Bethesda’s Pete Hines On Going Big In VR With Fallout 4, Skyrim, and DOOM VFR All This Year

Bethesda’s Pete Hines On Going Big In VR With Fallout 4, Skyrim, and DOOM VFR All This Year

Bethesda Softworks makes some of the most elaborate and expansive games in the world—and now they’re making them in VR. Last week, the publisher confirmed that Fallout 4 VR, The Elder Scrolls V: Skyrim VR, and Doom VFR will all release before year’s end on various platforms.

It was no big shock that they were coming; after all, we went hands-on with all three back at E3. Still, it’s surprising to see that all three are debuting around the same time, marking a huge push from Bethesda to assert itself in the still young consumer VR space this holiday season. And Fallout 4 VR and Skyrim VR are absolutely massive games, vastly larger than the average VR experience, because they’re the very same epic role-playing adventures already out for PC and consoles.

Why serve up these enormous games in VR? I asked Pete Hines, the publisher’s vice president of marketing and PR, at this past weekend’s QuakeCon expo outside Dallas, TX.

Open-World VR

“Honestly, a lot of it is down to how those games are built—they’re not level-based, they’re not carvable. You can’t really say, ‘Here, let’s take this chunk and make it a two, or three, or five-hour experience.’ They’re all one thing,” Hines explains. “So in looking at VR, the studio is like, ‘Well, that’s how we built it. Let’s see if it works as all one thing on VR platforms.’ And it turns out that it did. Obviously, we had to put a lot of work into UI, UX, and performance. You need people to understand how to interact with the game, and then performance-wise, make sure they’re not throwing up because you’re dropping frames. But we didn’t have to solve any of the, ‘Well, what are our quests, or the story, or characters, or stuff to do?’ Because all of that stuff was already done.”

Both games were already deeply immersive experiences on TVs and monitors, which is part of why they can potentially work so well in VR: they’re vast, incredibly detailed, and just a joy to explore. In fact, we’ve already picked out 11 places we can’t wait to explore in VR in both Skyrim VR and Fallout 4 VR, and that’s really just scratching the surface. Hines says that “live another life in another world” has been Bethesda Game Studios’ mantra from the start, and that virtual reality just elevates it dramatically for these open-environment games.

“VR takes that to another level, where you just have a much greater sense of place within this world. You’re up standing on a mountain and the snow is blowing. You just feel that on another level that you don’t get playing anything off of a monitor,” Hines says. “Somebody was asking, ‘For you, what really brings home those experiences?’ And honestly, it’s like when something huge is in front of you and you look at the top of it like this,” he adds, looking up to the ceiling.

“You’re not moving your mouse to do that, or a thumbstick. There’s just something about craning your neck up to look at the top of it that is just so much more of an ‘Oh shit’ moment than anything that you’ve had before,” Hines affirms. “Or playing Fallout and dropping your head to look at Dogmeat. It just makes him feel so much more like your dog, and so I think it’s just little stuff like that. Until you play it or experience it in VR, you don’t really have the same kind of appreciation for that sense of place in games like these.”

That said, one of the reasons that many from-scratch VR experiences are short is because it better fits the consumption habits of VR players. Fallout 4 and Skyrim can each be played for 100 hours apiece or more, which can be a lot easier to tolerate in long stretches on a screen rather than within a headset. Hines says “it’s possible” that people will play those games in VR for such spans, but he suspects it’ll be gradually over time instead of in marathon sessions.

“I think it’s going to be the kind of experience that folks are going to graze at,” Hines suggests. “I don’t see people binge-playing eight, 10, 12 hours for multiple days in a row like they did when those games first came out.”

Doom and Beyond

By contrast, Doom VFR is a bit closer to what we’ve seen in the VR space: it’s a more compact experience that’s been altered to better fit the VR play design. Developer id Software started with the heart of last year’s excellent Doom reboot, but that game was far too frantic and insanely paced to work in virtual reality. Well, at least without rampant motion sickness.

