Review: The Elder Scrolls V: Skyrim VR

The re-re-re-release of The Elder Scrolls V: Skyrim is a topic that has been discussed at length since the reveal of the PlayStation VR exclusive virtual reality (VR) adaptation back in this year’s Electronic Entertainment Expo (E3), Los Angeles, back in June of this year. Now that the videogame has arrived for all to play however, it’s easy to see why Bethesda Softworks chose The Elder Scrolls V: Skyrim VR to launch the company’s push into the new medium.

The Elder Scrolls V: Skyrim VR screenshotFor the uninitiated, The Elder Scrolls V: Skyrim VR is the same high fantasy adventure as the original base videogame, The Elder Scrolls V: Skyrim, including all three downloadable content (DLC) packs: Dawnguard, Hearthfire, and Dragonborn. The videogame begins with the player creating their character – choosing from race, discipline faith and more, as well as cosmetic details – before being set on a path for greatness. Or, if they so choose, despicableness.

See, while The Elder Scrolls V: Skyrim VR features a main questline which revolves around the player saving the world, the The Elder Scrolls is fundamentally about the freedom of choice within that virtual world. The Elder Scrolls V: Skyrim VR allows the player to completely ignore their assigned crusade and instead behave as they choose. Become a thief and risk being locked-up; harness the powers of darkness in a murderous cult; become rich and buy land en masse. The Elder Scrolls V: Skyrim VR is the first step into a high fantasy world that many have dreamed of since before modern VR even became a consumer product.

And therein lies some of The Elder Scrolls V: Skyrim VR’s biggest problems. As that first step there are undeniably issues with the videogame, mainly with regards to the available control systems. The Elder Scrolls V: Skyrim VR can be played with either a DualShock 4 controller or PlayStation Move motion controllers, each of which has its own strengths and weaknesses.

PlayStation Move arguably increases immersion in the world of The Elder Scrolls V: Skyrim VR ten-fold. The realism of interaction and combat is a huge part of VR, and this is no different here; reaching out to grab an item, swing your sword, draw an arrow to your bow, or cast your spells. It all simply makes much more sense when it’s your hands doing the work. However, movement is certainly an issue.

The Elder Scrolls V: Skyrim VR screenshotWith the default control settings for PlayStation Move, teleportation is the only locomotion option available. This results in an occasionally frustrating lack of world coherency, especially in times of hectic combat. There’s little more annoying than perfectly positioning yourself for a sneak attack, only to be foiled when one guard begins flanking you and your attempt to retaliate is too slow or imprecise to effectively engage, resulting in the failure of whatever keen played you had laid out.

Conversely, using the DualShock 4 controller evades any concerns regarding movement using a tried-and-tested left/right analog stick division. However, the above mentioned detail in interaction is of course curtailed by the lack of any direct involvement from the player beyond a button press.

Exactly how these issues can be circumvented on modern VR hardware is not currently known. The Elder Scrolls V: Skyrim VR does follow the expected route for delivering controls – a series of options that has been devised through the last four years of modern VR development – but it’s highly likely that a better system will be devised within the next year.

In terms of the world that is offered by the videogame once players have chosen their desired input system however, The Elder Scrolls V: Skyrim VR is second-to-none. The snowy, mountainous landscapes of northern Cyrodil may have technically looked better, regardless of whether you play on a standard PlayStation 3 or a PlayStation 4 Pro, but they have never felt better to roam through. A huge adventure lies in every direction and the player is free to go about whatever business they choose, however they choose to do so. The Elder Scrolls V: Skyrim is the closest VR has yet come to a truly free role-playing experience.

The Elder Scrolls V: Skyrim VR screenshotThe achievement made by The Elder Scrolls V: Skyrim VR is one by way of both hardware and design to capitalise upon this. The Elder Scrolls V: Skyrim VR’s level of immersion is simply fantastic, and while Bethesda Softworks could well have gone the route of DOOM VFR and created a shorter spin-off experience, developing a brand new The Elder Scrolls instalment specifically for VR would have taken many years and far too much in the way of resources for what is still a nascent audience. As it stands some may find the price point of the videogame a bitter pill to swallow, but for those who dreamed of a truly immersive role-playing experience, The Elder Scrolls V: Skyrim VR is simply the best opportunity available today.

