‘Skyrim VR’ vs. ‘Fallout 4 VR’ – The Best Bethesda RPG in VR

Bethesda’s recent flatscreen-to-VR ports, Skyrim VR and Fallout 4 VR, face a few common challenges in terms of immersion. Neither are perfect, but at this point in time, both games represent something VR users haven’t had yet: vast and rich open-world adventures that offer a high degree of customization and replayability—so called real AAA VR games. Here I’m going to attempt to break down Bethesda’s flagship VR games into some more identifiable parts so we can see who comes out on top: food for thought for the PC VR gamer who is on the fence between the pair.

Also See Our Reviews

Fallout 4 VR Review – Released December 11, 2017

Skyrim VR for PC Review – Released April 2, 2018

VR Support

Winner: Skyrim VR

Photo by Road to VR

At the launch of Fallout 4 VR—for whatever reason—Bethesda didn’t support Oculus Rift natively, something that was remedied on launch of Skyrim VR. Even up until today though, the company hasn’t added the Oculus Rift badge to its list of supported platforms on Fallout 4 VR, leaving it in a grey area. Yes, it technically works thanks to OpenVR, but you’ll actually have to map the Touch buttons yourself by going into a beta branch of SteamVR and opting into the “openvr-inputemulator-temporary – Temporary branch”. So out-of-the-box VR support for all SteamVR-compatible headsets isn’t perfect on Fallout 4 VR.

VR Optimization & Mods

Winner: Skyrim VR

Fallout 4 VR has undergone two major patches since release, and while it’s gotten much better in terms of VR optimization since launch, it still has its limitations. Let’s face it, it’s a modern game built on an engine that was shoehorned into VR and not built from the ground up with VR support in mind. The short of it: you’ll probably have to futz with settings and .ini files to get it exactly right on your system. An NVIDIA GTX 1070, which is widely accepted as the median ‘VR Ready’ GPU, is the bare minimum you should have when playing Fallout 4 VR, making it not only less accessible, but less stable as a VR game in general.

As an older title that was first brought to the lower-spec PSVR headset, Skyrim VR works phenomenally well on lower-end VR Ready GPUs, and rarely causes those immersion-breaking moments of popping textures, blurriness, and short render distances that you still see in Fallout 4 VR to date.

Not to mention Skyrim’s many texture and weather mods that can give the aging title a serious facelift. With Skyrim VR being so computationally cheap when compared to Fallout 4 VR, you can afford to toss on pretty much as many non-UI changing mods as you damn well please (this guy threw on 285). The winner here is clear.

Role-playing Experience

Winner: Skyrim VR

Being able to choose how the story unfolds is a large part of what makes modern RPGs great. Having the ability to select your path can make the difference between being swept up in a story, and being swept along in the story, and in that respect not all RPGs are created equal.

I’m at first tempted to say Fallout 4 VR outdoes Skyrim VR in pure choice thanks to its multiple endings, which provides a slightly different terminus to the adventure. But that doesn’t mean Fallout 4 VR offers a better role-playing experience in VR just because you can get to the end in a few different ways.

image courtesy Fallout 4 Wiki

As a voiced protagonist in Fallout 4, you’re not given the freedom to define your own role and build upon the character’s lore. Instead of having the ability to choose which response is right for you word-for-word, like in Skyrim and older games in the Fallout franchise, in Fallout 4 your responses are bland, and voiced by someone else. This essentially tasks you with piloting another, fully fleshed-out person instead of filling in the gaps yourself, which is weird in VR when the voice coming out of your head is someone else’s.

In Skyrim, the world’s lore is rich enough to provide you with all the information you need to construct your own personality, be it a Nord stealth archer abandoned at birth and forced into imperial service in Cyrodiil before landing on the scene as a deserter, or the daughter of a mage family that was blackballed from every major magic college in Tamriel except Winterhold in Skyrim. You have that freedom; it’s not just a male/female selection screen with a few avatar sliders that defines you.

While Skyrim’s end goal is more simplistic than Fallout 4’s for sure, I found it left an appropriate ‘RPG gap’ for me to fill in myself. As a developer, you can choose to close those gaps for a variety of reasons and still have a great game, but just not as great of a role-playing experience.

Leveling Up

Winner: Skyrim VR

Gaining new abilities and growing stronger is a core element of what makes Bethesda’s RPGs fun. What should be a gradual increase in natural skill acquisition ultimately becomes an exponential increase in your ability to do interesting stuff. In both games, you’re rewarded with points you can spend on special abilities, and although a few years older, I found Skyrim’s perk/skill acquisition system much more natural: you simply have to engage in your chosen activity to get ‘better’ at it.

Perk Chart from ‘Fallout 4’

In Fallout 4, you’re given a simplified Perk chart featuring selections in Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You can basically choose whichever skill you want provided you’ve put the points into your ability first and have the required level. This, essentially, means you can upgrade a skill you’ve never used.

image courtesy Nexus Mods

In Skyrim, the time doing something you actually like doing directly translates into better skills in that area, and because it’s a ‘perk tree’, choosing correctly is salient to forming a unique character with unique abilities (unless you go hog-wild and spend an ungodly amount of time maxing everything). Main criticisms of this system are that it’s not flexible enough and you have to spend too much time grinding for secondary skills like blacksmithing or enchanting, taking away from the more primary abilities like Destruction, Armor or Lock Picking. Both systems appeal to different playing styles, but Skyrim’s way of letting you progress in levels is decidedly more conducive to natural gameplay in VR.

