Skyrim VR: The great, the good, and the ugly

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Skyrim VR: The great, the good, and the ugly

Post by Tripper » Tue Nov 28, 2017 11:02 pm

While Skyrim in VR is an absolute blast, it is not flawless. This is expected... and of course has partially to do with the dreaded Move controllers. That being said, using the Move controllers is my preferred way to play the game. It's worth it. And most of these issues are not with the controllers themselves, but can be fixed with patches to the game from Bethesda. So here are the issues that have been annoying me throughout my pleasant trip through Skyrim in virtual reality:

1. Just moving your arms can cause your weapon to trigger a sound effect of swinging it through the air with great force, causing your character to grunt. Speed and force of movement should trigger these sound effects because it gets irritating after a while of playing and breaks immersion.

2. Replace the Move controller models with actual hands. It's a huge immersion breaker. You can even see the micro usb port.. in a world with no usb cable to charge it with. or a console to use it on. Even this Dark Elf was weirded out.


3. Moving is easy. Moving in battle is the hard part. This control scheme forces you to play the game in a different way strategically, which isn't a bad thing but it's worth noting because it can't be fixed, (only by Sony). But it's a new way to play Skyrim and the choices you make in game with your character will revolve around it. For instance the spells that you choose to use in each hand, and weapons you use.

Weapons like two handers and bows which were obscure before, are more popular and fun, but some other things that worked on TV don't translate as well. Like dual wielding weapons, which is still fun and feasible but more trouble than it's worth.

4. Aiming with projectiles is difficult and not "right". I realized this while trying to use fireball for the first time while a dragon was approaching. I noticed something was off imediately upon the first time casting it. As I tried to figure out how to aim it, this happen.

5. No smooth turning. Skyrim almost had it, they just messed up excluding this option. I know Bethesda said they will patch it in, but all VR developers should know full well at this point that they have to cater to both ends of the spectrum. Comfort and assistance vs full-fledged "This can potentially make you sick.", "No seriously more than half the dev team can't play this way" options. If I am forced into handicaps your game automatically goes to the bottom of my and many other's list of VR games to buy.

Other than that, Skyrim VR is worth buying again at the $60 price tag. It makes a great addition to the PSVR library and exactly what the platform needed. I have faith Bethesda will iron out the problems, and this port will be considered a pivotal point in the VR industry where developers are drawn to the idea of using old code for big financial gain relative to investment.

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The Ninja
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Re: Skyrim VR: The great, the good, and the ugly

Post by The Ninja » Sun Dec 24, 2017 1:18 pm

Smooth turning was added, along with cross-hairs for spells, which makes this port near perfect now.

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Post by ARgon » Thu Dec 28, 2017 9:33 pm

This game has sucked my life away and I love every minite.

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