“[Fallout and Skyrim] from a pacing standpoint work just fine as a VR thing—there’s some stuff you need to do with how you move, and obviously the UI and UX,” Hines explains. “We didn’t have the problem of like, ‘Well, you’re moving too fast.’ [But] in Doom, you’re moving too fast. You simply can’t take a game where you’re that fast and aggressive, and mantling and jumping and double-jumping, and have anybody survive that for more than 35 seconds. Rather than making a 35-second game, they had to look at it like, ‘Well, how do we take that and translate it into VR?'”

Instead of constant movement and those wild, up-close-and-personal kill moves against demons, now you’ll teleport around (or nudge forward with a tap) and can execute “telefrag” maneuvers that let you teleport into a foe to finish it off. It “still makes you feel fast and aggressive,” Hines claims, but it shouldn’t make players feel queasy in the process. Additionally, some of Doom’s environments were reworked to better suit the VR experience.

“They were designed for somebody moving fast and mantling and jumping, which you’re not doing any of,” Hines explains. “We needed stuff that’s more purposeful for how you’re moving and working through Doom VFR.”

All three of Bethesda’s big VR games will ship within a one-month span, although they’re not all getting multiplatform launches from the start. Skyrim VR debuts first on PlayStation VR only, on November 17, with Doom VFR following on December 1 for both PlayStation VR and HTC Vive. Meanwhile, Fallout 4 VR will only hit HTC Vive first on its release date of December 12.

Why no Fallout 4 VR for PlayStation VR? Likewise, where is Skyrim VR for Vive? Hines couldn’t offer a definitive answer.

“I don’t know. We want to put it out on as many platforms as possible,” he said about Fallout 4 for PSVR, and suggested the same kind of scenario for Skyrim on Vive. “Whatever will work and be viable, we’re up for. This one is gonna be the first, and we’ll see what happens after that.”

Similarly, he wasn’t sure if any of the games would be compatible with the Oculus Rift via SteamVR at launch, but said he could check and get back to us. I’ve inquired about it since the interview with Bethesda PR and will update if we get a response.

I also asked why Skyrim VR is launching with all of the downloadable add-on content already bundled in, while Fallout 4 VR is not, and Hines says it’s all about the code they started with. “We had done some work already with Skyrim and the Game of the Year [Edition] that already had all of that stuff,” he explained. “It was more that that was the code base and starting point for doing the VR version, and that simply didn’t exist for Fallout. What we started with was just base game [for Fallout 4] and game of the year with all the DLC [for Skyrim], so that’s why those versions look like those versions.”

Will Fallout 4 VR eventually get that DLC as post-release content? “I don’t know,” says Hines.

Making an Impact

Ultimately, releasing all three of these large and visible VR experiences a couple weeks apart wasn’t some master plan from the start—that’s just how they all came together, claims Hines.

“It’s just how they lined up. We didn’t say, ‘Hey, let’s launch three games next year.’ What we do and take on comes out of what the studios are interested in, and they know better than anybody,” he says. “They know their tech, they know their platforms—so it was really a question of how long they were going to take, and how long they needed.”

And in the case of Bethesda Game Studios and the VR versions of both Skyrim and Fallout 4, we can probably thank Dallas’ own Escalation Studios. Bethesda acquired them earlier this year, and Hines says their work has been invaluable in getting those two games ready for release. “Without their help, I’m not sure if they’d make it out this year,” he affirms.

Debuting three large VR titles at the same time might seem like a risk for Bethesda, but Hines says their performance won’t necessarily dictate the company’s future in the space. “All of our studios are actively looking at and talking about what they want to do. Our focus right now is on these three, given that they’re all coming out this year,” he says. “But it’s something we’re actively involved in and working with. We just haven’t talked about any of our other going-forward plans yet.”


Disclosure: Bethesda provided flights and accommodations to the author to attend QuakeCon.

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Tweet Suggests Fallout 4 VR Could Be Coming to Other Platforms

The decision by Bethesda to bring its post-apocalyptic RPG series into virtual reality (VR) generated much excitement. Though many Oculus Rift users were somewhat disappointed when Fallout 4 VR was announced, since it seemed that the title was going to be a HTC Vive exclusive. It seems, however, that it may not be as exclusive as was once thought.