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Bethesda on Skyrim VR: ‘Finding that perfect balance between player comfort and immersion was one of the biggest challenges’

One of 2017’s biggest virtual reality (VR) titles is set to launch tomorrow, 17th November 2017, and those keen to jump into the world of Skyrim will be keen to find out every last possible detail on how the adventure plays in a brand new medium. VRFocus recently put some questions to Bethesda Softworks to discuss the unique mechanics of The Elder Scolls V: Skyrim VR, the development ethos behind it and what the future holds post-release.

The Elder Scrolls V: Skyrim VR screenshotSpeaking directly to VRFocus, a representative of Bethesda Softworks was obviously very enthusiastic about the project and the work the development team had put into it, suggesting that recreating the high fantasy experience for VR was a ‘no brainer’. Furthermore, we get into the finer details of mod support for The Elder Scolls V: Skyrim VR, and what may be possible in the months following launch.

You can read the full Q&A with Bethesda Softworks below, and be sure to check back at VRFocus for a review of The Elder Scolls V: Skyrim VR later today.

 

VRFocus: DOOM VFR is a brand new title built for VR within the world of DOOM (2016). Why did you choose to adapt The Elder Scrolls V: Skyrim opposed to developing a new experience?

Bethesda Softworks [BS]: First and foremost, we wanted to experience Skyrim in VR and see it for ourselves. We thought that the feeling of being inside that world, facing down enormous Dragons and exploring towering mountains, would be an incredible experience. Once we put the headset on and looked around Skyrim‘s landscape at scale, it was a no brainer. We had to do it.

VR is something we’ve wanted to explore for a long time. It felt like the next logical step where we have this technology that can allow players to feel completely immersed in our worlds, and Skyrim felt like the perfect fit for it. We wanted to deliver something that VR hasn’t seen yet – the first truly open world full game experience in virtual reality.

VRFocus: What changes have had to be made to the core The Elder Scrolls V: Skyrim experience in order to accommodate VR?

BS: Our goal was to provide the core experience of Skyrim, the entire game, without it feeling like a limited experience, and I feel we more than accomplished that. We’ve made significant changes and additions to things like locomotion, combat, world interaction, and the UI/HUD to make the experience more immersive in VR, but this is Skyrim. In VR. With all of the official add­ons. When you put on the headset the scale feels real and the full game is there.

VRFocus: What changes have been made to the HUD and inventory system?

BS: It’s definitely a challenge figuring out the best way to display important information in VR.

In order to ensure an optimal VR experience, the PS Move Controllers need to be in view of the camera which means players need to always be facing in that direction. Early on, we found that this was a bit of a challenge ­ players would put on the headset and then turn all the way around and start going in a random direction. One solution to help keep players facing the right way was to anchor important UI elements so if you can see the compass in front of you, you’re facing in the right direction.

The inventory system was a fun opportunity to allow you to actually inspect an item and have full control of the as if it were in the palm of your hand, instead of pressing the left stick of a gamepad to rotate along an axis.

The Elder Scrolls V: Skyrim screenshotVRFocus: How does the combat system work with motion controllers? Can the player inflict additional damage for aiming at enemy weakpoints or swinging faster?

BS: We spent a lot of time on allowing the player to do with their hands via the PS Move controllers what they would traditionally do via button presses on a gamepad with preset animations. We worked on making very natural­feeling, yet obvious, combat actions such as nocking, aiming, and firing the longbow, firing off spells with both hands, and holding up the shield to put you in a block stance. As with the main game, there are normal attacks and power attacks the latter being executed by pressing the trigger on the PlayStation Move Controller while swinging.

You also feel more powerful in combat. Part of the fun of making combat feel natural in VR is now you have some tricks up your sleeve that you didn’t have before. You can fire the bow and arrow as fast and you’re able to nock and release, you can hold up a shield with your left hand while swinging a weapon with your right, and my favorite is being able to attack two targets at the same time with weapons or spells equipped in each hand.

VRFocus: Can the player parry with weapons as well as a shield? For example, deflecting attacks with a sword?

BS: The player can block with either a weapon or a shield as they could in the original game, but we did not add a parry system.

The Elder Scrolls V: Skyrim VR screenshotVRFocus: How long has The Elder Scrolls V: Skyrim VR been in development?

BS: A little over a year, but this has been something that has been on our minds for a long time – finding a way to bring an even more immersive Skyrim experience to players.

VRFocus: How big was the team working on the conversion?

