I’ll speak more about locomotion in the ‘Comfort’ section below.
Snap-turning is an available option, but most Vive-owners are probably running a full 360 setup (while most Rifters are likely rocking the standard front-facing setup), so while it’s a welcome addition, some users simply won’t want or need snap-turning.
Head Controller-relative free locomotion is the only other option. You can technically do as many ‘close’ teleports as you want, as there’s no cool down period because of the lack of AP cost, making teleportation the fastest way to travel across the Commonwealth (besides actual fast travel, that is). That’s a lot of trigger presses though. The AP drain is true for running at top speed in free locomotion mode too, so both locomotion styles end up offering an AP cost for faster movement. Although I found its precision much more useful when moving around a building’s interior during dungeon clearing, I still opted for the free locomotion option in the end. If you stick with the default teleport scheme, you’ll quickly find out that long teleports will drain your action points (AP) which are useful to have when you engage V.A.T.S., the game’s bullet-time mode. Now for something you haven’t heard a zillion times before: the nuts and bolts of VR gameplay.įallout 4 VR’s default teleporting locomotion scheme can be pretty tedious when moving around the Wasteland overworld. Like Skyrim VR, Fallout 4 VR underperforms in a few areas specific to the VR medium while at the same time drastically outperforming many of its VR contemporaries thanks to the game’s overwhelming size, variability of quests, numerous AI, and gameplay length.
You can grow these areas using the associated abilities and by spending XP to make them even stronger, which in turn gets you ‘Perks’ that can unlock abilities like master-level gunsmithing, better accuracy when shooting, master lockpicking, etc. It’s really a fun system that lets you play the game you want to just by being that person and by pursuing the sort of gameplay and abilities that you want to specialize in. It won’t be a ‘VR port’ to you, but rather a native VR game judged on its own merits.Īs an action RPG, you’ll have to fill out your stats first to push you in the desired direction you want to pursue: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. If you haven’t, then your impression of the game will be entirely based on this version.
If you’ve already played the PC or console version of the game, you’re probably looking forward to experiencing the world you know so well in the most immersive format available.
Note: I have over 70 hours logged in the PC version of ‘Fallout 4’, but I’m attempting to set aside my personal affection for the non-VR version to put ‘Fallout 4 VR’ on the same plane as any other modern made-for-VR game. Reviewed On: HTC Vive, Tested on Rift (see note below) Fallout 4 VR successfully provides all these things along with the promise of holding a gun in your own hand, but fractures somewhat as it mutates from its native 16:9 aspect ratio to the new land of VR. This comes with most of the important trimmings and trappings of the original a seemingly endless number of interesting and varied quests, multiple causes to join, base building, and plenty of guns and armor to scrounge. Fallout 4 (2015), Bethesda’s beloved post-apocalyptic open world RPG, is now in VR, letting you stalk the Wasteland as the sole survivor of Vault 111 from the immersive point of view of the HTC Vive headset.