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Bethesda made waves at its June 12 press conference by announcing that two of its recent releases, Fallout 4 and Doom, can be playable in virtual reality. After having spent dozens of hours (near six days, in response to my most up-to-date save profile) within the Commonwealth of post-apocalyptic Boston, I used to be immediately intrigued by how that have would translate to VR.
A couple of days later, I discovered myself in a windowed room at Bethesda’s booth on the E3 show floor, an HTC Vive strapped to my head and a wireless Vive controller in either hand. A Bethesda rep accomplished the setup and like magic, I used to be in a Red Rocket station. I used to be back within the wasteland, but this time, it was throughout me.
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The demo allowed just a few minutes to get acclimated. Fallout VR uses a teleportation system of movement somewhat than having the character walk, which helps fight the disorientation and nausea that may sometimes accompany VR gameplay. Simply point to a location inside range and with some quick controller movement, you’re there. That would take some getting used to over an extended time frame, I imagine, but since I used to be contained to a single location for the demo, it wasn’t hard to get around.
Since Bethesda’s setup had attendees standing somewhat than sitting, I used to be capable of fully soak up the environment around me. It’s higher than craning your neck to must reap the benefits of the 360-degree view, however the cables getting tangled around my legs as I moved served as a reminder of where I actually was.
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Credit: Mashable
Undeniably the good part about playing Fallout 4 in VR is using the Pip-boy. I simply lifted my left arm, controller in hand, and I could see the portable computer unit strapped to my hand. I could even peruse its various menus using the controller—while still seeing the remainder of the world around me. It’s the sort of experience I hoped for once I purchased Fallout 4’s collector’s edition, complete with replica Pip-boy, only without the additional weight of the physical unit.
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After just a few minutes, the Red Rocket was attacked by raiders. Using the controller in my right hand, I cycled through available weapons and commenced shooting. The Vive controllers felt incredibly accurate and my aim was true almost each time I pulled the trigger—each virtually and physically.
One thing noticeably missing from the demo was V.A.T.S., Fallout’s specialized slo-mo aiming system. Since it’s a heavily used feature, its absence made Fallout VR feel more like a tech demo than an entire concept.
There’s also one other concern: of the lots of of hours it takes to completely explore the Commonwealth, how lots of those will gamers wish to spend standing with a headset on?
The demo was a promising start and definitely fun, but once I got home from E3 I discovered myself perfectly content to twist up on the couch and jump back into the wasteland the old-fashioned way. With Fallout 4 not due out on the HTC Vive until 2017, though, Bethesda definitely has time to deal with these issues and make its VR efforts more of essential than a curiosity.
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