Preview: Legendary Hunter VR – Duck Hunt for the 21st Century

If your old enough you may have owned an original Nintendo Entertainment System (NES) back in the 80’s – or possibly managed to get hold of a Classic Mini NES recently – which had some iconic videogames. One of which was Duck Hunt, a basic lightgun title where you had to shoot ducks. Brilliantly addictive for the time, developer LastnOni has taken that simple premise and given it an upgrade for the 21st century, virtual reality (VR) style, with Legendary Hunter VR. Re-imagining that classic experience is all well and good, but with VR’s penchant for shooting titles, what can it offer that other shooters can’t?

Well Legendary Hunter VR falls into the bracket of wave shooter without a doubt, with a succession of targets flying about for you to shoot at. It’s also stationary, so there’s no need to worry about teleportation or first-person shooter (FPS) mechanics, you’re stuck on the spot and that’s it. Just as basic is the weaponry to take down these pesky waterfowl. You’re supplied with five boxes, four of which have ammo clips in and the fifth has a pair of pistols. If choose to go for the dual wield option then you won’t be able to reload unless you let go of one gun, so it was actually easier to just use the one and hold spare ammo in the other hand.

Legendary Hunter VR screenshot 4

As soon as Legendary Hunter VR begins you can tell it has a high quality production feel to it. From the pistols to the surrounding environment everything looks and feels very well put together. Having to manually reload the guns, dropping out the empty clip before inserting a new one with a satisfying ‘click’, works perfectly. There’s no fumbling around trying to line it up while the ducks quack in laughter as they fly away.

LastnOni seems keenly aware that in this modern age just having a few ducks to shoot wouldn’t cut it, so there are several other animals to watch out for. Crows fly in that’ll disturb bee hives (not a good thing), alligators will slowly appear out of the water, and if you’ve got a keen enough eye – and are quick enough – there’s a rabbit or two to spot for some big points.

The studio hasn’t stopped there either. The videogame begins in the daytime with a timer next to the ammo. Once that reaches zero, nighttime begins and there’s a whole lot more to worry about, namely its dark, you don’t have a torch, and that’s when the wolves come out. Suddenly shooting a few ducks becomes a lot more terrifying, especially when you hear that first growl and all you can see are some faintly glowing eyes in the darkness.

Legendary Hunter VR screenshot 1

There’s only one area at present, which cycles though day and night for as long as you can survive. LastnOni has showcased some good ideas that certainly make Legendary Hunter VR an interesting prospect. At present it has the aura of a nicely tuned tech demo that’s good for VR beginners. To really tempt VR enthusiasts into purchasing another FPS it will need to do a lot more, so hopefully over the course of its Steam Early Access release it’ll be expanded upon to offer a sizable experience.

Preview: Dead Effect 2 VR – Sci-fi VR Space Zombies, A Killer Combination

Zombies, love them or hate them they’re a dominant force in the entertainment world, even if it has got to the point of over saturation. There’s just something about using a shotgun to decapitate an undead foe that gamers love – or any other gun for that matter – so developers are still keenly churning out videogames to satiate the masses. For virtual reality (VR) one of the latest comes from Badfly Interactive in the form of Dead Effect 2 VR, a HTC Vive and Oculus Rift version from its Dead Effect franchise that brings guns, upgrades and a big story into a mostly satisfying mix.

While you may think of Dead Effect 2 VR as some sort of horror it really isn’t, more of an arcade shooter to be fair. Yes you are going to get attacked by stumbling, necrotic enemies, evil augmented dogs and creatures that wail and spew acidic bile at you, all located in a dimly lit spaceship making some fateful journey, but Dead Space this is not. What Dead Effect 2 VR does do is give you options galore to customise your character whilst providing blood and gore galore.

Dead Effect 2 VR screenshot

The basic premise of Dead Effect 2 VR is that you’re on the first spaceship going to colonise a new planet. While most of the crew are in hibernation a bunch of scientists have been left awake to carry on their experiments, and naturally things go all weird and macabre when left to their own morals. You play an experiment – there are three characters to choose from at the start – someone who’s been augmented to make them better in combat. The story unfolds after most of the scientists have been killed, and the military force that was in stasis has been awoken and are clearing up the ‘experiments’, which includes you. So not only do you have an array of monsters trying to kill you there’s a few gun toting soldiers running around as well.