User Interface

Winner: Fallout 4 VR

Both games are menu-heavy experiences, a design trope that unfortunately feels like an unnatural relic in VR. But Fallout 4 really has something going for it that Skyrim VR just doesn’t: the Pipboy.

Pipboy in VR | Photo courtesy Bethesda

It, as far as user interfaces go, is a golden gift to the VR version of Fallout 4. You can lift up your arm and fiddle through settings just like you’d expect to if you were magically thrown into the Wasteland. Skyrim VR is virtually unchanged from the flatscreen version UI-wise, making it second place by a long shot, given the way that the same old menus from the flat version just pop up and float in front of you.

Combat

Winner: Fallout 4 VR

Neither combat systems are perfect; you can’t naturally sheath/holster or draw a weapon, and there’s zero hand presence to speak of. That said, Fallout 4 VR has a distinct advantage over Skyrim VR thanks to its gun-heavy combat system.

When appropriately outfitted with glow-sights and scopes (which now work, although at launch they didn’t), you can play the game basically as it was intended. VATS, the slow-mo targeting mechanic, is also something that works really excruciatingly well in VR. Giving you time to line up shots and feeling the thrill of accurately dispatching several enemies in one go is really satisfying.

image courtesy Fallout Wikia 

Skyrim VR on the other hand offers some fun in the magic and bow-shooting department, but falls flat on its face when it comes to melee combat. No matter how hard you try, it’s nearly impossible to shake the omnipresent feeling that the 20 pound broadsword you’re carrying is really just a balloon animal that you can waggle back and forth to magically do damage to enemies.

‘Wow’ Effect

Winner: Skyrim VR

I’ll fully admit this this a matter of taste, and not based on anything objective in the slightest (we’re all different, right?), but this bears mentioning. Trekking over a mountain pass to solo-fight your first dragon is without a doubt one of the most exhilarating (and terrifying) moments I’ve had in VR gaming to date. There’s a lot of variety in the world of Tamriel, and as a result Skyrim VR is packed with those sorts of moments when you look around to say “wow, that’s pretty,” or “wow, that’s terrifying,” or “wow, that’s scary.” Skyrim VR is full of “wow.”

Image courtesy Bethesda

Fallout 4 VR is mostly a grey, drab and dirty world, and that aesthetic personally doesn’t lend itself to those breathtaking moments of pure awe. There are of course moments when you drop in on a Mutant running with those terrifying nuclear suicide bombs, or look out over the Wasteland from a Brotherhood of Steel airship, but I felt like those were too few and far between.

– – — – –

The Verdict

If you’ve been keeping count, then you’ve seen that Skyrim VR has taken a majority of the categories, so by now my personal verdict is probably obvious. Here’s a quick recap of the talking points:

Skyrim VR leaves more of a ‘gap’ for pure RPG’ers thanks to an immersive lore, is better optimized for lower-end systems, has a better overhead for all sorts of mods, a more natural skill leveling system, and a clear ‘wow’ effect (at least for me). Despite offering magic and bow-shooting, combat takes a hit by being largely melee-based, and UI is a straight port from the flatscreen version making a menu-heavy system worse.

Fallout 4 VR offers a rich and vast world that sacrifices pure role-playing immersion for a definitive story, has a less natural (but more flexible) leveling system, good combat thanks to guns and VATS, and a more natural UI thanks to the Pipboy. Shaky VR optimization keeps it out of the hands of some VR players though, leaving less graphical overhead for the more fun additive mods.

The post ‘Skyrim VR’ vs. ‘Fallout 4 VR’ – The Best Bethesda RPG in VR appeared first on Road to VR.

‘Skyrim VR’ for PC Review – a Dragon-sized Feast for the Eyes

Skyrim VR (2017), Bethesda’s premier virtual reality port of the hit open-world RPG Skyrim (2011), has finally made its way to PC VR headsets after its November 2017 launch on PlayStation VR. Unlike the studio’s recent release of Fallout 4 VR (2017)it appears being an older title, and having to squeeze into the lower graphical confines of PSVR, has done it a literal world of good, as it both looks and feels more like the Skyrim we know and love. Barring some imperfections, Bethesda has successfully opened up the giant region of Skyrim to a platform that can boost the pixels where it counts, giving you that immersive mountain vista you always craved, or the moody evening in the tavern reading up on the world’s ancient lore.

Skyrim VR on PC Details:

Official Site
Steam

Developer: Bethesda
Available On: Oculus RIft, HTC Vive, Windows VR, PSVR
Reviewed On: Oculus RIft, HTC Vive
Release Date: April 2nd, 2018

[See our Skyrim VR on PSVR review here]

Note: It’s been a while since I played the original Skyrim, but I’ve had the opportunity to put in nearly 100 hours of questing across the flatscreen game’s vast terrain over the years. Time limitations only allowed me a fraction of that in the VR version, so for the purposes of this review, I’ll be focusing on the mechanics specific to the PC VR release, and try my best to balance my appraisal of the game for both new and returning players. I’ve also never had the chance to play Skyrim VR on PSVR (our review here), so this is an entirely new review specific to the PC VR platform.