BS: Without getting into specifics, the team was a combination of developers working together from both Bethesda Game Studios and Escalation Studios.

VRFocus: What was the biggest challenge you faced in adapting The Elder Scrolls V: Skyrim to VR?

BS: Finding that perfect balance between player comfort and immersion was one of the biggest challenges, but we ultimately solved that by simply allowing the player to have a suite of options and settings they can adjust themselves. VR is a very personal experience, so it’s important to allow players that flexibility. If you want to relax on the couch, you can play the game using the DualShock controller. We offer the teleportation movement type for those who may be susceptible to motion sickness, and direct movement for those who prefer smooth locomotion. Optional FOV Filters are also in place to help alleviate any discomfort while turning or moving fast.

The Elder Scrolls V: Skyrim VR screenshotVRFocus: Bethesda has previously stated that there will be no mod support for The Elder Scrolls V: Skyrim VR. Why have you made the decision to not include any support at all over a curated system that ensures player comfort?

BS: In developing Skyrim VR, we focused on making sure that the core game performs and plays exceptionally well on the platform and that we have provided the options and tools necessary for players to have a comfortable and fun time in virtual reality. Launching and supporting that core experience remains our priority, as far as what features we will or won’t add in the future remains to be seen.

$60 for a 6 year old game? Why VR’s Biggest Critics will never Understand Skyrim VR

The Elder Scrolls V: Skyrim VR is the role-playing game (RPG) experience that many have been craving for in virtual reality (VR). The videogame has been designed specifically for the purpose of immersing you in a world of high fantasy; allowing you to create a character and then play out his or her story however you see fit. ‘But we’ve done it all before!’ I hear you say. Not like this, you haven’t. Not in VR.

The Elder Scrolls V: Skyrim VR screenshotIt’s true that The Elder Scrolls V: Skyrim has seen many re-releases across multiple formats in the six years since its debut. In fact, if you follow the PlayStation console bloodline alone, The Elder Scrolls V: Skyrim VR would be your fourth opportunity to purchase the videogame at retail. The most recent of these, The Elder Scrolls V: Skyrim – Special Edition, brought the videogame to PlayStation 4 for the first time, but even if you chose to purchase this package late last year you still haven’t truly experienced The Elder Scrolls V: Skyrim at its fullest immersive quality.

The Elder Scrolls V: Skyrim is played in first-person by default to give the player the feeling that they are the character within the world, opposed to entering the ill-fitting shoes of a prefabricated avatar. Aside from the opening moments of the videogame you are free to choose your own backstory, your own allegiances and even your own moral code. The world has rules, of course, and breaking them can be met with severe penalties, but that in itself is part of the wholly engrossing design of The Elder Scrolls V: Skyrim.

In VR, it’s no longer a case of looking through your characters eyes via a window. You’re not removed from this unique personality you have created by way of a glass screen and living room table. Instead, you are standing in his or her shoes. You are making the decisions not for the character’s betterment, but for your own. VR can put you into a world unlike any other medium, and in the case of The Elder Scrolls V: Skyrim VR, it’s a gorgeous high fantasy world brimming with opportunity to explore, assist, or cause havoc.

The Elder Scrolls V: Skyrim VR screenshotThe Elder Scrolls V: Skyrim VR is more than just another in a long line of re-releases. This is taking the franchise into a brand new medium for the first time; more comparable to a film adaptation of a book than a simple new port of a console videogame. The fact that Bethesda Softworks is delivering the newest edition of a well worn videogame at full price can be taken two ways: that it’s a publisher trying hard to milk their franchise, or that it’s recouping investment in a nascent but exciting new medium.

For owners of the PlayStation VR that have truly experienced what the medium can offer, the second point of view is likely to define their holiday season.

Bethesda Utilises Escalation Studios VR Talents for The Elder Scrolls V: Skyrim VR

In February this year Zenimax Media Inc. announced the acquisition of virtual reality (VR) content developer Escalation Studios (Please, Don’t Touch Anything, Herobound Gladiators) to help with various projects. Now it’s been revealed that Escalation Studios has lent its talents to The Elder Scrolls V: Skyrim VR, which is due for release on PlayStation VR this Friday, 17th November.