From the off Badfly Interactive gets an important factor right, and that’s movement. For those VR players who suffer from a bit a nausea there’s the standard teleportation method plus snap turning controls. The teleportation is really good as there’s no fixed distance like a lot of other videogames, all you need is line of sight. If you want to teleport across the entire room then you can. That’s all controlled on the right trackpad (played on HTC Vive) while the left gives you access to normal first-person shooter (FPS) controls. It’s nice to have both instantly accessible so you can switch between them if needed.

And the options continue as you delve deeper into the experience. As mentioned you get to choose one of three characters when you begin the story, Gunner, a heavy weapons specialist, Jane, an assault (shotgun) specialist and Kay who’s all about close combat. Each has their own array of special abilities which can then be upgraded as needed. The wealth of options available in Dead Effect 2 VR is a definite boon for anyone who likes as much variety as possible. In game, you provided with a myriad of upgrades, for yourself and for your weaponry, most of which can be bought by finding cash strewn about the levels.

Dead Effect 2 VR screenshot

Even though it’s a Steam Early Access title the actual look and feel of the experience is very good, but there is some polishing still needed to make the videogame really great. For instance the first gun you get is a pistol, which works very well at popping heads. Then you’re provided an assault rifle which is next to useless due to the massive recoil. Then there’s the reloading, if you need to just look down and bring your gun to the ammo belt, no problem. But this doesn’t work if you’ve got bullets left. As standard the pistol holds 12 rounds, say you have three or four left after a fire fight, these need to be fired before reloading to max capacity, which is a fairly clunky system.

Dead Effect 2 VR has its good and bad points at present, but it certainly leans more to the positive. With its over the top gunplay, customisation and movement options and hours of gameplay Badfly Interactive has certainly entered the VR market in a noticeable way.

Preview: Drone Hero – Thumping Dubstep Drives this Tactile VR Flying Experience

The popularity of drones has become so widespread that everyone and their dog seems to have one. From basic toys that can only be used inside to high-end professional setups that carry HD cameras for those beautiful sweeping landscape shots you see everywhere. New indie studio Neuston has taken this love of flying these multi-bladed flying machines and created a challenging action videogame called Drone Hero, expertly showcasing virtual reality’s (VR) finely tuned motion controllers.

Played on the HTC Vive – Drone Hero also supports Oculus Rift with Touch – the title is a point scoring arcade experience where you control a drone around various obstacles collecting orbs. These orbs appear one at a time with a counter above them, ticking down from five to zero. Fly the drone into an orb on five and you score 500 points, take your time and get to it at one and you only get 100 points. Should the timer disappear the orb will stay in place until collected netting you 80 points – the videogame won’t move to the next orb until the previous has been flown into.

Drone Hero screenshot 1

Sounds simple enough. To pump up the challenge Neuston has included a variety of obstacles to fly around, with missiles to dodge, lasers to avoid, cages to fly though, and a whole lot more. Each level – there are 25 in the current Early Access build – adds more of these as you progress, ramping up the difficulty quite a bit. One thing that’s instantly noticeable about Drone Hero is that after the early levels trying to get those orbs at 500 points can be near to impossible unless one happens to appear directly where you are or in very close proximity. This makes achieving three stars on latter levels a real test of your piloting skills, any mistake and you’ll never get to the orb in time.

While the challenge’s Neuston has created are significant you can tell the studio has spent a lot of time perfecting the flight controls as they are pin sharp perfect. Only one controller is needed, with the trigger acting as the throttle, controlling how fast you go, with tilting, twisting and pitching the controller handling everything else. While a short tutorial does demonstrate the basics, it’s that accurate that some practice is needed or you’ll be flying into everything. The drone only needs the slightest of inputs to make it strafe, move forwards or any other direction you please.

Drone Hero screenshot 2

So nice is the input that it seems a shame that Drone Hero doesn’t offer more. All the challenges are confined to one area, a dark room with a bewildering array of flashing neon lights – the studio does give an epilepsy warning before things start – plus some thumping dance music (mostly dubstep). Nothing wrong with that per se but another optional area for those that do suffer from epilepsy – or those that aren’t big nightclub fans – might be worth considering.

Drone Hero has only just entered Steam Early Access so it’s not too surprising that things are a little sparse at present. What Neuston has showcased so far though shows loads of potential purely from the fact that the control system works so well. The title will likely pickup some avid VR fans looking for a challenge that’s not your average experience, and it’s definitely one to keep an eye on.

