This ‘Fallout 4 VR’ Modpack Brings VR-native Overhaul to the Wasteland

There are a ton of Fallout 4 VR mods out there since it launched on the first generation of consumer VR headsets back in 2017, most of which you can find on NexusMods. If you’re looking for an all-in-one solution that makes the game less of a port and more of a native VR experience though, modder and streamer GingasVR just released a comprehensive modpack that is essentially a survivalist’s dream come true.

The modlist, aptly named ‘GingasVR’s Fallout VR Essentials Overhaul’, includes a bevy of optimizations that aim to fix some of the biggest gripes of Bethesda’s less-than-perfect VR port.

Not only does the modlist bring stability to a majority of the Commonwealth, which includes interior locations, but it also features things like a more intuitive Pip-Boy UI, smarter AI (including companions), and bunch of other things that make the Wasteland a more dangerous place. Bullets are actually rare, enemies are more crafty, and as GingasVR puts it: “you WILL die.”

One of the biggest limiters to everyone grabbing this modlist right now is that it requires not only the VR version of the game, but all official DLCs from the flatscreen version of Fallout 4 from Steam, all of which are included in the Fallout 4 Game of the Year Edition. You can grab that for under $15 if you’re looking in the right place at the right time (eg: Greenman Gaming, periodic sales on Steam, etc).

To GingasVR, the reason for requiring all DLC isn’t just about making a more visually pleasing experience, but rather making it a more immersive survival RPG experience by bringing a level of danger to the game which you might expect, well, when having to scrounge through a post-apocalyptic world filled with mutated malefactors.

This overhaul is NOT easy, this is meant to be an immersive survival rpg. You can customize things to your liking but the default is a game where there is NO Compass and NO HUD. VATS is turned into BULLET TIME (No auto targeting) The AI is also SMART and WILL USE TACTICS against you, Combat is FAST PACED and DANGEROUS there WILL be Random Ambushes! Radiation is actually deadly.

Provided you do have all DLC, you can get started by closely following GingasVR’s comprehensive guide on how to install the modlist using Wabbajack, an automated modlist downloader. Still, automated downloader or not, installing the modlist requires a fair bit of configuration before you can start stalking the Commonwealth, and an SSD with at least 85 GB to spare.

If that seems daunting, take a look at a list of improvements available in GingasVR’s modlist which ought to wash down the bitter pill of  having to mess with system settings:

  • Optimization and Stability in the majority of Commonwealth as well as interior locations.
  • DLC Fixes
  • Auto-Eating and drinking in Survival – 2D menus suck in VR (This mitigates the issue but food and drinks will NOT heal you)
  • Survival Manual Saves
  • Customizable HUD with as much or little HUD elements as you want
  • Survival Fast Travel from Settlements (Can also be customized to Fast travel from anywhere)
  • Hand Model and better VR Pip-Boy Interaction
  • Sim Settlements And Conqueror ( Complete Auto Build Settlements and ability to raid- CAN be customized or turned off)
  • BULLET TIME made SPECIFICALLY for the VR version of VATS
  • Edited and custom made perks So that Perception isn’t useless with bullet time and accuracy changes
  • Complete Accurate VR Weapons
  • Reduced loot to realistic levels for the setting (Finding bullets is actually a rare commodity now)
  • Smart AI (PANPC, Arbitration)
  • Smart Companions (Better Companions, More Smarter Companions)
  • Companion Whistle
  • Every NPC can be killed (Including Kids and Essential NPCS – Only Unlocked after going down the “Evil Path”)
  • Traveling NPCs
  • New Guns (Too many to list and all of them work – BE CAREFUL if trying to add other weapon mods)
  • New Quests and Locations ( Interesting NPCS, Stumble upon Interiors, Heather Casidian)
  • Easy hacking and Easy lockpicking
  • New weather from True Storms and Vivid Weather
  • New Optimized Textures
  • Darker Nights
  • Health changes, live dismemberment and non-bullet sponge enemies
  • New Radio Stations
  • New Music and no combat music
  • Better Blood
  • Stalkers that will periodically hunt you down and try to kill you (Can be customized or turned off- you can also run away and they’ll get bored of you)
  • Ability to increase carry weight with in-game progression
  • New Sound effects
  • VR Mirror to see yourself in 3rd person (Only possible with this list- Unavailable anywhere else)
  • And A lot more.

What’s your favorite, most essential mod for Fallout 4 VR? Let us known in the comments below!

The post This ‘Fallout 4 VR’ Modpack Brings VR-native Overhaul to the Wasteland appeared first on Road to VR.

Microsoft Acquires Skyrim VR-Maker And Oculus Lawsuit Rival ZeniMax

Microsoft is to acquire ZeniMax Media, the parent company of Skyrim VR, Fallout 4 VR, Doom VFR and Wolfenstein VR publisher, Bethesda Softworks.

Head of Xbox Phil Spencer announced the news on the Xbox Blog today. All of Bethesda’s family of studios, including id Software, Arkane, Machine Games and more are coming under the Xbox wing. Bethesda is arguably best known for the Elder Scrolls series of role-playing games, but also publishes new entries in famous franchises like Wolfenstein, Doom and Dishonored.

Following the announcement, games industry journalist Jason Schreier reported that Microsoft is paying $7.5 billion in the acquisition.

