visit the official site.

The post Release Dates & Platforms for ‘Skyrim VR’, ‘Doom VFR’, and ‘Fallout 4 VR’ Revealed appeared first on Road to VR.

Preview: Fallout 4 VR – Good News! The Apocalypse Is Looking Great

One of the highlights of this year’s Electronic Entertainment Expo (E3), Los Angeles, back in June, Fallout 4 VR has become one of the most highly anticipated titles not just for the HTC Vive, but in the whole of the virtual reality (VR) community. The latest demonstration of the videogame, at Gamescom 2017, Cologne, has done nothing to dampen this eagerness.

The build available for hands-on play at Gamescom 2017 is largely the same as that which was shown at E3 earlier in the year, however given more time with the videogame there were many of its nuances that revealed themselves through further play. The unrestrained locomotion will still cause issues for some, but with the teleportation option available also it’s unlikely that many early adopters of modern VR will find cause for concern in the basic functionality of Fallout 4 VR.

The menu system, as an area which had previously called for significant improvement, appears to have been streamlined. Now positioned in line with your controllers – opposed to being fixed to the player’s view – the menus for searching objects and fallen enemies are bold and clear, though sadly navigation of them still requires using the HTC Vive motion controller discs to represent a d-pad, rather than simply pointing with the motion control.

Indeed, this minor issue is still prevalent throughout Fallout 4 VR; no matter how much we play it’s impossible to fathom why the Pip-Boy isn’t presented as a virtual touchscreen (lift left arm to activate, select options with the right motion controller), instead asking you to click a specific area of the motion controller’s disc to select options.

Elsewhere we were able to further dive into Fallout 4 VR’s mission design which, unsurprisingly, remains exactly the same as the original Fallout 4. The on-screen information and signposting is relative to default head position opposed to the direction the player is looking, though it’s rarely presented outside of your field-of-view. Whether this is a conscious decision to pull the player’s focus or simply an easy option isn’t clear at this point, however it does feel a little cumbersome when a mission objective is updated in the middle of heated combat.

Wholly successful however is Fallout 4 VR’s V.A.T.S. implementation. Here the mode simply slows time while the player can still move in real-time, with the area targeted by the player highlighted in the colour that signifies their chances to hit: green, orange or red. Having now spent a not insignificant amount of time playing Fallout 4 VR it was easy for VRFocus to storm through three enemies, injuring two with leg shots to prevent returned fire before attacking the third, most heavily armed, with all-out headshots. As in the E3 hands-on, V.A.T.S. is exhilarating in VR.

The fact that Fallout 4 VR won’t include any of the original Fallout 4 downloadable content (DLC) may be disappointing to many, but it remains true that the videogame already provides a wealth of content – perhaps more than any VR title to date – and for that it could be argued that repaying the premium price for entry is wholly worth it. With Fallout 4 VR due out on HTC Vive later this year, we’ll soon see if the commercial audience agrees with this sentiment.

How Bethesda Lost E3, But Won VR

Bethesda Softworks’ Electronic Entertainment Expo (E3) press conference has caught a bad rap this year. With an endless stream of new titles all confirmed for release in 2017, it would be easy to assume the videogames audience would be satisfied with the showcase. However, while the lack of innovation in a sea of sequels has not been well received, the virtual reality (VR) community has been blessed with exactly what they asked for.

A flurry of big names graced the screen at Bethesda Softworks’ ‘Bethesdaland’ themed press conference. After being offered cotton candy and Ferris Wheel rides amidst a mass of playable demos and free bars, the showcase saw new entries in the Wolfenstein and The Evil Within franchises appeared with a ‘2’ suffix, while new downloadable content was announced for Dishonored 2. A new beta for Quake Champions has been announced and The Elder Scrolls franchise is getting fleshed out further with a new mobile title and a Nintendo Switch port of The Elder Scrolls V: Skyrim. That’s plenty for one publisher, right?

Well, it seems that’s not the case. Despite the hospitality of the publisher for those in attendance and the non-stop rush of new videogames and content being displayed on-screen – one big franchise after another – the general consensus is that Bethesda Softworks might as well not have bothered with a press conference this year. As much as they tried to deliver what their audience wanted (and as well as all of these titles will no doubt perform), the hivemind opinion of the videogames industry is that the publisher isn’t attempting anything new.

Conversely, the VR community has applauded Bethesda Softworks for the exact same thing that the larger industry has critised the publisher for. Two remakes and a semi-sequel have been presented, and all three have been welcomed with open arms.