Gameplay

An open world rife with possibilities; the chance to step into the boots of the Dragonborn, a foretold hero who appears once in a millennium who can speak the language of the dragons, a magical species woven into the world’s mythos. Thought long-dead, the winged overlords of the world of Tamriel appear just as you enter the scene as a prisoner on the chopping block. I won’t spoil it any further in case you’re new to the game.

Offered the choice of a variety of races, each with their own proclivities to magic, strength, enchantment, etc, you set out into the world’s sword and sorcery narrative. The entire avatar creator is here from the original Skyrim, replete with nose, eye, head, hair, complexion, and scar modifiers—something I don’t waste my time on since you never see yourself again anyway. Unlike the original, there is no third-person view, because, after all, this is a first-person VR game.

image captured by Road to VR

This is where you’re given the first of your moral choices, the ones that help shape your expectations of the world, and the world’s expectations of you. Do you start the game as a shiftless thief, sneaking into homes and taking everything that isn’t bolted down? Or are you a reserved, honorable warrior who doesn’t boast pridefully of your accomplishments, never taking anything that isn’t owed to you? Many of these moral choices are decided through the game’s text-based dialogue system, which admittedly isn’t ideal in VR, but it’s really the only way of inserting your opinion into the game’s narrative.

Skyrim VR plays very well on PC, and it’s really no wonder why. As a seven year-old game that first found life in VR on PSVR, I got it to run on max settings, supersampled via SteamVR’s automatic tuner at 176% with only minor hiccups on our test rig, the Exemplar 2, which is admittedly a step above the game’s recommended spec of an Nvidia GeForce GTX 1070 8GB and Intel Core i7-4790. Thanks to a bevy of options, lesser VR-ready systems should be able to chew through Skyrim VR on lower settings.

Perfectly rendering everything as far as the eye can see is an impossible task though; the max render distance is great, although rendering finer geometry is pretty noticeable in larger areas as you see grass and plants spring up in front of you to fill out the ground’s basic textures. There are plenty of options including various render toggles, but the only choice for anti-aliasing is predictably temporal anti aliasing (TAA) which isn’t exactly ideal. I didn’t find any issue though visually, as there’s not much TASS-related blurriness to speak of. Some textures can ‘pop’ and glare at certain angles, but this is only a seldom occurrence. Generally speaking, Skyrim VR for PC is the Skyrim VR you were promised, and can bet all of these things can be finagled into working more smoothly with a little elbow grease thanks to the knowledge base of the game’s robust modding community (see note on modding at article’s end).

There are only two fundamental locomotion options: teleport and hand-relative direct movement. Neither are incredible in my opinion, but are still serviceable. Teleporting across the region of Skyrim is laborious and it feels a little too cheaty for my tastes, so I immediately opted for direct movement (also called ‘free locomotion’). I personally am not a fan of hand-relative free locomotion, and would much rather have head-relative movement, which better helps me make natural micro-adjustments along my forward path. You can choose between snap turning with a variable degree, or smooth turning with variable rotation speed.

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‘WipEout Omega’ Looks, Sounds, and Plays Brilliantly on PSVR, Just Remember to Pace Yourself

I found all control schemes, including scrolling through the game’s vast amount of menus, to be much more simple on Oculus Touch than with HTC Vive motion controllers. When played on Vive, the game makes extensive use of the Vive controller’s touchpad, so selection is mapped to thumb swipes and not verifiable clicks of the touchpad itself. I never really got the hang of it to be honest, and found myself much more readily playing with Touch simply because of the ease of navigating the game’s menus with the thumbstick over the touchpad. It’s also a bit awkward to use the Vive’s left grip button to jump while resting your thumb on the touchpad to move forward. Many times I found myself confusing controls and accidentally crouching when I wanted to jump, or ‘Fus-Roh-Dah’-ing the townsfolk and guards because I depressed the right grip button instead of the left to sheath my sword. Oh, you can also play on gamepad, but where’s the fun in that?

An adjustable height slider is available in the settings so you can appear taller in-game, something I turned to the max so I could sit down and still be at a reasonable height while running through the world and talking to the world’s six foot-tall NPCs. A physical ‘sneak’ is available, i.e. letting you physically bend down to ‘sneak’, although if you’re already seated, you’ll always be in sneak mode, so I tended to stick to the toggle sneak option which activates with the push of a button. One issue with that it sneak mode makes you physically shorter in-game, making your seated lower point of view even lower. To remedy this, I would physically stand in dungeons and activate physical sneak, so I could be the correct height and forgo the automatic height readjustment of the sneak mode toggle altogether.

Image courtesy Bethesda

Combat, while somewhat of a mixed bag, is serviceable. Melee combat isn’t great simply because your weapons, which are stuck to your hands, don’t really telegraph any in-game weight, so you can waggle what appears to be a 20 pound battle-axe as if it weighed nothing. Blocking with a shield isn’t really that great either, as it seemed to work only a fraction of the time I used it, making it basically a non-starter from the get-go. Archery and magic casting are really where Skyrim VR shines though, which should be good news for stealth archers and mages alike.