A tweet from the official HTC Vive twitter account seems to suggest that there is still hope for Fallout 4 VR to come to other platforms. The tweet says: “We errantly used “Exclusive” below. #Fallout4VR is created by @bethesdastudios & they determine when and where. Coming to Vive 12/12!”

It seems that HTC Vive may have jumped the gun by declaring Fallout 4 VR to be exclusive. There has been no official confirmation on what other platforms the title may be heading to, but most analysts are predicting that it will come to Oculus Rift at some point, giving HTC Vive a timed exclusive.

It has been pointed out that all of Bethesda’s other VR-compatible titles, such as the Elder Scrolls V: Skyrim VR and DOOM VFR are coming to PlayStation VR, with DOOM VFR having been confirmed for HTC Vive and PlayStation VR so far, with no announcement of an official release for Oculus Rift. This has led to speculation that Fallout 4 VR could make it onto Sony’s VR platform.

In the absence of official confirmation, only speculation is possible. VRFocus will bring you any further official news on Fallout 4 VR as it becomes available.

Launch Dates For Skyrim VR, DOOM VFR and Fallout 4 VR Confirmed

Bethesda have been embracing virtual reality (VR) in a big way recently, with ambitions of bringing three of its biggest franchise names into VR, with news of The Elder Scrolls VR: Skyrim VR and DOOM VFR breaking at E3 this year. Bethesda have now announced the official release dates for its three upcoming VR titles.

The release dates for The Elder Scrolls VR: Skyrim VR, Fallout 4 VR and DOOM VFR were revealed as part of the announcements for the schedule of the upcoming QuakeCon event, an annual celebration of one of the most successful arena shooters ever made. QuakeCon is host to the Quake World Championships, which this year will have a prize pool of $1 million (USD). The Elder Scrolls VR: Skyrim VR, Fallout 4 VR and DOOM VFR will all be available to play for attendees at QuakeCon, along with other Bethesda titles such as Dishonored: Death of the Outsider and The Evil Within 2.

The release dates for the three Bethesda VR titles is as follows:

  • The Elder Scrolls V: Skyrim VR: November 17 for PlayStation VR (PlayStation 4)
  • DOOM VFR: December 1 for PlayStation VR(PlayStation 4), HTC VIVE (PC)
  • Fallout 4 VR: December 12 for HTC VIVE (PC)

QuakeCon is due to take place on 24th-27th August at the Gaylord Texan Resort and Convention Centre in Dallas, Texas. Further details can be found on the QuakeCon website.

A price point for the three titles has not yet been confirmed.

VRFocus will bring you further information on Bethesda’s VR projects as it becomes available.

Bethesda: Erscheinungstermine von Skyrim VR, Doom VFR und Fallout 4 VR

Sie gehören wohl zu den mit am meisten Spannung erwarteten Titeln für die virtuelle Realität und könnten einen Schub für VR auslösen. Bethesda nennt im Rahmen der Gamescom 2017 in Köln nun die genauen Erscheinungsdaten von The Elder Scrolls V: Skyrim VR, Doom VFR und Fallout 4 VR. Noch in diesem Jahr werden Spieler die virtuellen Räume der AAA-Titel betreten und erforschen können.

Bethesda nennt Erscheinungstermine seiner AAA-Spiele

Als erstes ist der Rollenspiel-Klassiker The Elder Scrolls V: Skyrim VR an der Reihe, zumindest für PlayStation VR (PSVR): Am 17. November soll der Titel für die Sony-Konsole verfügbar sein. Wie gehabt wird der Release der Version für die HTC Vive erst nächstes Jahr stattfinden, hier nennt der Publisher noch kein genaueres Datum. Gleichzeitig bedient Bethesda hingegen die HTC Vive und PSVR mit Doom VFR, das der Publisher am 1. Dezember herausbringen will. Zum Schluss folgt der größte Titel, Fallout 4 VR. Der Erscheinungstermin liegt auf dem 12. Dezember, hier kommen zunächst lediglich HTC-Vive-Besitzer in den Genuss.