Fallout 4 VR, originally revealed at E3 2016, has seen significant improvement since its unveiling. Now complete with free movement, V.A.T.S. implementation and a much more complete ‘Fallout’ feeling, Fallout 4 VR has been the highlight of the show for many of those already invested in VR. Fallout 4 VR is currently only confirmed for HTC Vive, and is set to launch late in 2017.

The Elder Scrolls V: Skyrim VR, much like Fallout 4 VR, is a familiar videogame returning afresh in VR. And that’s the punchline: this isn’t another remaster, it’s a complete refresh. The Elder Scrolls V: Skyrim VR may feature the same environments, enemies and quests that you’ve experienced before, but you’ve never experience them like this. The Elder Scrolls V: Skyrim VR is the fourth edition of The Elder Scrolls V: Skyrim to be launched on a PlayStation console and the second on PlayStation 4 alone, but it’s got the potential to be the best by far.

And then there’s DOOM VFR. Although this semi-sequel will reuse a lot of assets from 2016’s hugely popular DOOM it does feature a unique storyline. More importantly however, DOOM VFR somehow manages to not only perform light years ahead of the prototype revealed at E3 2016, but it also finds a solution to many of the problems facing modern VR, including fast-paced movement.

So that’s three VR titles which, for all intents-and-purposes, are old videogames repurposed for VR. But they offer unique worlds for deep exploration in a way that no VR videogame has yet managed. The VR aspect of Bethesda Softworks’ E3 2017 showcase faces the same problems as the traditional videogames designed for play on a 2D screen, and yet they still feel wholly new. Regardless of what you think of VR platform exclusivity or locomotion control systems, there’s no denying that Bethesda Softworks are about to big the medium a huge push forward.

Preview: DOOM VFR – More than Just a Tech Demo, DOOM VFR is a Huge Leap Forward

Bethesda Softworks’ press conference early this week seemed to disappoint many. Most to the titles revealed for console and PC formats have been deemed predictable sequels or updates, with little innovation on show. For virtual reality (VR) aficionados however, it was one of the most exciting showcases of this year’s Electronic Entertainment Expo (E3).

Both Fallout 4 VR and The Elder Scrolls V: Skyrim VR have proven to be popular amongst VRFocus’ audience, and now it’s the turn of DOOM VFR to be blown wide-open through the team’s hands-on preview. You may recall that year’s technical demonstration of the DOOM VR prototype was fairly bland, but now DOOM VFR stands as an original piece of content specifically designed for VR, and it’s wonderful.

DOOM VFR screenshotEssentially a sequel to 2016’s DOOM reboot, DOOM VFR is just as gloriously bloodthirsty as its predecessor. A huge variety of guns, enemies, locations, exploration and everything that made DOOM one of the best videogames of last year is present and correct in DOOM VFR. But how does such fast and aggressive gameplay work in VR? Well, brilliantly. Yes, even the strafing.

Simulation sickness has been a great concern in VR for many years, and while first-person shooters (FPS) seem ideal on paper, in practice it’s been much more difficult to create a comfortable experience. DOOM VFR is a huge leap forward for that. DOOM VFR uses the HTC Vive’s left circle pad for basic movement, which is snap-movement based and allows the player to tap for small steps in increments. Teleportation is also available, and on stunned enemies can be used to move into them for instant kills (though sadly, the glory kill animations haven’t made their way into DOOM VFR). What about that strafing? Well, Bethesda Softworks has coined the term ‘jet-strafe’, which essentially means the player can launch themselves left-or-right very quickly. This, shockingly, is a perfectly comfortable experience.

More time will need to be spent with DOOM VFR to drill-down on the ins-and-outs, hows-and-whys of this mechanic and exactly why it doesn’t induce simulation sickness, as in previous years of VR experience it most certainly should. However, VRFocus was using combination of snap-moving, jet-strafing and teleportation to eviscerate over a dozen enemies in a single scene without encountering any issue whatsoever. The experience was simply thrilling, without concern of a bad feeling when removing the head-mounted display (HMD).

Traditional videogames coming in 2017 from Bethesda Softworks may be without innovation, but in VR there’s a AAA publisher coming to rule the roost. Next to Ubisoft, Bethesda Softworks are arguably doing the most aggressive innovation in VR coming from any of the big publishers, and DOOM VFR stands as one of the most impressive VR videogames coming in 2017. Could DOOM VFR replace Epic Games’ Robo Recall as the best FPS in VR?