Bethesda — and the wider ZeniMax Media corporation — also has an interesting history with VR. Over the course of the past four years, Bethesda has put out several VR games, including ports of Skyrim and Fallout 4. It’s also released all-new titles like 2019’s Wolfenstein: Cyberpilot and once promised VR support for mobile spin-off, The Elder Scrolls: Blades, though that’s yet to materialize.

But, going deeper, ZeniMax itself famously took Oculus to court after the company was acquired by Facebook. ZeniMax alleged that legendary game developer John Carmack had stolen Bethesda-owned technology in the process of working with Palmer Luckey on early prototypes of the Oculus Rift and eventually leaving id Software to join Facebook’s VR team. The lawsuit came to ahead in a 2017 court battle that initially saw Facebook ordered to pay ZeniMax $500 million. The payout was eventually halved to $250 million. None of Bethesda’s games have been published on Oculus stores to date.

For the past few years, Microsoft has committed to bringing all of its published games to PC, so it’s safe to assume new Bethesda titles will come to both the new Xbox Series S and Series X console as well as PC. It remains to be seen if future titles will come to PS5, though the upcoming Bethesda-published Deathloop and Ghostwire: Tokyo do have timed exclusivity arrangements with Sony.

What do you make of the Microsoft Bethesda deal? Let us know in the comments below!

Why now is the time for AAA Studios to Consider VR

Asgard's Wrath

Following the launch of Half-Life: Alyx and subsequent spikes in virtual reality (VR) adoption rates (more on that later), there’s a real buzz around VR at the moment which is highly encouraging but tempered slightly by one key omission: the lack of AAA videogames in VR. As with most new technologies, game development to date in the VR industry has been almost exclusively the preserve of small, independent studios. The reasons for that are clear: small studios can operate off reduced budgets and so are more willing to experiment with new technologies and game design techniques.

Half-Life: Alyx

These indie studios have done an incredible job, but it’s undeniable that as the VR space matures and grows the lack of large, highly polished AAA titles, particularly from key third party studios, is a notable weakness in the overall offering. Anyone who’s recently finished Half-Life: Alyx and then craves a similar experience will know that feeling only too well. However, I would argue that now is the perfect time for AAA studios to take the plunge. The key reasons being:  

  1. Flatscreen AAA game design has largely stagnated and gamers are desperate for a proper ‘next generation’ experience when the new console generation begins.
  2. Core VR game design principles are now well established and have been successfully implemented in a large range of titles.
  3. The VR install base is now at a healthy, profitable level and is growing quickly.
  4. Unlike in the over-saturated AAA flatscreen space, there is not much competition in the AAA VR space – any new AAA game is a big event.

AAA flatscreen games have lost their sense of wonder and excitement

I’ve been playing a lot of Assassin’s Creed Odyssey during lockdown as I managed to snag it cheaply on Steam during a sale. It’s the first AAA flatscreen game I’ve played in a long time. Its a fun videogame and I’m enjoying it, but I find that it just washes over me and that it very much feels like a game I’ve played before. The incredible amount of polish and craftsmanship on display is impressive, but it can’t help but feel generic and similar to any number of other flatscreen open-world titles. There’s no moment of genuine excitement when I discover a new area, enemy, weapon or mission. There’s no sense of wonder as I’ve seen variations of what it has to offer many times before, just at a lower resolution and graphical fidelity. This is not an issue specific to Assassin’s Creed Odyssey. Look at any AAA flatscreen videogame released in the last three years and it’s hard to escape the thought that there really hasn’t been much progress – outside of improved visuals and scale – since the PS3/Xbox 360 days.

Assassins Creed

It’s a well-recognised problem in the AAA space that developers have been struggling with for many years: how do you make the latest iteration of a game feel new and exciting when the input method – a gamepad or mouse and keyboard – is essentially the same as it has been for two decades. How do they make a videogame feel truly next-gen outside of improved graphics? VR is the answer. Half-Life: Alyx demonstrated how powerfully new an established franchise can feel when it leverages the potential of VR. It absolutely felt like a Half-Life game, even down to having a very similar, linear structure to previous outings. However, by being in VR, and leveraging what VR does best (and notably by not taking any big risks with VR mechanics – most of Alyx’s mechanics have been seen before), it is elevated far beyond a typical sequel. The ability to actually stand in City 17 and manipulate objects in that environment with virtual hands while shooting and reloading a gun and using real-world objects like you would in real life instils a sense of presence and wonder into an existing template that is fresh, fun, immersive and feels truly next-gen.  

Just imagine what Ubisoft could do with Splinter Cell or Assassin’s Creed in VR, or Rockstar with Grand Theft Auto or Activision with Call of Duty. As discussed further in this piece, the building blocks are already there. In many ways, it’s the simplest way for the big studios to breathe new life into their existing franchises.

Core VR game design principles have now been established

Crucially for AAA developers, many key VR mechanics have already been discovered and tested with a sizable player base and so they wouldn’t be starting with a blank piece of paper. Movement in VR can be implemented effectively via smooth locomotion or teleportation. There are well-established comfort settings for those who suffer from motion sickness. Climbing is huge fun in VR and numerous videogames have been built around that core mechanic. Gunplay in VR is realistic and intuitive and games like Boneworks, Pavlov VR and Hot Dogs, Horseshoes & Hand Grenades have shown how immersive it is to use a virtual gun just like you would a real life gun. Inventory systems, physics simulations, hand interactions, throwing and sword fighting have all been implemented in numerous videogames and so there is a blueprint for how to successfully incorporate these mechanics into a VR experience.