Preview: Seeking Dawn – An Ambitious FPS That Needs Finesse

Ever since the release of headsets like Oculus Rift and HTC Vive in early 2016 one of the biggest gripes players have had with virtual reality (VR) content is the actual duration. Tech demos were prevalent as developers found their feet and what the market wanted. Thankfully over a year later that situation is improving with ever larger virtual worlds appearing. Coming out of nowhere a few weeks ago was Seeking Dawn by Multiverse Entertainment, a huge first-person shooter (FPS) adventure that aims to provide hours and hours worth of gameplay. At this stage – with a release scheduled for the summer – it might just be trying to achieve way too much.

Showcased during the Electronic Entertainment Expo (E3) 2017 with HTC Vive, Seeking Dawn is a sci-fi FPS much like standard videogames such as Halo or Crysis, going for enormously rich sprawling environments filled with enemies. For the demo two players teamed up to tackle an early part of the videogame, with impressive cinematic visuals giving a little story intro before you get to control the character.

Seeking Dawn screenshot 1

Starting in a military compound you’re given the basic layout of controls, finding out that Multiverse Entertainment has decided to go for the riskier option of full touchpad movement rather than the safer bet of teleportation. This is a bold move – especially as there didn’t seem to be any options to switch – as not everybody can handle those full movement controls. Whilst movement was fairly accurate there were times later on in combat when it did being to feel rather twitchy, and strafing left or right, or trying to go backwards to reposition on an enemy wasn’t as anywhere near fluid enough to quickly flank or duck behind cover.

While the final videogame will likely have lots of weapons – as well as survival elements such as crafting, cooking, sickness, hunger and oxygen which weren’t available – for the demo the studio gave a duel loadout to try. In one hand an assault rifle, while in the other was a two function shield system, whereby you could hold it as a standard shield to shoot round, or drop a barrier on the ground for you or a team mate to take cover behind.

This sounds great in principle with plenty of VR titles like Space Pirate Trainer offering some sort of shield option for when things get really tough and having two guns no longer becomes a viable option. In Seeking Dawn however there never really seemed to be a moment where you could truly make use of it. When the first battle commences it’s just an onslaught of enemies, and even with a team mate the 10 – 15 minutes of game time allowed was just nowhere near enough to fully get to grips with the combat, with enemies almost attacking from all sides.

Seeking Dawn screenshot 2

While intense it certainly shown what seemed to be intelligent AI hostiles, ranging from standard gun wielding soldiers to smaller floor dwelling creatures that would scurry through the grass to catch you unawares.

The design and proposition of Seeking Dawn is certainly impressive, there’s a lot going on and the short demo barely even scratched the surface of what Multiverse Entertainment are trying to do. If the title wants to be a great experience for VR users then it does need some polish – and hopefully more movement options – but it does seem to be going in the right direction. Definitely keep an eye out for further coverage as Seeking Dawn could well become a surprise hit.

Preview: Gunball – A Highscore Shooting Workout

Indie developers make up the mainstay of virtual reality (VR) content producers, creating a smorgasbord of experiences from quick fire, pickup and play titles to lengthier story driven adventures. For those that like their VR videogames in the first category REDspace Games has come up with an innovative little title called Gunball for HTC Vive, which is all about scoring points in rapid fire rounds of gameplay. 

The premise of Gunball is simple enough, placed inside an arena you have to get a ball though various point allotted targets as quickly as possible to achieve the best score you can. Nothing too amazing there, but it’s the gameplay mechanic that’s most intriguing. To score points you need to launch a ball at a target, but this isn’t dodgeball, you don’t throw the ball. Instead you’re provided with a gun to shoot it at your intended target, which is easy enough to pick up, but trickier when going for the longer shots.

Gunball

Think of Gunball in a similar vein to tennis or badminton, you essentially need to ‘serve’ then smash the ball towards one of the brightly coloured hoops. These vary in size and distance depending on their points value. Up close you get ten point targets while way out in the distance are the 10,000 pointers. And don’t expect these to be stationary either. They’ll undulate around the arena disappearing behind the smaller point targets so timing is everything.

There’s also another facet to attaining the biggest score and that’s airtime. Shoot the ball directly out of your hand and you won’t get a multiplier. Throw it up into the air and the longer you wait the bigger that multiplier becomes, growing from 2x all the way up to 10x. It’s a simple mechanic but it does help to add that extra tactical depth to a title that would’ve been too basic without it.