Right now, that’s looking like a pretty safe bet.

Fallout 4 VR – What a Difference a Year Makes

 

Last year’s announcement of Fallout 4 VR was met with a fantastic response. The hands-on demo offered? Less so. This year however, Bethesda Softworks has ironed-out the kinks, and Fallout 4 VR is now exactly the experience it should be; including more natural locomotion, an immersive Power Armor HUD and impressive V.A.T.S. incorporation.

To begin at the start, the setting for Fallout 4 VR’s 2017 demo takes place in the same area of the world map as 2016’s demo did: outside the Red Rocket truck stop. A small variety of weapons are equipped to the player’s favourites wheel, accessible on the right circle pad on the HTC Vive’s motion controllers (VRFocus received confirmation today that Fallout 4 VR would also be compatible with an Xbox One controller), including a pistol, laser weapon and a baseball bat. The player aims by manually moving the controller, as would be expected, as can also swing the baseball bat naturally.

Unlike The Elder Scrolls V: Skyrim VRs demo, playable at the Electronic Entertainment Expo (E3) for the first time, Fallout 4 VR feels like a fairly complete rendition of the original videogame. Bodies can be searched, items collected and the all-important V.A.T.S. system finally makes an appearance. It’s different to the original versions of Fallout 4, that’s for sure. But boy, is it fun.

In Fallout 4 VR, V.A.T.S. still slows time and allows you to aim at a specific body part. However, shots are now fired in real-time upon a pull of the trigger opposed to once the final commands have been issued. Furthermore, the player is able to teleport around the enemy by holding the trigger on the left controller, positioning the location icon where they wish to land and releasing. This allows for a clearer line-of-sight, or even a rushing melee attack: at one point VRFocus charged an enemy and with a single blow managed to separate their head from their body, watching the resulting damage dealt in slow motion.

Teleportation is available as standard, however Fallout 4 VR now also incorporates snap-based movement. Rotation is handled by physically moving your body (when using HTC Vive motion-controllers) and tapping up on the left circle pad will move you forward in small increments. This makes for a much more natural movement, allowing for precision through teleportation or speed through rapid clicks. It’s still not perfect of course – no developer has yet nailed the problems surrounding locomotion in VR – but it’s a huge step forward over last year’s Fallout 4 VR demo.

The Pip-Boy integration is still odd; cleverly placed on the wrist but asking the player to consider the new angle of their arm when inputting commands, effectively altering the input system by 90 degrees. However, familiarising yourself with the use of this and the popup menus that appear for items such as the skill tree (effectively acting as a monitor in the world, moveable with the right motion controller) will surely only be a matter of time.

And time is something that many will likely invest in Fallout 4 VR. Despite taking issue with the price of the videogame and the lack of any downloadable content (DLC), many early adopters of virtual reality (VR) hardware will likely jump on Fallout 4 VR. Judging by this latest demo offered by Bethesda Softworks, they’d be right to do so.

Preview: The Elder Scrolls V: Skyrim VR – A Limited Demo Still Brings Excitement

 

The rumours surrounding an Electronic Entertainment Expo (E3) reveal of a virtual reality (VR) edition of The Elder Scrolls V: Skyrim were proven true, and the reaction has been phenomenal. Though it appears that this new edition, simply known as The Elder Scrolls V: Skyrim VR, is currently confirmed for release only on PlayStation VR, the demonstration version of the videogame was highly impressive.

The experience began outside Bleak Falls Barrow, with a small number of bandits reason for an easy takedown as the player gets used to the control system. Using two PlayStation Move controllers, an ability can be assigned to each hand using the ‘favourites’ menu on the left controller’s Circle button. The menus will appear familiar to anyone who has previously played any version of The Elder Scrolls V: Skyrim, though scrolling through them is controlled by the Square and Cross buttons.

With fire and ice spells, a sword and bow available, players of the demo are able to mix-up their combo attacks. You’re able to grab items but not add them to your inventory, meaning the axe that was dropped by the first fallen enemy could be juggled but not equipped; a strange design edition but presumably one made to allow for the volume of players flowing through an event such as E3.

Once entering the dungeon things become much more interesting. The movement is limited to teleportation only, activated by press the Move button on the left controller, but the very precise head tracking allows the player to duck and dodge incoming attacks, lean around corners to view the dangers that lie ahead, and position themselves for stealthy ranged attacks with the bow. This all comes in handy in interior locations, especially when you’re vastly out numbered.