During an on-stage interview with Bethesda Softworks, Content Manager, Anne Lewis, she asked Andrew Scharf, Lead Producer, Bethesda Game Studios if the team had been working with anyone else to make The Elder Scrolls V: Skyrim VR a reality, to which he responded: “We’re working with a great team at Escalation Studios. They recently joined the Zenimax family and we’re really happy to have them. They’ve been on the forefront of VR, they’re one of the best VR developers in the industry.”

The Elder Scrolls V: Skyrim VR screenshot

Scharf went on to reveal Escalation Studios played a part in another of its big franchises coming to VR, Fallout 4 VR. “They’ve helped us hit the ground running with both Fallout and Skyrim VR,” he continued. “Helping us come up with smart solutions to some of the considerations you need to make when you’re developing a title for VR and redesigning games systems to work for VR.”

While both titles maybe several years old, the launch of The Elder Scrolls V: Skyrim VR this week for PlayStation VR and Fallout 4 VR in December for HTC Vive, are hotly anticipated, offering players a new way to immerse themselves in these fantasy/sci-fi universes. And let’s not forget about DOOM VFR which is coming to both aforementioned headsets on 1st December.

For The Elder Scrolls V: Skyrim VR fans looking for more info prior to launch then there’s always today’s livestream event to see the videogame in action, or read VRFocus’ most recent preview from Gamescom.

The Elder Scrolls V: Skyrim VR will come complete with all the downloadable content (DLC) previously released for the videogame, Dawnguard, Hearthfire, and Dragonborn, but there won’t be mod support. Last week also saw Sony Interactive Entertainment (SIE) announce the PlayStation VR Skyrim VR Bundle featuring the title and the latest version of the headset.

VRFocus will continue its coverage of The Elder Scrolls V: Skyrim VR, reporting back with any further updates.

Bethesda to Host Live The Elder Scrolls V: Skyrim VR Stream

Bethesda Softworks are preparing for the launch of one of the biggest virtual reality (VR) titles of the year, both figuratively and in terms of content. The Elder Scrolls V: Skyrim VR will be available exclusively for PlayStation VR this Friday, 17th November 2017, but for those who can’t wait to see exactly how the videogame plays Bethesda Softworks are hosting a live play session today.

SkyrimVR_Magic_watermark_1497052192The Elder Scrolls V: Skyrim VR is a fully fledged VR adaptation of 2011’s groundbreaking RPG. Launching alongside a Nintendo Switch port of the original The Elder Scrolls V: Skyrim, The Elder Scrolls V: Skyrim VR will come complete with all the downloadable content (DLC) previously released for the videogame – though not looking likely to receive mod support any time soon – The Elder Scrolls V: Skyrim VR features a huge world littered with unique quests, interactions and experiences.

VRFocus has been hands-on with the VR port of the videogame a number of times, stating in a preview of The Elder Scrolls V: Skyrim VR: “The Elder Scrolls V: Skyrim VR still looks set to deliver an engrossing VR experience unlike anything that’s been seen before. The massive world and potential for hundreds of hours of gameplay is simply light years ahead of the common VR offerings, and for that one could argue that Bethesda Softworks’ lack of generosity regarding the price point of the videogame might actually be justified.”

Today’s livestream, hosted by Bethesda Softworks on the company’s official Twitch channel, will hopefully offer eager fans new insight into that experience and the world in which it takes place. Exactly and what point in the videogame the stream will begin and what quests the player at the helm will take are not yet known. The embed below will allow you to watch the entire play session when it begins today at 5:30pm GMT.

As stated above, The Elder Scrolls V: Skyrim VR is set for release exclusively on PlayStation VR this coming Friday, 17th November 2017. VRFocus will have plenty of coverage coming in the run up to launch, including a developer interview and an in-depth review.

Sony Announces PlayStation VR Skyrim VR Bundle

There’s just over a week to go until The Elder Scrolls V: Skyrim VR launches for Sony Interactive Entertainment’s (SIEs) PlayStation VR, marking one of the biggest IP launches for virtual reality (VR) headsets. To mark the even, SIE has today announced a new bundle featuring the epic role-playing game (RPG) and the PlayStation VR.

The PlayStation VR Skyrim VR Bundle includes the updated head-mounted display (HMD), featuring a revised design that enables the stereo headphone cables to be integrated with the headset, a slimmer, streamlined connection cable and a new Processor Unit that supports HDR pass through. Also in the box is the PlayStation Camera, two PlayStation Move controllers, and Skyrim VR — including the Dawnguard, Hearthfire, and Dragonborn add-ons. Additionally, an updated PlayStation VR Demo Disc including demos from 13 titles included.