Gunball

Gunball has two areas to play through, the Stadium and Rainbow Volcano, each of which is divided into five levels. As you’d expect each of the levels offer a different combination of target layouts to make attaining those highscores as tricky as possible. On a first playthrough you’ll get past every level in around thirty minutes or so – they all have an allotted time limit – after which it’s a case of replaying them to improve your score. While this method is great for players that just want to kill a few minutes here and there, Gunball would definitely benefit from an expanded selection.

From this early look, Gunball is a lighthearted arcade/sports experience that’s not trying to rewrite the VR rule book. There’s not a massive amount of content but what is there is great fun to play – and highly energetic if you really go for it. It’s certainly one to showcase to VR newbies as you don’t need to move anywhere and the controls are spot on so if they miss it’s their own fault. Whether its appeal will extend to the more hardcore VR players out there is another matter.

Preview: Preta: Vendetta Rising – Cross-Platform ARPG VR Gaming

Illion Games’ Preta: Vendetta Rising has had a rather muted unveiling. There was no big splash before its playable debut at this year’s Electronic Entertainment Expo (E3), Los Angeles, and only a trailer made from captured in-game footage. VRFocus was surprised to learn then, that the videogame is already looking in a fairly complete state, with Early Access versions set to launch for Oculus Rift, HTC Vive and PlayStation VR this summer.

 

Preta: Vendetta Rising screenshotPreta: Vendetta Rising is a third-person action role-playing game (ARPG) set in a high fantasy world. It’s a combination of martial arts and magic, dungeons and demons, real-time combat and cooldown timers. In fact, it’s everything you’d expect from the genre – including co-operative gameplay – but with the added element of virtual reality (VR) implementation.

The demonstration version of Preta: Vendetta Rising made available at this year’s E3 was undoubtedly limited. Using an Oculus Rift and Xbox One controller, the player was invited along a linear path teasing the story and offering a light introduction to the combat. Basic three-hit combos are standard, with dodge and block available to prepare for counter-attacks. Three additional attacks are also available, dependent on the character selected, using the X, Y and B face buttons. The more powerful attacks require a cooldown period before repeated use, as would be expected for an ARPG.

The core differences between Preta: Vendetta Rising and a traditional entry in the genre do of course relate to the VR element of the videogame. The camera is situated in a familiar third-person position akin to a Dynasty Warriors title or Brutal Legend, opposed to an isometric or fixed camera view as with genre stalwarts Diablo and Sacred. This allows the player to view a large area of the battlefield without demanding that their avatar remains within the field-of-view. The gameplay potential for this is obviously significant, through VRFocus is yet to witness any intentions of exploring those opportunities.

The other significant difference born of VR is the lack of any on-screen furniture. The traditional heads-up display (HUD) has been downsized and placed above the player’s head, only visible when needed (when in direct combat, when a special ability is used etc.) thus removing any artificial barriers between the player and the on-screen action.

 

Preta: Vendetta Rising screenshotPreta: Vendetta Rising is currently in development for all three major head-mounted displays (HMDs), and is intended to support cross-platform gameplay regardless of which format you choose. Exactly how this will be executed remains to be seen, but Preta: Vendetta Rising does promise a rewarding co-operative ARPG experience at present, wherein four players can battle together against increasingly difficult opposition. Preta: Vendetta Rising will soon be available via Early Access instalments, and VRFocus will keep you updated with all the latest details.

Preview: Kaidro: The Awakening – Explosive Mechanised Combat

Giant mechs tend to be a popular choice for cartoons and movies because of the visceral look of towering robots, bristling with weaponry, typifying a one-person army ready to take on whatever assailant comes their way. And it’s the same for videogames, but for virtual reality (VR) gamers there’s not a great deal of choice – unless you count 100ft Robot Golf. That’s going to improve however with Kaidro: The Awakening, a sci-fi role-playing game (RPG) in development by Gadget-Bot.

Showcasing an early preview at the Electronic Entertainment Expo (E3) 2017, the studio had the title running on both the Oculus Rift and HTC Vive head-mounted displays (HMDs), with two modes available. The first was a story mode, essentially giving players a background on what’s going on this virtual world – you play as an orphaned girl called Ava, drafted into the military academy to learn to pilot mechs in a post apocalyptic world. This mode also showcased a set of customisation options so that you could personalise your mech with different colours and more.