Boneworks

Hell, one really simple way for a  AAA studio to effectively implement VR into their franchise would be to buy an existing VR engine and use that as the foundation for their game. Imagine a Call of Duty that is built off of the Boneworks physics engine and gunplay. That’s a mouth-watering prospect. The key point here is that we’re now several years into VR development and a lot of the significant design barriers to entry have been removed.

The install base is already sizeable and growing at a fast pace  

As has been widely reported, the latest Steam survey pointed to some highly encouraging VR adoption figures during April 2020. Even with coronavirus supply shortages making it difficult to buy a headset – the Valve Index has been sold out for months and Oculus headsets have only just come back to the market –  the launch of Half-Life: Alyx saw almost a million additional VR users connecting headsets to Steam VR over the previous month and overall the userbase has been growing rapidly month on month over the past year.

This huge spike in users now means that it’s estimated that 1.91% of Steam users actively use a VR headset which equates to roughly 2.7 million VR users on Steam (and it’s worth noting that a considerable amount of Oculus PC VR users don’t use Steam). Sony has sold over 5 million PlayStation VR headsets and while Oculus has never been forthcoming with sales numbers we know the Quest has been a big success – Mark Zuckerberg recently stated that “Quest is selling as fast as we can make them”.  All of this is to say that across the various platforms there is a significant amount of existing users and crucially the install base is growing rapidly month-on-month. With the next generation of consoles around the corner and with Sony reportedly committing to a PlayStation VR 2, Oculus seemingly about to bring out a new headset and Valve fully supporting VR, not only is there a sizeable market already but it looks highly probable that it will be an exponentially bigger one in the coming years. 

Stormland

Any AAA VR release will be a BIG event

As of today, we’ve only really had one proper AAA title in VR – Half-Life: Alyx. Lone Echo, Asgard’s Wrath, Blood & Truth and Stormland come close, but in reality the scale of those projects and the teams that worked on them were relatively small compared to a flatscreen AAA project. I’m also not including AAA titles that have been adapted for VR – such as The Elder Scrolls V: Skyrim VR and Fallout 4 VR– as while enjoyable they weren’t built from the ground up for VR and so don’t fully take advantage of what the technology has to offer.

As such, and as seen with the release of Half-Life: Alyx, a AAA release is a big event in both the VR space and in the broader gaming community as players react (sometimes not so positively) to seeing a beloved franchise in a new medium. The VR community were hyping Half-Life: Alyx for months before its release and the gaming community is still talking about it now, mainly due to how it’s unlike anything anyone’s seen before. With so many AAA games releasing in the flatscreen market – most have annual releases – gamers find it hard to keep up with and play each AAA release and they have in many ways lost that ‘big event’ release buzz.

Half-Life: Alyx has reportedly sold over 1 million units since its launch at the end of March, it was played by over 40,000 players concurrently on Steam just after launch and was also watched by 300,000 Twitch viewers on release day – by far the most viewed VR title ever and comparable, and in many cases surpassing, AAA flatscreen games. Furthermore, the amount of press coverage and articles written about Half-Life: Alyx has been huge. Sure, some of this has been down to the return of a gaming franchise that hasn’t had a release for over 10 years but much of it is due to the decision Valve made to make it in VR. There has been a big and enduring buzz around the game and it has felt like a real video game milestone event.

VR as part of the AAA space

This is all not to say that somehow AAA VR videogames should replace indie VR titles or that we should no longer have flatscreen AAA games. There is, of course, a place for both of them in the wider gaming ecosystem – I’ve enjoyed Assassins Creed Odyssey and find it relaxing, and we need indies to keep pushing the boundaries of what’s possible – but it’s undeniable that flatscreen AAA games have lost some of their wonder and excitement and a bump in resolution and fidelity will not be enough to provide that crucial next-gen experience. Whilst at one stage developing in VR was a daunting prospect, the core mechanics have now been worked out and there’s a healthy and rapidly growing user base that’s craving AAA content. It’s time for the big studios to get involved.

bHaptics Expands TactSuit Game Support, 20% Flash Sale Incoming

bHaptics Tactsuit

Used by location-based entertainment (LBE) locations worldwide, such as Hologate and Sandbox VR, bHaptics’ TactSuit system offers haptic feedback for the upper body, arms and even face. The company has been working with developers to natively integrate TactSuit into their projects, announcing this week that more titles have been added. Plus, bHaptics will be running a week-long sale for those interested in making their virtual reality (VR) gameplay more immersive.

bHaptics Tactsuit

During CES 2020 bHaptics revealed that Sairento Untethered and Thrill of the Fight had been integrated. They are now joined by Apex Construct, Death Horizon: Reloaded, Fallout 4 VR (using this mod), Half-Life: Alyx (using this mod), MissionX: Lite, Windlands 2, and Zomday. This means that TactSuit is now compatible with more than 25 videogames.

“We are committed to providing as many compatible games as possible in order to provide TactSuit users with quality haptic experiences in VR,” said bHaptics in a statement. “We’ve made sure that haptic integration is quick and easy for developers and our dev team stands ready to assist as much as they can.”