Image courtesy Bethesda

Immersion

Bad news first: one of the worst parts of Skyrim VR is the predictable (and entirely necessary) continuation of the base game’s menu system. On a standard monitor, these make absolute sense, but in VR you’re faced with a floating window where all of your things are displayed in text form, which takes away from the majesty of the world and replaces it with an ancillary task that just doesn’t fit in the rustic world of Tamriel. Even though I understand the confines of the game don’t allow it, ideally all items would be represented physically so you could holster them appropriately, and so you would ideally have the option of keeping a sword on your hip, a bow and quiver on your back, and a satchel of food and medicine by your side. Instead, you just go through a menu and equip or consume whatever you need at that moment, and in a paused state so you can scroll freely without fear or being attacked.

image captured by Road to VR

If the menu is any indication of how things are, then its obvious that object interaction just isn’t going to be a natural experience in Skyrim VR, as you’ll see a potion on a shelf and spirit it away with a single button press into your inventory where it will go never to be seen again. Hand presence is also null, as the models of your high tech VR controllers are rendered when you haven’t actively equipped something, which is totally out-of-place in the context of the world.

Despite these misgivings, I can’t underline enough just how awesome it is to look over a mountain vista and see the vast, explorable world ahead of me. And while graphics are clearly showing their age, it’s all rich enough to make it a cohesive and frankly still breathtaking experience for anyone starting for the first time, or returning to a lovingly remembered place like a well decorated house Breezehome, or the dank sewers of Riften.

Image courtesy Bethesda

Besides that, you can cook, blacksmith, enchant items, collect tons of readable books, hunt, ransack houses, and help every bratty child in the game without even so much as an afterthought for the main questline. And if you do, you’ll have a seemingly endless amount of time to digest the game’s world-building elements, be it side missions to uncover revelations of the past, or through the hundreds of books scattered throughout the game that detail Skyrim’s well-crafted history. The game is undoubtedly vast and rich—something which is precious and few in VR at the moment. Not only that, Skyrim VR includes a number of official add-ons including Dawnguard, Hearthfire, and Dragonborn, adding more questlines and flavor to the world.

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Comfort

Both locomotion styles, teleportation and direct movement, are exceedingly comfortable ways of moving around. While you can run, turn and jump in-game, an adjustable FOV filter helps keep things feeling comfortable. You can turn this off for maximum FOV, although I found it both useful and non-intrusive at its default setting.

Because the game was designed first for flatscreens, the game’s architecture is littered with stairs, something that if not created with care, can possibly lead to nausea. Stairs are seemingly randomly designed to either let you glide smoothly upwards (good), or make your POV feel every bump on the way up (bad), which isn’t very comfortable in the short-term. Despite this, I still found Skyrim VR to be a mostly comfortable experience which didn’t hit any of those simulation sickness buttons in my brain I recognize all too well.

Modding: Mods should hypothetically work, although I wasn’t personally successful in getting any, either manually or through a few of the handy modding tools including LOOT, Mod Manager 2, or Nexus Mod Manager. None of these are tuned to recognize Skyrim VR currently, so easy mod installation isn’t likely until those services are expanded to include the VR version too, or cleverly tricked into working and correctly assigning boot load. Considering users cracked into Fallout 4 VR on launch day, I suspect similar results from other more familiar with manual mod installation even though I had no personal success. I’ll update this when more information is available.

The post ‘Skyrim VR’ for PC Review – a Dragon-sized Feast for the Eyes appeared first on Road to VR.

‘Fallout 4 VR’ Review – A Radioactive Open World Mutated for VR

Fallout 4 (2015), Bethesda’s beloved post-apocalyptic open world RPG, is now in VR, letting you stalk the Wasteland as the sole survivor of Vault 111 from the immersive point of view of the HTC Vive headset. This comes with most of the important trimmings and trappings of the original; a seemingly endless number of interesting and varied quests, multiple causes to join, base building, and plenty of guns and armor to scrounge. Fallout 4 VR successfully provides all these things along with the promise of holding a gun in your own hand, but fractures somewhat as it mutates from its native 16:9 aspect ratio to the new land of VR.

Fallout 4 VR Details:

Official Site

Developer: Bethesda Game Studios
Publisher:  Bethesda Softworks
Available On: HTC Vive (Steam)
Reviewed On: HTC Vive, Tested on Rift (see note below)
Release Date: December 11th, 2017

Note: I have over 70 hours logged in the PC version of ‘Fallout 4’, but I’m attempting to set aside my personal affection for the non-VR version to put ‘Fallout 4 VR’ on the same plane as any other modern made-for-VR game.

Gameplay

If you’ve already played the PC or console version of the game, you’re probably looking forward to experiencing the world you know so well in the most immersive format available. If you haven’t, then your impression of the game will be entirely based on this version. It won’t be a ‘VR port’ to you, but rather a native VR game judged on its own merits.

As an action RPG, you’ll have to fill out your stats first to push you in the desired direction you want to pursue: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You can grow these areas using the associated abilities and by spending XP to make them even stronger, which in turn gets you ‘Perks’ that can unlock abilities like master-level gunsmithing, better accuracy when shooting, master lockpicking, etc. It’s really a fun system that lets you play the game you want to just by being that person and by pursuing the sort of gameplay and abilities that you want to specialize in.

‘Fallout 4’ Perk Chart

Like Skyrim VRFallout 4 VR underperforms in a few areas specific to the VR medium while at the same time drastically outperforming many of its VR contemporaries thanks to the game’s overwhelming size, variability of quests, numerous AI, and gameplay length. Now for something you haven’t heard a zillion times before: the nuts and bolts of VR gameplay.

