A more critical review here: https://arstechnica.com/gaming/2017/11/the-world-of-skyrim-is-thrilling-and-flawed-in-vr/
Then there's the feel of the weaponry. In standard Skyrim, a tiny dagger feels entirely different from a huge two-handed axe in speed, momentum, and power. In VR, both end up tied directly to the motion of a PlayStation Move controller, which you can flail with abandon. In turn, every melee weapon ends up feeling almost weightless as you swing it wildly through enemies with little sense of impact or finesse
A more critical review here: https://arstechnica.com/gaming/2017/11/the-world-of-skyrim-is-thrilling-and-flawed-in-vr/
The biggest problem is that there's no easy way to move backward, making it very difficult to step out of range of an opponent or manage your relative positioning.
cn you try playing it with PS AIM and Move+navcon?
For the YouTube / twitch moneyI don't have either, but I don't think you can. What would be the point of using AIM to play a medieval game anyway?
That review is deeply flawed by ignoring the fact that you have free movement available with the moves as well, not only teleporting. It works quite well generally.
Not true at all. You can just press the left move button while pointing the move to yourself.
Seriously, have they not seen the dozens of videos on YouTube with people playing with the moves? It seems all they have played was the beta version many months ago and made a review based on that and not on the final build.
To use smooth movement with the Move controllers all you do is point your left Move controller in the direction you want to go and hold down the Move button on the front of the controller. That’s it. From here your character will slide in whichever direction you’re pointing that hand so you can strafe, go forwards, back-peddle, and everything else quite easily. Rotation is done with the face buttons on the right Move controller.
Controlling my character this way sort of felt like I was wearing rollerskates at first, or driving a vehicle, but it eventually felt pretty natural after a short while. The biggest issue with this control method is that it essentially means you can’t easily move and use your left hand in combat. While aiming the bow, for example, I’d stretch my left hand out to aim at an enemy and instinctively wanted to strafe or move a bit while aiming, but wasn’t able to since the controller was being used elsewhere at the moment and wasn’t pointed correctly.
Sure but it still comes with problems attached.
https://uploadvr.com/preview-skyrim-vr-without-teleportation/
Do you move or do you do a combat action attached to that controller? Choose, because you can't do both.
Looking at pictures of the Move controller on Amazon, did they seriously not put analog controls on the controllers? LoL, that would have solved the issue.
Regards,
SB
For a game this large and full of options I had my doubts that it’d translate to VR smoothly. After my latest hands-on demowhere I got the chance to try the smooth locomotion I was more confident, but was still unsure how the final product would fare. Thankfully Bethesda have done a solid job of capturing the vast majority of what makes Skyrim so grand
The moment when I first blocked an arrow with my shield by raising my left hand up, dashed forward, bashed the bandit by extending my shielded left arm forcefully, then proceeded to slash him several times with full arm swings of the PS Move controller in my right hand to finish him off was when it really hit me: this is Skyrim like I’ve never seen it before.
Pulling back an arrow with my actual hand and loosing it towards an enemy’s face, bashing spiders by swinging downward with a warhammer, or blasting two different enemy’s with the two different spells in my hands are all things I could never do in non-VR Skyrim. I couldn’t turn to look around at the starry night sky or hold my breath as I peek around a corner in a dark cave. It’s in these small, intimate moments that Skyrim’s soul peers out and reminds you why it’s one of the most celebrated games of all-time.
i don't understand why we can't use two dual shock 4 in VR games instead of move.
Has anyone here seen this running on a regular PS4? Ever since the Pro became a thing, reviews became even more useless than they were to begin with.
Granted, with most PS4 VR games the Pro doesn't add an awful lot (and if it does add a lot, the games in question usually look pretty great on the old model regardless), but Gran Turismo really loses what little VR appeal it had when you're stuck with the old console model. It's just a really blurry mess that's been stripped of all the cool little details.
Has anyone here seen this running on a regular PS4? Ever since the Pro became a thing, reviews became even more useless than they were to begin with.
Granted, with most PS4 VR games the Pro doesn't add an awful lot (and if it does add a lot, the games in question usually look pretty great on the old model regardless), but Gran Turismo really loses what little VR appeal it had when you're stuck with the old console model. It's just a really blurry mess that's been stripped of all the cool little details.