If your favourite VR title isn’t on the list then bHaptics does have a solution for that, its new Advanced Audio-to-Haptic mode. Designed to provide better haptic feedback for non-supported videogames the mode converts the audio output into haptic feedback, whilst also recognising instances like firing a gun or getting hit by an attack. The company will provide presets for popular titles such as Arizona Sunshine and The Walking Dead: Saints & Sinners.

bhaptics kit

The main consumer product is the haptic vest (or Tactot) which retails for $499 USD and is compatible with headsets including Oculus Quest/Rift, HTC Vive and many more. However, starting 21st May bHaptics will be running a week-long sale (until 31st May) knocking 20 percent off the price. It’s not just the Tactot which will be on sale, all the other products in the TactSuit range will be, so treat yourself to a haptic face cushion (Tactal) or the arm sleeves. The sale will only take place on the official bHaptics store.

VRFocus will continue its coverage of the latest haptic devices for both the consumer and LBE markets, reporting back with further updates.

Could Realistic, Advanced Physics be the Gameplay Differentiator to Take VR Mainstream?

Sometimes, it’s difficult to put your finger on why and how virtual reality (VR) gaming differs to traditional gaming. Of course, there’s the obvious immersion point – in VR you’re actually in the game rather than viewing it – but what about gameplay mechanics? How do they really differ? The Elder Scrolls V: Skyrim VR and Fallout 4 VR are amazingly immersive in VR but, outside of being able to move your weapons in independent directions, is the core gameplay any different from their flatscreen incarnations?

BoneworksA growing trend in the VR scene has been the rise of titles that attempt to utilise realistic physics-driven interaction systems as core gameplay mechanics. This trend began with games like H3VR and Gorn and has gained momentum recently through titles such as Blade & Sorcery, Boneworks and The Walking Dead: Saints & Sinners. These videogames are based around employing consistent, universal and realistic physics rules to every object in an experience so that when a player manipulates or uses that object it reacts realistically (or at least consistently) to both the player’s input and all other objects and masses in the VR space. It feels very much like the next step on the evolutionary path of VR gaming and one that truly differentiates it from traditional gaming.

Adding weight and mass to thin air!

What does this mean in practice? In the titles mentioned above, not only can almost every item in their worlds be picked up, moved, thrown and manipulated but there is also an attempt to give each item weight and mass. Quite a difficult thing to pull off convincingly when in the real world the player is just pushing air particles around! When I pick up a huge axe in a videogame like Blade & Sorcery there is a realistic approximation of its weight. I can’t just pick up this axe with one hand and waggle it around weightlessly. It has realistic physics and it will droop uselessly if I use it with one hand, greatly diminishing its damage potential if I try to hit an enemy (as would be the case in real life). Rather, I need to pick it up with two hands and mime slow swings like it has actual weight. This sounds unintuitive but it’s anything but. It’s actually a lot of fun and surprisingly effective at making you believe you’re swinging around a hulking great piece of metal. Furthermore, if I swing the axe at a wall it will bounce off it rather than just glide through. If I hit a pot it will smash. If I crunch it into a competitor gladiator’s arm it will (gruesomely) dismember them!

Blade & SorceryRealistic, advanced physics take VR immersion and gameplay to the next level

When we talk about realistic physics simulation this is what we mean. While it might not seem like the most obvious selling point for VR – “realistic physics” doesn’t exactly scream must play – the benefits are immense. Firstly, it adds hugely to the overall immersion. Visually placing you in an environment is one thing in VR, but when you’re placed in a space and then each object you touch, grab or swing reacts as you expect, and has its own physicality and weight, it’s amazing how your brain can be tricked into believing that what is in front of you is somehow real and actually there. I spent a ridiculous amount of time in the first few areas of Boneworks simply overturning tables, pushing over filing cabinets and picking up and throwing computer screens. It’s just so much fun to simply exist and mess around in a VR space when you can grab and manipulate all the in-game objects around you.

Secondly, and very much in line with the trend we’ve seen in VR gaming during 2019 and early 2020, there are endlessly entertaining ways to incorporate realistic and consistent physics into gameplay mechanics that facilitate player creativity and expression. The most obvious example is through weapons. When your weapons and your enemies have weight and presence it’s remarkable how many ways to tackle combat situations present themselves. Suddenly, every cool move you’ve seen in a sword and shield or gun-based action film is there for you to emulate. A quick search on YouTube for Sword & Sorcery’s best kills will throw up all manner of complicated and convoluted (and, it has to be said, cool) melee combat sequences which show a whole range of sword, axe, knife and pike sequences that are equal parts shocking and thrilling in their brutality and creativity. On the less gruesome side, if that machine gun now has weight and presence in-game (as in Boneworks), not only can you use it to shoot an enemy (as you would in any videogame), but it can become a multi-purpose tool; one you can use to push open doors or hook over a ledge to use as a climbing aid or as a bar on a zip line.

There’s an almost endless amount of ways you can manipulate these believable in-game props to come up with creative and original ways to defeat enemies, overcome puzzles or navigate parts of the environment. This level of interactivity is just not possible in traditional 2D videogames. They are bound by input methods on a gamepad or keyboard and there’s only a limited number of possible combinations. When motion controls are coupled with in-game objects and weapons that have physicality, the combinations of possible manipulations and consequences are nearly endless and don’t have to be pre-programmed.