The Elder Scrolls V: Skyrim screenshotThe visual quality of The Elder Scrolls V: Skyrim VR is, surprisingly, very close to that of the PlayStation 4’s recently released The Elder Scrolls V: Skyrim Special Edition. Though the demonstration was brief (a lot more time with the videogame would be needed to evaluate the minutiae of the visual differences) effects such as mist and reflection were all present and correct. The detail on magic attacks, such as ice bolts, did seem to have been significantly lessened, however.

The Elder Scrolls V: Skyrim itself isn’t exactly criticised for its level of immersion, with many gamers across the globe having invested hundreds of hours into the videogame. However, on PlayStation VR it enters entirely new territory. It’s rare that a VR experience at a huge event such as E3 can separate you from the outside world, but The Elder Scrolls V: Skyrim VR achieved this with ease. Any misgivings about the potential of adapting such a huge world to VR – including that of the dreaded simulation sickness – have been washed away with even just a few minutes of gameplay.

Set for release later this year, The Elder Scrolls V: Skyrim VR is currently only confirmed for release on PlayStation VR. In that respect, the PlayStation 4 has yet another reason to become new adopters’ choice of VR host platform, as The Elder Scrolls V: Skyrim VR looks set to stand tall as one of the medium’s ‘must buy’ titles.

Fallout 4 VR Doesn’t Include Any DLC

The Electronic Entertainment Expo (E3) 2017 has been full of announcements so far, and Bethesda’s conference was great for virtual reality (VR) fans. Fallout 4 VR and DOOM VFR set gamer social media on fire, and hopes are high for both videogames – but some gamers might feel burnt by what’s not included in the package for Fallout 4 VR.

According to Bethesda’s press site, Fallout 4 VR includes “the complete core game,” a worrying indicator you won’t be getting any of Fallout 4’s DLC included when you purchase Fallout 4 VR.

VRFocus previously had concerns about Fallout 4 VR during its preview at E3 last year, saying: “Luckily this isn’t a finished product as if it was it’d be woeful, a tarnish on the Fallout series, and VR. Just taking a AAA IP and wedging it into VR doesn’t mean that it’ll work and for the most part it’s not the best VR experience. It’s still early days and hopefully some of these issues can be resolved to provide a title that’s worthy of the heritage.”

With the title commanding a premium price of $59.99 USD, Bethesda has yet to comment on whether or not players who already own Fallout 4 and it’s DLC will receive any sort of discount or free upgrade.

 

Fallout 4 VR will be hitting HTC Vive headsets later this year – support for either Oculus Rift or PlayStation VR is yet to be confirmed.

Let’s hope Bethesda has some sort of plan to accommodate gamers who have already invested in Fallout 4, otherwise they may have a few upset fans.

For the latest news and updates on Fallout 4 VR and up to the minute news from E3 2017, stay with VRFocus.

The Elder Scrolls V: Skyrim VR Confirmed for November Release on PlayStation VR, Includes All DLC

Bethesda Softworks are keen to ensure that you have the opportunity to play The Elder Scrolls V: Skyrim. Or, if you’ve already played it, to play it again. This time for the first time in virtual reality (VR), as earlier today at Sony Interactive Entertainment’s (SIE) Electronic Entertainment Expo (E3) press conference, The Elder Scrolls V: Skyrim VR was confirmed for release on PlayStation VR.

Since that reveal, publisher Bethesda Softworks has not only announced that The Elder Scrolls V: Skyrim is set for a November 2017 release on PlayStation VR, but also that all of the original console downloadable content (DLC) will be included with both the digital and physical editions of the videogame. The official statement issued by the publisher reads as:

“A true, full-length open-world game for VR has arrived from award-winning developers, Bethesda Game Studios. Skyrim VR reimagines the complete epic fantasy masterpiece with an unparalleled sense of scale, depth, and immersion. From battling ancient dragons to exploring rugged mountains and more, Skyrim VR brings to life a complete open world for you to experience any way you choose. Skyrim VR includes the critically-acclaimed core game and official add-ons – Dawnguard, Hearthfire, and Dragonborn.”

Bethesda Softworks also announced two other VR titles for release in 2017 this week, DOOM VFR and Fallout 4 VR. There’s currently no word on whether or not The Elder Scrolls V: Skyrim VR will also make its way to PC VR formats, however VRFocus will be meeting with Bethesda Softworks on the E3 show floor tomorrow, 13th June 2017. You can be sure the right questions will be asked.