Fallout 4 VR’s default teleporting locomotion scheme can be pretty tedious when moving around the Wasteland overworld. Although I found its precision much more useful when moving around a building’s interior during dungeon clearing, I still opted for the free locomotion option in the end. If you stick with the default teleport scheme, you’ll quickly find out that long teleports will drain your action points (AP) which are useful to have when you engage V.A.T.S., the game’s bullet-time mode. The AP drain is true for running at top speed in free locomotion mode too, so both locomotion styles end up offering an AP cost for faster movement. You can technically do as many ‘close’ teleports as you want, as there’s no cool down period because of the lack of AP cost, making teleportation the fastest way to travel across the Commonwealth (besides actual fast travel, that is). That’s a lot of trigger presses though.

Head Controller-relative free locomotion is the only other option. Snap-turning is an available option, but most Vive-owners are probably capable of hosting a full 360 setup (unlike stock Rift-players), so while it’s a welcome addition, some users simply won’t want or need snap-turning. I’ll speak more about locomotion in the ‘Comfort’ section below.

SEE ALSO
'Skyrim VR' Review – The Other Side of the Immersion Equation

If you haven’t heard yet, Fallout 4 is mostly about wielding guns, although there are some melee weapons like machetes, baseball bats, bayonets, and (my favorite) Grognak’s axe. It’s safe to say then, if Fallout 4 VR can’t nail the shooting aspect, it’s failed in a pretty big department. Shooting is mostly a positive experience, although there are some hitches.

On my way through the world, my first gun was a 10mm pistol. Upon picking it up, I was happy to see the developers didn’t paste in an omnipresent laser pointer aimer, which always cheapens the shooting experience for me. That’s a big plus. While at close range, using a gun’s iron sights isn’t really an issue either, but the game’s occasional drabness demands at very least a glowing site so you can get a good sight picture in low light conditions. Thankfully, the base game is the gold standard of gun modding, letting you alter every gun you come across to make it stronger, take larger magazines, change sights etc. The VR version is slightly less effective in this regard though for one reason currently.

While a glowing iron sight made the shooting experience much easier, to my ultimate dismay I found that optical scopes simply don’t work. You can construct them, attach them, collect them, find guns sporting them, but when you try to use a gun outfitted with a scope, you’ll be presented with a dead, matte surface where you should be seeing a zoomed-in view of the world.

Reaching out to Bethesda, I was told usable scopes would come in a later update, but wouldn’t be available at launch. Reflex sights, the type of device that gives you a floating cross-hairs, work just fine though (hmph).

Otherwise, I’d say the game’s shooting experience is hampered by the lack of two-handed weapons, the lack of intuitive holstering mechanic, and a few comically-scaled guns. On the flip side, despite knowing two-handed weapons will never quite feel real with a dual-controller setup (not Fallout 4 VR‘s fault), the effect of shooting two of the game’s justifiably large weapons—the Fat Man tactical nuke launcher and the 5mm Minigun—was exactly as I predicted: pretty fucking awesome. Those certainly don’t make up for one of the most important gun mods being broken at launch, but you certainly can’t argue with being able to pistol-whip enemies in the face when they get too close.

V.A.T.S in VR | Photo courtesy Bethesda

My most favorite moments in Fallout 4 VR is battling two of the world’s medium-to-large menaces; nuclear football-wielding Mutants, and Deathclaws, the scaly behemoths that pop out of the ground to cause havoc. These hulking tank-beasts will make you practically drop your controller in fright as you try to run away, engage V.A.T.S., and cycle through your Pip-Boy hoping to find your highest-powered weapon that you forgot to favorite on your quick inventory list. There are larger baddies to battle, but those are usually boss-level fights that only happen every so often.

I don’t do companions besides Dogmeat, my mostly non-judgmental doggy pal. There are a number of companions available to befriend (and use as pack mules) though, but I find they get in the way more than anything. You can go it alone, or with any number of Wastelanders to make attacks a little less lonesome. Seeing these companions in real life was a bit jarring at first; from the whole new POV of a VR headset, the artificiality of the game’s NPCs comes to light—but I talk about this more in the ‘Immersion’ section below.

In any case, difficulty levels are variable, and can be changed on the fly during gameplay, making it as easy or as hard as you like at a moment’s notice.

It’s hard to beat getting a chance to walk around the more densely-packed areas like Diamond City either, which feel appropriately sized and filled with enough quests to satisfy several hours of losing yourself to the game. Yes. Side quests are abundant, but even the primary quest line will require tens of hours to complete—a main attraction to the game for sure. If you can overlook some of the less immersive bits (detailed below) you’ll find Fallout 4 VR mostly delivers on its job of plugging you into the Commonwealth.

A note about Rift support in Fallout 4 VR: As it is now, you can technically play the game on Rift (thanks to its inherent compatibility with SteamVR), but buttons aren’t appropriately mapped to make browsing in-game menus easy, or to make locomotion simple. Most interactions are based on touchpad swipes, which translate poorly to Rift’s thumbsticks. The game can be run on the Rift, but Bethesda doesn’t officially recommend it at this time.

Immersion

Even though you’re carrying a trusty map, genuinely massive games have a way of letting you figuratively lose yourself in the fabric of the story as its elements are strewn across an open world. Making your way into new territory for the first time can be a harrowing event, fraught with Ghouls, Mutants, and Raiders looking for blood. While the acute anxiety fades as you obtain higher levels, having a place as richly detailed as the Wasteland in VR is a major boon to immersion (despite the few ways it’s stretched to fit VR), if only for the fact that there’s always a challenge ahead, or a mystery around the corner to uncover.

