The Elder Scrolls V: Skyrim VR Review - Skyrim strikes another platform from his list, but this time it is something else

in #gaming7 years ago (edited)

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Meanwhile, The Elder Scrolls V: Skyrim released a plethora of platforms. Either the original first release on the PC, PlayStation 3 and Xbox 360 or the more recent Switch version and Special Editions. Now it really takes a step in unknown territory: virtual reality. Finally, Skyrim VR is available on the PlayStation VR, after Bethesda has been enjoying it for a long time and this project has no lack of ambition, as it brings the complete extended rpg (including all previously released dlc) to the world of VR, with some major changes.

When we say the complete rpg, we also mean everything. This is exactly how you remember your Skyrim. For those with 'the glass is half full', it is true that this means that it is all things that we have seen before and are familiar with, but for those on the other side of the scale: you can do this now in a completely new way - because the dragons, the screams and the arrows in your knee can all be found in this new immersive space.

We have never seen Skyrim on this medium, so the first moments are uncomfortable. It is indeed a strange feeling to be in that cart as a prisoner and you have to turn to be sure that you are looking in the right direction, looking around and taking the land in you while you murmur your criminal an accomplice. It does not take long before you find the right posture and find your turn. The first opening section in fact does not introduce any movement, as you are teleported from place to place (spoilers for those who have not played Skyrim), attacking a dragon and distracting the guards by removing their heads from their shoulders.

Once it gets really hot under your feet, you gain control over your own movements. We start the game with a controller, so for us that is a breeze, but there are other movement options for users of the Move Controllers. For example, if you prefer the option to teleport (just like in other VR games), you can do this by pointing to where you want to go (this is standard for the Move Controllers, but not available with the DualShock). However, you can also choose to walk as you do with the controller, so there are plenty of options to adjust it to your preference.

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Speaking of options: There are a range of other VR adjustments that you can make. One of the most important is the FOV filter, which narrows your view slightly when you turn or move quickly. This can be turned on and off, but personally we found this very useful. Without this, we experienced the necessary nauseating movements while moving around the world. Once activated again (which is standard) we felt much more comfortable.

In fact, we had virtually no problems with motion sickness during our entire experience. This is of course dependent on different players and their tolerance, but we were impressed how optimized it felt. With a range of other available options, such as securing your turn at certain angles, this should help players adjust their experience to their preference.

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Coming back to our experience: After we figured out how to make movements (all in first-person, without a third-person option), and we had found our way to safety, we were able to step into the world without being bound. In this way, the game gradually introduces the different parts of the VR experience, so it never gets overwhelming and is all accompanied by regular 'tutorials' that help you win your way around the world. With our hands free we did what every novice adventure would do - we 'loot' everything that is not stuck, equip ourselves with a weapon and went cheerfully on the road.

At this point we were introduced to 'inventory management', which happens in the usual way with the DualShock, while the Move Controllers use the shoulder button of your left hand to drag the menus up, down, left and right, while you selects objects for each hand. For example, two swords in each hand, or a shield on the left. All this took some time to get used to and this also applies to 'shopping', but this all worked as expected.

Those who are familiar with Skyrim will know that your escape in the opening scene takes place in a cave with more loot to discover. Although we were never afraid of spinning when we played the game (but in real life), the spiders in the cave in the VR world are certainly more terrifying. This confirms the power of VR, immersing you in the experience, in this case a frightening experience where gigantic spiders actually jump on your face, instead of the face of your character on a TV screen.

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The most impressive part, the biggest 'wow' factor of the Skyrim VR experience for us, was the moment we left the cave and stepped into the open world. This is the moment where we only realized that the entire world of Skyrim's snow-covered peaks, vast plains and bustling cities was available to us in VR. People often talk about the time they leave the sewers and board Oblivion, but this had the same effect on us. From this moment we were really released to explore this world at our own pace.

Since we had picked up an arch we immediately tried it on some unsuspecting elk, but this is where one of the biggest problems revealed itself: the 'tracking' of the Move Controllers. With the controllers, the use of the arc consists of placing your arrow, pressing the shoulder button, pulling it out and releasing it. This is very cool, at times when it worked and more than once it was incredibly difficult to aim, with the controllers often moving back and forth on their own.

However, this did not only concern the use of the arch. We also had some problems with the Move Controllers during 'melee' fights, where quick strokes with our weapon sometimes changed to Move Controllers in the game (what it looks like if you do not have anything stuck, where showing hands had been nicer). Largely this worked fortunately better than the bow and arrow. Spells in particular worked excellently and offered a fantastic sense of immersion when you send your flames on an enemy with your left hand and then attack with the sword in your right hand.

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The fighting as a whole was very satisfying and although it feels a bit weird when you hit someone with a gigantic weapon in-game without any feedback, everything worked out perfectly when it was necessary. Once you get used to turning and using your shield, you can expect some exciting duels, especially with the Move Controllers.

Another point when using the Move Controllers is that this is a game that requires a very good camera setup, so that it can see your and your controllers as well as possible. You often have to point things in multiple directions, so the more accurately you place the camera to follow your hands the better.

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As we said earlier, the use of the standard controller feels familiar to everyone who played Skyrim or another Bethesda rpg. And although the Move Controllers require some time to get used to, you can do exactly the same things with them. Only you can now use your weapons as a real fight, point out things that you want to open and throw objects around (or put them) to your heart's content. However, be careful, as you can select a weapon with a hand movement and then a guard can accidentally touch your sword when you retrieve it.

Speaking of guards, the npc's and artificial intelligence in the game are as flawed as ever. Clients sometimes make mind-boggling decisions and the same comical effects that Bethesda RPGs have provided us with for years are still there, but that is not a bad thing, as we expect some frivolity from the residents of Skyrim.

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Just like other VR games such as Resident Evil 7: Biohazard have proven, the switch to VR brings with it a gigantic graphical step back, where 'textures' and the like are especially bad luck and that is particularly obvious here. Everything just feels like Skyrim, but everything looks a bit worse (especially because we are used to the recent release of the Special Edition on the current generation of consoles), especially when you look at the smaller details. However, this is more of a criticism for VR as a platform, where the visual limitations prove necessary to make an incredibly smooth frame rate possible. There is nothing wrong with that, the framerate was always extremely smooth, and that helped greatly when playing the game.

The user interface looks slick, but be prepared to move a lot with your head, as the 'sneak' indicator is above you, your compass below you, your 'objectives' left and right, and the menus before you appear when changing the settings. Although the necessary head movements, but this ensures that there is never anything block your view, allowing you to focus on the fights and enjoy the great views.

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Conclusion

All in all we ran skeptical Skyrim VR, where we doubted whether Bethesda could make their rpg work on this medium - with scenes that we only saw in the past in so-called 'tech demos'. However, we left the world of Skyrim surprised and impressed. The scale is present and the operating systems work very well. Yes, the Move Controllers are not always that great about 'tracking', but the feeling of immersion is fantastic, especially if you're used to control and start tossing left and right with spells and attacking as if you're actually walking around in Skyrim. The graphical step back is worth it and we can not wait to spend even more hours in this fantasy world.

➕ Great immersion; smooth framerate; very cool to fight and use spells in VR; everything is there; simple and effective user interface and control; step-by-step tutorials.

➖ 'Tracking' is not always great with the Move Controllers; sometimes accidentally changing weapons with the Move Controllers; artificial intelligence is still flawed; easy to accidentally hit someone; visually a step back.

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I'm sorry I can't use this article because it's almost identical to the article written here https://www.gamereactor.eu/reviews/611463/Skyrim+VR+Review/

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