Advanced physics are more than just realistic gore

So far I’ve focused on combat but physics-based gameplay lends itself equally well to a whole multitude of titles. Gadgeteer is a great example of how consistent and realistic physics can enhance a VR puzzle videogame. Each lego-like piece that you use to create reaction contraptions (think Rube Goldberg machines) revolves around realistic physics and how one piece interacts with another. The fact that in VR all of these pieces can be touched, pushed, lifted and manipulated like you would in real life lends Gadgeteer an incredible tactility while also allowing various tracks to be flexibly laid out in full 3D spaces. Being able to pick up and handle each intricate piece like you would in the real world, while also seeing them react to other objects as you expect and anticipate, based on your inherent understanding of how real-world physics work, makes the game incredibly easy to pick up and play and in no time at all you’re able to create elaborate chain reaction machines that will surprise you with their scope.

The challenges of implementing realistic physics

So why don’t all VR games incorporate advanced physics simulations and why haven’t they since VR first appeared? Well, for one thing, these physics are difficult and complicated to bake into a videogame. It takes developers many, many hours of development time to understand how to implement these physics and to work through all the various permutations of how each object in a game reacts to another.

The second consideration when implementing realistic physics is how far to take them. Just because a VR title has astonishingly realistic physics doesn’t necessarily make it a fun videogame. Arguably, Boneworks has the best recreation of realistic physics we’ve yet seen but there are moments when it can be annoying from a design perspective. There have been numerous times when I’m running through a level only to find that my character’s foot is stuck on a pavement curb and so I can’t move. Likewise, my gun has often smashed into a corner as I try to round it quickly or a limb gets stuck in a large grating. This also points to another issue with implementing realistic physics in VR: ’jank’. All VR physics titles that I’ve played so far have janky moments and you’ll often see an object react strangely or an enemy contorted into bizarre positions or tripping over the smallest item. Glitches and bugs are part and parcel for implementing these complex systems but it can still be immersion breaking to see some of the ridiculous scenarios thrown up.

Half-Life: AlyxWill Half-Life: Alyx find the perfect balance?

So, there are clearly some steps that need to be taken to find the right balance between implementing realistic physics-driven gameplay while keeping a videogame fun, accessible and polished. We’ve already seen this happen to some extent with The Walking Dead Saints & Sinners, which provided a slightly watered down physics simulation when compared to Boneworks or Blade & Sorcery, but still made sure that key object iteration and combat had that immersive physicality and weight. More excitingly though, Half-Life: Alyx, which is only weeks away from launch, seems to elegantly combine detailed, realistic object interaction and physics simulations with immense polish and accessibility. If it nails that balance we really could be on the cusp of a VR gaming revolution – one heavily based around realistic physics that will provide unheard of levels of player interaction and will be hard for a mainstream gaming audience to resist.

5 Reasons Why The Outer Worlds VR Support Could Be Amazing

We often write lists of reasons why big, prominent non-VR games should absolutely get official VR support. Examples of ones we’re still crossing our fingers for Metro Exodus, Kingdom Come Deliverance, and Destiny 2. With that being said, it does happen. Just look at No Man’s Sky, Hellblade VR, Skyrim VR, Fallout 4 VR, and Borderlands 2 VR as examples.


First, a bit of background: What exactly is The Outer Worlds? Basically, Obsidian Entertainment is an RPG-focused development studio that has created on games like Neverwinter Nights II, Fallout: New Vegas, Star Wars: Knights of the Old Republic II, Pillars of Eternity, Tyranny, and many others over the years and was founded by people that originally created the Fallout franchise. The pitch here is that, this is a lot like a new Fallout game in every way but name, but instead of taking place after a nuclear apocalypse it puts you as a boisterous captain of a spaceship as you make your way across various planets with your rag tag group of NPC companions. Think of it as a combo of several key tenets of both Bethesda and Bioware games and you’re pretty close.

Usually there is some sort of key justification for it all beyond just “this would be cool!” and this time with The Outer Worlds is no different. Consider this article my formal plea to either Obsidian Entertainment to add at least head tracking support, if not a full VR update, as well as a list of reasons an intrepid would be praised for doing some of the dirty work.

the outer worlds title image city background

Fallout 4 VR As A Point Of Comparison

Let’s get it out of the way first: if Fallout 4 can work in VR, I absolutely think The Outer Worlds can. Obviously a full-on VR adaptation with roomscale movement support and motion controller tracking would be glorious, but I’d honestly settle for head-tracking only as well. Head-tracking mods have done wonders to make games like Alien Isolation and GTA V feel new again in VR and that would be great here as well. Something like VorpX will probably get updated soon, but direct VR support within the game would be better.