While the game is both interesting and massive, I wouldn’t call any of the actual interactions within the world particularity immersive. That may be a harsh assessment, but as a two-year old game originally targeting flat screens, it feels too simplistic in some areas that a made-for-VR title would either do better, or avoid altogether.

Since you don’t have actual hands, which are replaced with floating controllers, hand presence is effectively null. This isn’t really a terrible thing, but the lack of meaningful object interaction in a world full of lootable buildings is. You won’t get a chance to do some of the things common to native VR games like manually inject a stimpack, physically reload a gun, or even pet a certain German Shepard (and tell him he’s a GOODBOYE). There simply isn’t any real object interaction to be had, as talking, eating, looting, and commanding your companion to do an action is all done through a single emotionless button press, often from a 2D menu. This may be convenient, but it isn’t really immersive.

Creating an inventory system for VR isn’t an easy thing either—nor is adapting one from an inherently menu-based game. Because a physical backpack full of 300 items wouldn’t exactly be practical, Fallout 4 VR definitely gets a break when it borrows a majority of its UI from the flatscreen version for its more utilitarian purposes. It does make a few VR-specific overtures when it can so as not to be entirely choked with floating 2D windows, but you’ll find those are pretty few in number.

Floating status bars aren’t really the most elegant of solutions for VR. There, I said it. Usually a developer would tailor the guns to give you some sort of indication that bullets were running out, or attach the counter directly to the gun so it doesn’t limit the field of view any more than it has to, but the blaring HP/AP bar and the ammo counter combined with the barrage of on-screen commands (looting, talking to NPCs, etc,) take away from the experience by being front and center most of the time. While navigation is neatly tucked away below your line-of-sight, everything else demands your immediate attention. It seems like a cheap fix to what rightly should have been overhauled entirely for VR.

The Pip-Boy arm computer tries to make up for all this PC-to-VR port-ness by being right there on your wrist, ready to flip through in a moment’s notice, enlarging somewhat as you bring it up to view. I liked using the Pip-Boy because it’s really the only place a 2D UI element makes sense. If you get tired of raising your wrist, you can make it function as a regular menu, although you’d be missing out.

Pipboy in VR | Photo courtesy Bethesda

Another big factor in immersion is the game’s NPCs and how you interact with them. NPCs move their heads and eyes to follow you as you move about the room during dialogue, but you won’t see anything like subtle reactions of getting too close, or any variable dialogue outside the game’s strict dialogue tree. Because VR is more immersive than traditional monitors, these things stick out more.

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I know we don’t live in a time where perfectly realistic NPC characters are actually possible—but if the NPC interactions we see in Lone Echo (2017) are the best we can manage right now, Fallout 4 VR is showing its age.

On the more positive side of things, base building really helps the game feel more like ‘home’, and works really well in VR. Perusing a carousel of 3D objects on your left controller and placing them in the world just feels right. Once I was sufficiently impressed with my base, I set up a chair on the top of the Red Rocket station, turned on the radio and kicked back to watch the sun go down. It’s honestly what VR is all about.

Like its non-VR forbearer, there aren’t many display options to turn up the visual quality of the game. Bethesda’s minimum requirements says you should be running at very least an Intel Core i5-4590 or AMD FX 8350, 8GB RAM and an Nvidia GeForce GTX 1070 / AMD RX Vega 56 GPU. The recommended spec specifies an Intel Core i7-6700K or AMD Ryzen 5 1600X, 16GB RAM, and an Nvidia GeForce GTX 1080 / AMD RX Vega 64 GPU.

My Exemplar 2 system meets those recommended specs, so while your mileage may vary, I found the game’s visual detail to be pretty incredible considering it’s supposed to run at or above 90 fps. NPCs don’t appear significantly worse than the flatscreen version, textures seem high enough quality, and draw distance seemed to be impressively far. The odd radioactive storm and night/day cycles really tie it all together nicely.

Comfort

As always, teleporation is one of the most comfortable locomotion options outside of natural room-scale walking. Even the controller-relative forward motion is good enough to be called comfortable though, thanks to an adjustable ‘comfort vignette’ that reduces your FOV while moving to keep you comfortable. You can of course turn this off to get the full FOV while moving.

Snap-turning is also adjustable, allowing you to pick the angle and type of transition; instant or ‘smooth’, the latter of which tosses in a few frames to better blend the normally jarring snapping transition. There is no smooth-turning to speak of though.

There’s no seated option in the game, which is a shame. When I play longer games, I tend to stand up for the first hour or so, but then naturally sit down to give my feeble, lazy legs a rest. If you are physically seated, you’ll be continuously ‘crouching’ in the world with no practical fix.

Update 5:00 PM ET: It appears I mistook the controller-relative free locomotion for head-relative, which would explain some of the strangeness I initially perceived.


We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Fallout 4 VR’ Review – A Radioactive Open World Mutated for VR appeared first on Road to VR.

Bethesda Gives a Peek into ‘Fallout 4 VR’ in Crash Course Intro to Game Mechanics

In preparation for Fallout 4 VR’s upcoming December 12th launch on HTC Vive, Bethesda takes us through our paces with an intro to the game’s control scheme, base building mechanic, and V.A.T.S. focused combat, giving us a quick preview of what to expect next week.