PlayStation VR Skyrim VR Bundle

For those interested in the new bundle, it will launch alongside the videogame on 17th November in the US for $449.99 USD and in Canada for $579.99 CAD, with pre-orders starting today. Currently there’s no word on a European bundle being made available. If that happens VRFocus will let you know.

In addition to the bundle announcement, SIE has revealed a new TV spot to promote the launch which can be seen below.

VRFocus last previewed The Elder Scrolls V: Skyrim VR during Gamescom in August, saying that: “[the videogame] still looks set to deliver an engrossing VR experience unlike anything that’s been seen before. The massive world and potential for hundreds of hours of gameplay is simply light years ahead of the common VR offerings.”

While the release of The Elder Scrolls V: Skyrim VR will surely sell more PlayStation VR HMDs the addition of the updated headset will likely make the bundle highly sort after in the festive period. Since the new headsets release in Japan sales rocketed even though the update was only minor.

For any further updates keep reading VRFocus.

No Go On VR Creation Club Content For Fallout 4 And Skyrim Say Bethesda

When Bethesda Softworks announced the Creation Club back at this year’s Electronic Entertainment Expo (E3) the initial reaction was less than positive – as a quick glance at the like/dislike ratio for the announcement trailer will attest to. The vast majority of the Bethesda audience immediately connected what was being said in regards to Fallout 4 and The Elder Scrolls V: Skyrim – Special Edition with events back in 2015. At that time Bethesda and Valve released paid mods for Skyrim onto Steam and the result was… messy. Both in the implementation of the system and the resultant fan backlash.

Bethesda have, since then, been working hard to underline that Creation Club most certainly is not that. “Mods will remain a free and open system where anyone can create and share what they’d like.” They explain on the official site “Also, we won’t allow any existing mods to be retrofitted into Creation Club, it must all be original content. Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators. All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing. This also guarantees that all content works together. We’ve looked at many ways to do “paid mods”, and the problems outweigh the benefits.” Before tellingly adding. “We’ve encountered many of those issues before.”

That being said, the Creation Club does use a storefront that does use credits bought with real money – which will explain why Bethesda’s apparent half-way house between what they tried to implement in 2015 and the unregulated mod community that has existed to date has still to win over many. And likely won’t.

But with new items, abilities, and gameplay coming to two of Bethesda’s key tentpole products, will it possible that its virtual reality (VR) adaptionsFallout 4 VR and The Elder Scrolls V: Skyrim VR – will also be receiving additional content created by Bethesda Games Studios and its partners? The answer is apparently, no. As confirmed in a recent response to a community discussion on Bethesda’s message board.

“There are no plans to release Creation Club content for either VR title.” Replied Bethesda Games Studios’ Community Content Manager Andrew Griffiths, posting under his community username of ‘Cartogriffi’. Before referring users back to an August interview given by Betheda’s Vice President Pete Hines about the company’s thoughts on VR going into it.

SkyrimVR_Magic_watermark_1497052192Whilst there will be no official support Griffiths was pragmatic as to whether or not the existing mods and content could be converted in some way by the community.

“We have some pretty resourceful fans, and they may figure out how to run mods unofficially, at least on the PC. But it’s worth noting that anything impacting performance is going to hit you a lot harder in VR.”

Fallout 4 VR is due for release for the HTC Vive on 12th December 2017 while The Elder Scrolls V: Skyrim VR will be out later this month on 17th November 2017 for the PlayStation VR. It is also confirmed that Fallout 4 VR will also not be receiving any of the existing DLC for the title, something previopusly indicated in JuneBe sure to read VRFocus‘ previews for both Fallout 4 VR and Skyrim VR and we’ll be sure to bring you more in the run up to launch on both titles, as well as Bethesda’s other VR offering, DOOM VFR.

 

New Japanese PlayStation VR Trailer Showcases Winter Releases

This holiday period is going to be a big deal for PlayStation VR owners. Following the successful launches of Gran Turismo Sport and No Heroes Allowed! VR, a number of big name titles are heading to the virtual reality (VR) platform in the coming months. Sony Interactive Entertainment Japan (SIEJ) has revealed a new trailer to showcase the full line-up.

gran turismo sport screenshot 1

Featured in the trailer are highly anticipated titles such as The Elder Scrolls V: Skyrim VR, Bravo Team and The Inpatient from British studio Supermassive Games, fishing experience Monster of the Deep: Final Fantasy XV, Resident Evil VII biohazard’s latest downloadable content (DLC), entitled Not a Hero, the recently revealed Gungrave VR and the ultra violent DOOM VFR, as well as the aforementioned Gran Turismo Sport and No Heroes Allowed! VR.