Immersive Atmosphere

The Outer Worlds is one of those kinds of games that is very easy to lose yourself in. The landscapes are vast and beautiful, the characters are rich and full of interesting things to say, and the regions are both wide and deep with tons of things to do and see. While not quite an open world game, there is so much to do in The Outer Worlds with a litany of ways to build your character you won’t be pressed to find things to do. Within the first hour it’s tough to walk for more than a few minutes without finding something fresh and new going on.

the outer worlds landing image shot

Gorgeous And Appropriate Setting

Like, just look at it. Look at The Outer Worlds. This is a screenshot I took yesterday (also embedded above) immediately after exiting my landing pod following character creation and stepping foot into the game world for the very first time. Not only is it just a drop-dead gorgeous game, but it’s got an incredibly immersive atmosphere that really evokes that same sense of discovery you get from VR games like The Solus Project, Skyrim VR, No Man’s Sky VR, and Fallout 4 VR. Not to mention the setting is all about exploring strange worlds that feel ripped out of a sci-fi film or graphic novel.

the outer worlds fallout image

Unreal Engine And Planned Mod Support

Since The Outer Worlds is an Unreal Engine 4 game and not based on a custom platform, that at least leaves the door cracked to the potential of VR support of some kind. At the very least hopefully VorpX will work in time or can be achieved by tweaking settings from an existing UE4 game’s profile. But going even beyond that, Obsidian are intending to add mod support sometime after launch which could theoretically make it possible for more bespoke VR solutions. Again though, even just basic head-tracking and 3D would be enough to make me try it in a VR HMD.

the outer worlds fps gameplay

Single-Player Focused RPG Shooter

There aren’t enough games like The Outer Worlds in VR. Other than the big examples I’ve listed already like Fallout 4 VR, Skyrim VR, No Man’s Sky VR, and maybe The Solus Project for a survival-focused angle, it’s a genre that most developers haven’t had the funding, resources, or time to tap into much yet for immersive content. Adapting a game like The Outer Worlds would be a great stop-gap solution. Stormland is coming up soon and should scratch the itch a bit, but it’s less narrative-focused overall and has an emphasis on co-op. The Outer Worlds, on the other hand, is deeply narrative focused, single-player, and is oozing with great RPG elements.


Let us know what you think of this article down in the comments below! Would you play The Outer Worlds in VR? 

The post 5 Reasons Why The Outer Worlds VR Support Could Be Amazing appeared first on UploadVR.

Fallout 4 VR is Free With Every HTC Vive Pro Starter Kit

First made available to UK customers in January, the HTC Vive Pro Starter Kit includes everything players need to start enjoying high-resolution virtual reality (VR) gaming. For those tempted by the kit, HTC Vive has now made the deal even more tempting by offering a free copy of Fallout 4 VR for a limited time.

Fallout 4 VR screenshot

With every purchase of the HTC Vive Pro Starter Kit for £1,119 GBP you get the HTC Vive Pro headset, two Lighthouse base stations 1.0, two controllers 1.0 and the link box. You’ll also get a free 2-month Viveport trial subscription to start you off. Once you activate the Viveport subscription you’ll then be sent a code to download Fallout 4 VR for free. The deal doesn’t last for long though, closing next Thursday, 28th March.

This offer seems to only be available through Vive.com for European customers, as the US site isn’t promoting any such offer. And don’t get it mixed up with the HTC Vive Pro Full Kit which retails for £1,299 and features the SteamVR Base Station 2.0 setup.

The HTC Vive Pro made its first appearance during CES 2018 followed by an official launch a few months later. The main difference between it and the original £499 HTC Vive is that the Pro version comes with dual-OLED displays, delivering a stunning image at a resolution of 2880 x 1600 combined. The headset also comes fitted with integrated headphones and a snazzy blue design.

HTC Vive Pro

Bethesda’s Fallout 4 VR was one of the hit titles released over the Christmas period in 2017, garnering a five-star review from VRFocus in which we said: “Fallout 4 VR is such a massive experience that VRFocus could go on writing for hours. What you want to know is, is it worth investing your time in? That’s an easy yes. What Bethesda has done with Fallout 4 VR is create the ultimate Fallout experience.”

VRFocus will continue its coverage of HTC Vive, reporting back with the latest headset updates for the Vive Pro Eye and Vive Cosmos, as well as all the rest.

10 Best VR RPGs For Rift, Vive, PSVR, Quest, and Windows MR

(Update: 10/29/19): For this update to our list of the best VR RPGs we’ve removed Fallout 4 VR and The Witching Tower in favor of adding Asgard’s Wrath and No Man’s Sky VR.

(Update: 8/9/19): For this update we’ve bumped off Chronos, VR Dungeon Knight, and Vengeful Rites in favor of adding Journey of the Gods, The Wizards: Enhanced Edition, and Shadow Legend.


(Originally published 2/8/19): For a lot of people, virtual reality is all about escapism. Being able to put on the headset and immediately be transported to a totally new world. Perhaps in your dreams that world is full of magic, wondrous creatures, and breathtaking locations. If that’s the case for you — if that’s what you imagine the best that VR has to offer being like — then you’ve come to the right place. This is our list of the top 10 very best VR RPGs that you can play on Rift, Vive, PSVR, Oculus Quest, and Windows MR right now.

We’re still in the early days of consumer-focused VR so that means we haven’t quite reached the point where developers can spend years crafting the ultimate experience from top to bottom. Many of the games on this list are either ports of non-VR games or made by small teams with a passion for VR. Either way, these are our picks for the best.

And since we’re specifically collecting a list of RPGs (that means role-playing games) we’re leaving off stuff that is primarily a shooter, adventure game, or even just combat-focused action games like Blade & Sorcery if it doesn’t feature a heavy emphasis on RPG elements. We’re also leaving off mobile titles because there just aren’t many great VR RPGs on mobile (other than The Well, you should definitely play that on Go and Gear VR.)

Here is our alphabetical list!