Etwas Verwirrung verursachte ein Tweet, in dem HTC mitteilte, dass Fallout 4 VR exklusiv für die Vive erscheint. Später korrigierte der Hersteller die Angabe und bestätigte lediglich erneut den Termin. Vorerst sollen im Gegensatz zu Skyrim VR keine DLCs bei Fallout 4 VR dabei sein. Diese könnten aber später kommen, wobei es unklar bleibt, ob sie kostenpflichtig sein werden oder nicht. Wie erwartet nennt Bethesda für alle drei Titel keinen Termin für die Oculus Rift. Als Hintergrund für die Verweigerung gelten die Prozesse zwischen ZeniMax Media und Oculus. ZeniMax ist die Muttergesellschaft von Bethesda.

(Quelle: UploadVR)

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Bethesda Announces 2017 Launch Dates For Fallout 4 VR, Skyrim VR, And Doom VFR

Bethesda Announces 2017 Launch Dates For Fallout 4 VR, Skyrim VR, And Doom VFR

Today Bethesda finally announced the official release dates for all three of its upcoming VR titles. You’ll be able to enjoy them all before the year’s over. Going into the year we knew about Fallout 4 VR already after playing it at E3 2016, but this year they announced both DOOM VFR and The Elder Scrolls V: Skyrim VR for the very first time.

Here’s when you can play each of Bethesda’s upcoming VR games:

  • Skyrim VR: November 17th for PSVR (No mention of Rift, Vive release presumably next year)
  • DOOM VFR: December 1st for PSVR and HTC Vive (No mention of Rift)
  • Fallout 4 VR: December 12th for HTC Vive (No mention of Rift, PSVR release presumably next year — although HTC is claiming it’s an exclusive, refer to the Update at the end of this story.)

You’ll notice that none of the games have Rift dates and that’s likely due to the ongoing legal issues between Bethesda parent company ZeniMax and Facebook-owned Oculus VR. When we talked to a Bethesda spokesperson at E3 about Rift support for any of the three titles they simply explained that they wanted to see their games on as many platforms as possible. My gut tells me this will be in the form of potential Rift support on Steam VR but not a release on Oculus Home. If it works on Vive then there’s really no reason it can’t launch on a Rift too. Even Google Earth VR had a workaround when the Rift was initially blocked. The reality of how this plays out remains to be seen for a few more months, however.

For our direct hands-on impressions of each game you can read more about what we thought of the latest Fallout 4 VR demo here, the Skyrim VR demo here, and the DOOM VFR demo both here and here. Let us know what you think of the games and how they’re shaping up down in the comments below!

Update: A tweet from the official HTC Vive Twitter account mentions Fallout 4 VR is coming “exclusively” to the HTC Vive:

We’ve reached out to both Bethesda and HTC to ask about Steam VR compatibility on other headsets, such as the Oculus Rift.

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Fallout 4 VR Won’t Contain Any Add-On Content At Launch

Fallout 4 VR Won’t Contain Any Add-On Content At Launch

Fallout 4 is a massive game in its own right, but we were still hoping the upcoming VR version of the game would include the DLC packs that have released over the past couple years. Sadly, it looks like that won’t be happening.

VRFocus reports from Gamescom that a Bethesda representative confirmed Fallout 4 VR will contain the core game only when it launches for the HTC Vive this October. This is apparently to focus “on the core game experience for VR”, though the company is also “looking at options” to integrate the DLC later down the line.

We’ve reached out to Bethesda for more information about this decision.

A total of six content-based add-ons have been released for Fallout 4 since its launch in 2016. Some of these like Automatron and Far Harbor added new story-based missions to the game, complete with new areas to explore. Others, meanwhile, expanded the game’s workshop mode, which allowed players to make their own homes to live in in the wasteland. A Game of the Year Edition of the traditional game will be releasing the month before the VR port, which collects all of this DLC for a reduced price.

Even without the DLC, Fallout 4 VR will offer plenty of content — likely more than any other VR game before it — but with a full $59.99 price tag for what’s now a two-year-old game, it’s definitely a shame we’re not getting the complete package here.

Meanwhile, Bethesda’s other big PSVR port, Skyrim VR for PlayStation VR (PSVR), will contain all previously released DLC, as confirmed at E3 back in June. Doom VFR, meanwhile, is a completely new game.

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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.