All of the above titles are expected to receive both North American and European launches, however Gungrave VR does not currently have a release date penned-in for either territory. Of course, Gran Turismo Sport and No Heroes Allowed! VR are already available worldwide.

The PlayStation VR has recently seen a boost in sales in Japan, accredited to the launch of a new edition of the head-mounted display (HMD). This new model, known as CUH-ZVR2, launched earlier this month and brought with a number of small yet significant updates. Chief among these is a new embedded audio cabling option and high-dynamic range (HDR) passthrough on the control box, removing the need for PlayStation 4 Pro gamers to remove the PlayStation VR from their console when wishing to play traditional monitor-based videogames on a 4K HDR compatible television.

PlayStation VR 2 headsetThere’s currently no word on when the PlayStation VR CUH-ZVR2 model will launch in North America and Europe, however the recent discontinuation of the original PlayStation VR model suggests it won’t be long until this revised edition arrives at retail in the west. It should be noted that the PlayStation VR CUH-ZVR2 model will not see the HMD rise in price and is compatible with all existing PlayStation VR content.

The brand new Japanese trailer for the PlayStation VR winter line-up of videogame titles follows below, and VRFocus will keep you updated with all the latest details on every new videogame coming to the VR platform.

Sony Gears Up For PAX Australia With PlayStation VR Line-Up

With Tokyo Game Show long gone and as we approach Halloween the event season is pretty much over and done with in the Northern Hemisphere. Particularly in Europe and America, with the only real exception being Sony’s annual PlayStation Experience event set to take place across the 9th and 10th of December. Other than this however it’s more a case of waiting out the rest of 2017 and what Autumn and Winter bring until the new year.

But that’s not taking into account the Southern Hemisphere where it’s currently the end of Spring, not Autumn, and Australia is gearing up for its iteration of PAX once again. It also seems, much as with PlayStation Experience, there’s going to be plenty for PlayStation VR fans to try out.

The line-up is as follows:

Gran Turismo Sport

“In PlayStation VR you’ll quite literally have the driving wheel at your fingertips. From hitting the brakes to turning a corner, experiencing Gran Turismo Sport in the PS VR headset will let players experience a true-to-life driving experience.”

Gran Turismo Sport‘s VR mode is limited, but impressive, even to professionals.  Ardent armchair racers meanwhile can increase their experience with Thrustmaster’s Gran Turismo Sport racing wheel, which we covered at this year’s E3.

The Elder Scrolls V: Skyrim VR: The Elder Scrolls V

Skyrim VR is a true, full-length open-world game for VR from award-winning developers, Bethesda Game Studios®. Skyrim VR reimagines the complete epic fantasy masterpiece with an unparalleled sense of scale, depth, and immersion.”

One of a trio of Bethesda titles coming to virtual reality (VR) along with DOOM VFR and Fallout 4 VRYou can read our recent preview here.

MONSTER OF THE DEEP: FINAL FANTASY XV:

“Dive into the story mode for an exhilarating, action-packed showdown with the notorious MONSTER OF THE DEEP, or take in the sights, sounds and scenery of FINAL FANTASY XV as you kick back and cast off in the free fishing mode.”

A surprise from this year’s E3 and a replacement for the initial Final Fantasy XV: VR Experience, you can read our preview of MONSTER OF THE DEEP: FINAL FANTASY XV here.

Bravo Team

“It’s all or nothing in this heart-pumping PS VR firefight of intense combat and split-second tactical decision-making.”

A experience VRFocus likened to Army of Two on steroids”, the title is one of two VR videogames in the works from Supermassive Games. (The other being The Inpatient.)

Bravo Team E32017 (2)PAX Australia is from October 27th-29th 2017 at the Melbourne Convention and Exhibition Centre. News about the PlayStation VR is developing all the time, so be sure to check back with VRFocus regularly for the latest.

 

VR vs. By Design

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

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

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

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

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

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

Ouch.

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

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

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

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