Presented by Bethesda Community Manager Jessica Finster and Fallout 4 VR Lead Producer Andrew Scharf, the video shows the two main locomotion options: teleportation (which uses action points), and what Bethesda calls ‘direct movement’, otherwise known as smooth locomotion. ‘Direct movement’ mode allows both walking and sprinting in any direction simply by pressing down on the left controller’s touchpad in the desired direction.

When using the snap-turn function, which is ideal for front-facing setups, Finster commented “it seems like there’s movement for everyone,” likely alluding to the Rift’s standard tracking configuration.

Fallout 4 VR makes heavy use of the original’s 2D UI menu system

While Scharf didn’t mention any other comfort modes outside of teleportation and snap-turning, a ‘comfort vignette’ mode can be seen while Finster browses the game’s 2D menus, which could provide a sort of HUD to help keep players feeling more grounded, like you might feel in a cockpit.

Arguably one of the most natural fits for the PC-to-VR port is the game’s Pip-Boy wrist-mounted computer, which lets you flip through its various menus on the fly just like you would if you were really in the Wasteland. Finster admits using it might get tiring though, which prompts Scharf to explain that the Pip-Boy menu can be locked to the user’s point of view so you don’t have to raise your wrist to traverse the games settings. The selection in the menu can also be seen in the image above.

Pip-Boy in VR | Photo courtesy Bethesda

Workshop mode, which lets you build out your base, is shown in the video to be slightly more ‘VR-native’ as well. Presented with a carousel of items to choose from featuring 3D representations of the object, it looks like a nice break from the game’s flatter 2D UI.

image courtesy Bethesda

One thing we haven’t seen until now is the ability to pistol whip baddies if they get too close. Not being able to affect bad guys when they’re too close is definitely an immersion-breaker, so it’s great to see the game will allow you to flail wildly when you’re out of bullets and AP and still fend off the Feral Ghouls.

Lastly, the video shows a little of what Power Armor is like, where Scharf explains that stepping into the armor “scales you up” so you actually feel larger in the world.

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It’s still uncertain how Bethesda is going to handle Rift support, if the recent release of the company’s latest title Doom VFR tells us anything, Rift support will likely be available despite no mention by the company—something you can chalk up to bad blood over the $4 billion intellectual property dispute involving Bethesda’s parent company ZeniMax and Oculus’ parent company Facebook.

Despite there being no Rift support at the launch of Doom VFR, the game was patched by Valve within hours of release, leading many to eschew the opinion that Bethesda specifically excluded Rift support for its game. It’s still uncertain if it was intentional or not, but we’ll be keeping our eyes on the Fallout 4 VR as it releases next Tuesday to report what unfolds.

The post Bethesda Gives a Peek into ‘Fallout 4 VR’ in Crash Course Intro to Game Mechanics appeared first on Road to VR.

New PSVR ‘DOOM VFR’ Bundle Will Include Updated Headset, Launching December 1st

Just in time for Christmas, the much awaited DOOM VFR is getting a PlayStation VR bundle too, giving you everything you need to battle demons from the pits of Hell.

Including a PSVR headset, PS Camera, the new PSVR demo disc and a copy of Doom VFR, the bundle launches on December 1st for $400. Take note: the bundle does not include PS Move controllers. Doom VFR supports DualShock 4 controllers, PS Move, and PS Aim.

Although Sony doesn’t make specific mention in the bundle’s announcement of which PSVR headset is present, as the company is selling both the launch-era headset (CUH-ZVR1) and the latest hardware refresh (CUH-ZVR2) contemporaneously, a close inspection of the box reveals what appears to be the updated version. The headset pictured in the bundle’s box art is sporting the updated headphone caddy, and on the side you can just barely make out the CUH-ZVR2 marking.

You can find pre-orders at Amazon.

While the updated PSVR is really only a minor hardware refresh, which includes a slightly lighter headset, native HDR pass-through, integrated audio, and slimmer cable – it bears mentioning exactly what you’re getting here.

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New headset/game bundles currently on offer by Sony include Skyrim VR and GranTurismo Sport, although only the Skyrim bundle contains the updated headset out of the two despite both launching within a week of each other.

If you haven’t heard of Doom VFR, here’s a quick description of the standalone VR title in id Software’s Doom franchise:

Set shortly after the demonic invasion on the UAC’s Martian research facility, you are the last known human survivor–until your death. Under a top-secret UAC operational contingency protocol, your consciousness is transferred to an artificial brain matrix. Your designated purpose: restore operational stability and use any means necessary to stop the onslaught of demons.

The post New PSVR ‘DOOM VFR’ Bundle Will Include Updated Headset, Launching December 1st appeared first on Road to VR.

Tune in Monday for ‘Skyrim VR’ Gameplay Stream from Bethesda @12:30 PM ET

Bethesda’s VR version of Skyrim (2011) is nearly here, launching on PSVR Friday this week. If you’re itching to see more gameplay before pulling the trigger on the full-priced game, Bethesda is running a live stream starting Monday, November 13th at 12:30pm ET (your time here) so you can get another peek at what’s poised to be an instant fan favorite.