Asgard’s Wrath (Read Our Review)

Asgard’s Wrath is not only a step forward for Sanzaru Games as a development studio, but also a fundamental advancement for VR games in general. It’s a captivating experience full of enchanting adventure from start to finish. When people buy a headset with the idea of visiting strange, beautiful, and rich new worlds full of exciting things they can only do in VR, this is the type of game they’re imagining.

There are some small gripes here and there and it’s not perfect by any means, but it’s certainly the best VR game yet that I’ve played. After over 25 hours of questing through the realms of Norse mythology, all I can think about is the laundry list of things I’ve still yet to discover. Asgard’s Wrath is, from top to bottom, an extraordinary accomplishment.

This is a must-play if you have an Oculus Rift.

 

The Elder Scrolls V: Skyrim VR (PSVR Review, PC VR Review)

When Skyrim VR was announced at E3, it was like a dream come true for me. The Elder Scrolls is one of my all-time favorite game franchises and the thought of being able to walk the streets of Whiterun and slay dragons in VR was just an incredible proposition. And luckily, it lives up to the hype.

The VR implementation could have used a bit more work since the flat menus and awkward NPC interaction leaves a bit to be desired, but the scale and amount of content is unmatched in VR. This is truly one of the best RPGs ever made, now in VR. If you’re on PC then you can play with mods too!

 

Journey of the Gods (Read Our Review)

Journey of the Gods is a simple, yet charming game. It doesn’t try to reinvent the wheel in terms of action adventure games in VR go and it certainly won’t blow your mind with its visuals, but what we’ve got here is a well-made and tightly designed adventure with hours of content to explore. I’d love to see this turned into a franchise so we could experience a bigger, better, and bolder sequel. As it stands, Journey of the Gods is a delightful and fun game worth adventuring with.

It’s available on both Quest and Rift, providing an adventurous scratch for your RPG itch.

Karnage Chronicles (Read Our Thoughts)

Romping through dungeons with friends is a ton of fun, especially when it’s VR and you’ve got defined class roles. Similar to VR Dungeon Knight, also on this list, Karnage Chronicles is heavily focused on co-op fun. There’s a surprising amount to this one with some solid progression systems and really inventive environment designs keeping you coming back.

It’s still in active development, but you can already experience a lot of great content even while it’s still in Early Access.

The Mage’s Tale (PSVR Review, PC VR Review)

From inXile Entertainment, the actual creators of The Bard’s Tale and Wasteland comes The Mage’s Tale, an excellent single-player RPG that pits you against dangerous goblins, deadly traps, and a surprisingly lengthy campaign featuring 10+ hours of content.

This one is out on Rift, Vive, and PSVR and it packs a lot of good RPG fun with some of the best production values in the genre. It’s not open world and is instead extremely linear, but the pacing is great with a fun adventure

No Man’s Sky VR (Read Our Review)

While not classified as an RPG directly in the most traditional sense, it’s got most of the core hallmarks in place and lets you immerse yourself in one of the largest and most detailed virtual universes ever crafted. For all intents and purposes, this is a sci-fi RPG epic in our books.

No Man’s Sky is very much more than the sum of its parts. When looked at under a microscope individually, each element can show significant blemishes with plenty of room to be more polished, more dynamic, and more expansive, but to focus too intently on the moving parts and not take it in as a collection of its immersive ambitions would be missing the point. Performance issues and some non-game breaking bugs aside, to appreciate what makes No Man’s Sky VR so special is to appreciate the underlying appeal of VR as a medium. They’re both about exploring a vast, endless sea of fantastical destinations. They’re both about embodiment and unrivaled immersion. And above all else they’re both about becoming who you want to be by exploring the far corners of seemingly limitless potential.

OrbusVR (Read Our Thoughts)

This one holds the crown of being the first-ever actually released and supported VR MMOs. Obviously it can’t hold a candle to Sword Art Online or Ready Player One just yet, but it has laid a great foundation for what’s to come.

Now that is massive overhaul is out and its released on Quest, OrbusVR is bigger and better than ever. Plus you can play for free all the way up to level 10!

Shadow Legend (Read Our Review)

Shadow Legend probably isn’t going to blow any minds or make believers out of anyone that has decided VR isn’t for them, but it does deliver on its promise of offering a feature-filled single player VR RPG that tells a complete story with action and intrigue. Production values and clunkiness aside, the mere fact that Shadow Legend feels like an actual game probably says more about the state of the VR market than it does the quality of the adventure itself. At the end of the day when I lay down my Knight’s Templar sword and finish slaying demons, all I could think is how badly I wish there was more.

Shadow Legend is out on PC VR headsets and is coming to PSVR sometime this year.

Vanishing Realms: Rites of Steel (Early Acces Review | Sundered Rift Review)

This is really the original roomscale VR RPG. It came out at the same time in Early Access back when the HTC Vive first launched almost three years ago and is still one of the best. It’s now out of Early Access and the massive expansion more than doubles the game’s size and length.

Vanishing Realms is the most traditional D&D-inspired game on this list and is all about exploring dungeons, fighting enemies, and bypassing some simple puzzles and traps. It’s a world rife with potential and is still a blast to play to this day.