Kaidro: The Awakening screenshot 6

The other ‘Arcade Mode’ was designed to take you straight into the action – for those that just wanted to see the gameplay. Offering a choice of two weapon loadouts, a two-handed heavy weapon or dual-wielding pistols, one acting as the main offensive gun while the other served as a magnetic gun, pulling objects towards you which could then be flung at enemies, the first area was just a target range to acclimatise players with the controls.

Gameplay at this stage was your normal mech affair. Slowly lumbering around shooting a mixture of robotic enemies, both aerial and ground-based. What’s instantly noticeable is how comfortable Kaidro: The Awakening is to play. Controls are first-person shooter (FPS) in nature, with standard forward, backward and strafing movements available. Gadget-Bot has ensured that a movement system prone to nauseating players in VR is fairly rock solid, with a slow lumbering walk which feels heavy and concise with every step.

The enemy AI was somewhat hit and miss, with the smaller aerial drones tending to dart about occasionally appearing to take cover. The other ground based robots were a lot more predicable, using their increased armour to soak up damage they tended to go for a straight out attack, not using any real tactics just brute force.

The area took around five to ten minutes to play through, offering more of a technical demonstration of Kaidro: The Awakening’s core movement and gunplay system, rather than an actual challenge.

While still in its early stages Kaidro: The Awakening does have its promising ideas, it looks good and handles well. Definitely looking like a title that’s geared towards action rather than a cerebral challenge – it is a mech videogame after all – hopefully Gadget-Bot can provide enough of a dynamic challenge and variety to make Kaidro: The Awakening an impressive title.

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

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

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

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

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

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

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

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

Preview: Archangel – Get in a Mech, Shoot Everything, Save the World

Skydance Interactive’s first dip into the world of virtual reality (VR) has been met with a considerable amount of anticipation, following a trailer revealed earlier this week. Debuting in hands-on form at the Electronic Entertainment Expo (E3), Los Angeles, Archangel has proven to be a good-looking videogame, with a decent enough amount of smarts to back it up.

Archangel screenshot

Firstly, let’s get the stigma out of the way. Yes, Archangel is an on-rails experience. It’s no StarFox, but it certainly attempts to make up for the lack of user initiative by way of its motion-controls. The player is positioned with a skyscraper-tall mech, and is equipped with a small variety of weaponry. More interesting however, is the videogame’s shield mechanic: each arm has a temporary shield that can be enabled, allowing for impenetrable defence within a specific radius around the shield emitter. That radius does not encompass the whole body, and the arm upon which the shield is being emitted from can no longer be used to fire. This results in lots of swift and tactical decisions as you attempt to raise a shield from one arm and shoot around it before switching, throwing your arms across your body to ensure both protection and equal aggression.

The preview build available at E3 2017 consisted of two levels. The first, suggested to be an early level in the final release, saw the player begin without weaponry; simply left to learn the basics of shield use before being allowed to retaliate. Once in motion the player soon enters an enemy occupied city, taking down infantry, tanks and air units with the two available weapons: a machine gun and a rocket launcher. The second level – a much more difficult option – offers more weapons and level interactivity, but essentially remains the same experience.

That level interactivity is based around scripted events which demand the player perform an action at a set time before being able to progress. The first level required the player to punch some stone bridges in order to progress, while the second sought the draining of energy from generators. Both required use of the motion-controllers for direct input, neither seemed to offer any benefit aside from altering the videogame’s pacing.

 

Archangel screenshotOn a visual front, Archangel is a very impressive looking videogame. Far reaching draw distances and densely populated environments are matched by striking particle effects. The animation of the mech’s arms seemed so accurate as to almost know where the player’s elbow was in relation to their movement, and the attention paid to signposting – highlighting of enemy units, indicators for both friendly and incoming fire – has certainly been born of experience.

Archangel was certainly enjoyable for this short demonstration, but it’s difficult not to wonder about the longevity of such an experience. Despite the videogame’s commendable visual design you have to wonder whether Skydance Interactive has kept up with the times; VR at E3 this year is very different to what was on offer last year, and Archangel feels very similar to the first wave of titles made available for HTC Vive, Oculus Rift and PlayStation VR. It’s only a few weeks until we get to find out whether the development team has made Archangel an experience worth a few hours investment, or fears of simplistic and repetitive gameplay come to fruition.

Fallout 4 VR – What a Difference a Year Makes

 

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

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

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

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

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

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

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