You’ve probably played the traditional console/PC version of Skyrim, seen gameplay videos, or at least swam through an Internet’s-worth of memes before getting here, so you basically know what you’re getting with Skyrim VR: a giant open world that offers an impressive number of missions. As with all things, the devil is invariably in the details though, and porting a game to VR and making it work isn’t as simple as supporting a VR headset and calling it a job well done. The user interface usually has to be reworked, object interaction needs to be natural, scaling needs to be appropriate to the size of your character (you notice it more in VR than on a monitor). All of those things and much more have to work flawlessly for a PC-to-VR port like Skyrim VR to be a success.

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If you won’t be able to see the livestream, there are a few recent previews from GameSpot, IGN, and Polygon worth watching to get a feel for what’s been changed to make the game more VR-native.

We’ll of course be bringing you our review too, so check back soon.

The post Tune in Monday for ‘Skyrim VR’ Gameplay Stream from Bethesda @12:30 PM ET appeared first on Road to VR.

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.

 

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.

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.

Hands-on: ‘Fallout 4 VR’ Shows Improvements, but I’m Still Not Sold

Entering the Wasteland, sneaking up on a group of raiders and shooting them down with guns in your own two hands, tossing back a Nuka-Cola, hanging out with Dogmeat; these are some the things that get fans excited about playing Fallout 4 VR. And in case you’ve been cryogenically frozen in a nuclear bunker this past year, you should know Fallout 4 (2015) is coming to HTC Vive―that and Bethesda demoed an updated build at this year’s E3, showing off an improved UI that should address some worries about porting the flatscreen game to VR headsets.

I love blowing stuff up, especially lobbing a tactical nuke onto a nearby town full of feral ghouls, but I already got a good chance to do all of that at last year’s E3 when VR support for the game was first revealed. What was critically missing in last year’s demo was Vaul-tec Assisted Targeting System (V.A.T.S.)—the game’s iconic slow-mo targeting system—inventory, interacting with companions, and more definitive locomotion style.

V.A.T.S.

V.A.T.S in VR | Photo courtesy Bethesda

Activating V.A.T.S. with the select button on the right Vive controller, I enter into the familiar slow-mo mode, automatically highlighting an enemy’s bodypart by pointing at it—all the while my action points (AP) slowly dwindle. Sound pretty normal, right?

The VR version of V.A.T.S. is a bit different though, letting you teleport around and potentially flank an enemy at the same time, or giving you the ability to get up nice and close for a more accurate, but decidedly more visceral kill. It’s a different feel to the non-VR version of V.A.T.S., and I can see it being used to get out of sticky situations where normal locomotion just wouldn’t cut it (read: Death Claw).

Interacting with Companions

Last year’s demo featured Dogmeat, and I more than ever wanted to hang out with him this year and interact naturally, fully expecting something like the robot dog from Valve’s The Lab. This year’s demo revealed that interacting with Dogmeat (or any other companion for that matter) would be a pretty straight forward affair just like the PC version, i.e. choose your order through a 2D quick menu, or point where you want them to go with a tool secondary to the weapon in your hand.

 

image courtesy Bethesda

If only Fallout 4 VR had voice controls like Star Trek: Bridge Crew.

Inventory

Predictably, inventory is managed directly from your wrist-mounted Pipboy, letting you look at the map, manage supplies, etc. While providing a 2D system UI seems kind of lazy on the surface, being able to see and use the Pipboy in real life really adds to the immersion factor in a way a plain 2D UI just can’t.

Checking the Pipboy |
image captured by Road to VR

There was also a quick menu bound to the Vive controllers touchpad that lets you get to weapons and health buffs for a quick transition that won’t leave you fiddling with the Pipboy during a battle. Not only that, when you loot someone or something (missing last year), a description automatically pops up of whatever treasure trove the baddy is carrying around. While none of this is what I’d consider incredible design for a VR game, all of this worked fairly well, which oftentimes counts more than unique inventories built from the ground-up for VR games.

Locomotion

Playing on the HTC Vive, I was shown that normal in-game movement offers smooth forward motion by clicking the top of the Vive controller’s touchpad. Since you’re tackling the open world of the Wasteland on foot, Instead of forward motion dictated solely by the position of your gaze, you can point to the direction you want to go with your controllers and look left and right while moving so you can keep a better eye out for raiders while on the move. I felt only a slight ‘heady’ feeling after popping out of the 10 minute demo—something that you’ll probably have to get used to, but not approaching anywhere near game-stopping nausea, personally speaking.

Last year’s demo was limited to teleportation-only, which felt less immersive, so all of this is a welcome sight. Can you imagine having to teleport 10 feet at a time across a map that takes at least 40 minutes to walk from end to end?

Looking Forward

Fallout 4 VR is headed to HTC Vive users on Steam sometime in Q4 2017, and is currently available for pre-order for $59.99. Bethesda says they’re planning on bringing their VR games to “as many platforms as [they] can.”

Fallout 4 VR looks to be one of the most capable monitor-to-VR port since, well, ever. I own both the HTC Vive and the PC version of Fallout 4, and after experiencing the latest E3 demo, I’m not sure I’m thrilled about having to re-purchase a game at full price that I beat nearly 2 years ago just to play it in VR. I can’t say for sure though since I only experienced two 10-minute demos with a full year between them, so you’ll have to wait for the full review sometime later this year to know for sure.

I can confidently say this though: If you’ve never played Fallout 4 and own an HTC Vive though, this promises to be one of the longest and arguably best VR adventures coming to VR outside of Skyrim VR.

The post Hands-on: ‘Fallout 4 VR’ Shows Improvements, but I’m Still Not Sold appeared first on Road to VR.