The Wizards: Enhanced Edition (PSVR Review, PC VR Review)

On the gamut of magic-based first-person action games, The Wizards: Enhanced Editions is definitely one of the better ones. Its spell-casting system is interactive without being too cumbersome and the campaign mode packs a solid amount of content. Plenty of collectibles, a replayable Arena mode, and lots of mission augmentations add up to this being a really fun journey. But some of the repetition, relatively short length, and recycled wave-shooter-style mission structures left us wanting a bit more creativity. I absolutely enjoyed my time with The Wizards, but with a few additions it could have been the definitive VR spell-casting game.

It’s out on PSVR, PC VR, and even Oculus Quest now too.


Notable Upcoming VR RPGs

Nostos (Read Our Thoughts)

 

SoulKeeper VR (Read Our Thoughts)

 

Here’s some prototype footage of Zenith, our in development VR MMORPG for the Quest. from r/OculusQuest

Zenith (Read The Announcement)

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Fallout 4 VR kostenlos im neuen Viveport-Abo für HTC Vive und HTC Vive Pro erhältlich

Werbung für Virtual Reality Hygiene

HTC spendiert sämtlichen Neukunden des Viveports, die zwischen dem 6. bis 14. November ein Abonnement abschließen, eine kostenlose Steam-Version von Fallout 4 VR für HTC Vive. Außerdem gibt es zusätzlich einen Gutschein im Wert von zehn Euro.

Viveport – Fallout 4 VR kostenlos mit neuem Abo erhältlich

Der Viveport soll beliebter werden, dafür öffnete HTC seine VR-Plattform bereits für Rift-Nutzer/-innen und es wird mehr wert auf exklusive Inhalte, wie die kostenpflichtige Elite Gunter Edition für Ready Player One: OASIS gelegt. Nun möchte das Unternehmen mit einem neuen Lockangebot auf Kundenfang gehen. Wer im Zeitraum vom 6. bis 14. November ein neues Abo über drei, sechs oder zwölf Monate abschließt, erhält einen kostenlosen Steam-Code für Fallout 4 VR oben drauf. Zusätzlich gibt es einen Viveport Wallet Credit über zehn Euro aufs Haus. Der Freischaltcode wird bis zum 18. November per Mail an die Neukunden verschickt, während der Gutschein am 20. November über selbigen Weg folgt.

Weitere Informationen zum neuen Angebot findet ihr hier.

Viveport-Fallout-4-VR-HTC-Vive

Ein fairer Deal, schließlich kostet der VR-Titel auf Steam immer noch stolze 60 Euro. Das drei-monatige Abo beläuft sich im Viveport auf 22,99 Euro. Dafür gibt es im Aktionszeitraum neben Fallout 4 VR insgesamt fünf verschiedene Titel, die monatlich aus einer Auswahl von knapp 500 Spielen herunterladbar sind. Zusätzliche Abo-Modelle sind mit 6 Monaten für 45,99 Euro sowie zwölf Monate für 89,99 Euro verfügbar. Neben den bereitgestellten VR-Titeln gibt es wöchentliche Rabatte für zusätzliche Spiele sowie gelegentlich kostenlose Goodies.

Wer also noch nicht Fallout 4 VR ausprobiert hat, erhält im Viveport sowohl mit einer HTC Vive und Vive Pro sowie mit einer Oculus Rift nun eine kostengünstige Möglichkeit dazu.

(Quellen: Viveport | Road to VR)

Der Beitrag Fallout 4 VR kostenlos im neuen Viveport-Abo für HTC Vive und HTC Vive Pro erhältlich zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Bethesda’s QuakeCon Sale Includes 30% Off Skyrim VR, Fallout 4 VR, And DOOM VFR

Bethesda’s QuakeCon Sale Includes 30% Off Skyrim VR, Fallout 4 VR, And DOOM VFR

Starting today to coincide with its annual QuakeCon event in Dallas, TX, Bethesda is holding a massive Steam sale on its entire catalog of published titles. That includes the entire DOOM franchise, Fallout titles, The Elder Scrolls games, and more. That means massive discounts on some of the biggest and best PC games ever made — including three of the highest profile VR titles to date: Skyrim VR, Fallout 4 VR, and DOOM VFR.

During the sale all three of the aforementioned titles will have 30% discounts. That’s not as much as some of Bethesda’s non-VR counterparts, but given the recency of their launches it’s still notable. If you’ve been holding off on any of these three titles, now is a good time to dive in.

Skyrim VR (Steam page) is easily the best of the bunch. Since it has robust unofficial mod support you can easily install some amazing mods to up your immersion and truly transform the game. Fallout 4 VR (Steam page) is a solid choice as well if gritty sci-fi is more your style and DOOM VFR (Steam page), while not as deep and engaging as the 2016 DOOM reboot, features a solid amount of thrills in its abbreviated campaign if you like blood and gore.

Worth noting is that DOOM 3 BFG Edition also has unofficial VR support by way of a fan mod and that game is currently $7.99. You can even play the original DOOM for just a couple bucks as well in VR.

During an E3 interview, Bethesda’s senior vice president of global marketing and communications, Pete Hines, told us that all three titles (Skyrim VR,  Fallout 4 VR, and DOOM VFR) have sold well and that there are keeping VR on their radar as a case-by-case platform. Now Wolfenstein and Prey are both coming to VR devices soon, as well as The Elder Scrolls: Blades, so the publisher is far from withdrawing support.

Are you looking to pick up any of these cheap Bethesda titles? Let us know down in the comments below!

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