This shyt is stupid expensive in Canada![]()
i want but for 1,150

This shyt is stupid expensive in Canada![]()
there's some cool free stuff. Budget Cuts and Vertigo have good demo's. but a lot of the games are kind of a rip off. definetly check reviews and suchThese vive games are hella expensive for some tech demos!![]()
with Holopoint when you destroy a target, it shoots a projectile at you that you have to dodge. shyt really is a workoutJust bought a gang of vive games and got three free.
Space pirates - Hella intense but fun. Not sure if it's worth the price of entry but it is throughly engrossing
Selfie tennis - this game is the morherfukking shyt. Literally broke into a sweat playing this one.
Halo point - haven't really figured this one out yet. Can't seem to get past wave one
I kinda wish this was two players tho
I love #Selfie tennis. So fun and relaxing. Space pirates....nah. Halo point is alright, but it's too much spinning around and potentially falling down and shyt. Get Fated; it's pretty good for a VR RPG. Astral Domine will fukk your mind up. I also recommend Audioshield. It's fun and relaxing too, listening to your own music and shyt (as long as you keep it on easy or medium). I play on the hardest difficulty now and shyt is a workout. I love music, and combining it with VR isJust bought a gang of vive games and got three free.
Space pirates - Hella intense but fun. Not sure if it's worth the price of entry but it is throughly engrossing
Selfie tennis - this game is the morherfukking shyt. Literally broke into a sweat playing this one.
Halo point - haven't really figured this one out yet. Can't seem to get past wave one
I kinda wish this was two players tho
Fallout 4 (and Doom?) confirmed for Vive
you can play it now with vorpx if you just want some hacked together shyt2017 though?
They could easily do that now. Just add head tracking. I mean, how hard is that? Modders put headtracking on tons of games.
Am I really gonna care about Fallout 4 or Doom a year from now?
After the Bethesda Showcase, I made my way down to a small showing of playable games and demo experiences. Naturally, the first and only thing I was interested in trying was the Bethesda VR section.
Here, Bethesda had both DOOM and Fallout 4 running in VR using the HTC Vive. According to the documentation that we were provided and the experiences themselves,DOOM does not seem like it will be an actual fully developed game, but rather is instead more of a tech demo of sorts for the latest iteration of the id engine.
Fallout 4 on the other hand is shaping up to be a completely rebuilt edition of the game with VR support. In the short demo that I tried, the booth attendant explained how to use each of the Vive’s motion controllers and what I can expect in this new world I was about to see.
The demo build loaded up just outside the Red Rocket truck stop, which anyone should immediately recognize from Fallout 4. I could not only walk and move around my physical room environment, reaching down to touch and interact with things as I progressed, but I could also do many of the same things I’d do in the standard game.
During this demo, each Vive controller was relegated to a particular function. The controller in my left hand, for example, was designated as the pipboy and movement hand.
When I raised my left hand up to my face and turned it sideways, as if I were looking at an actual pipboy, I was able to access the menus in real time. While looking at my pipboy, I used the touchpad to navigate and select different options.
Setting the World on Fire
The biggest issue this system presents is that I noticed when I wasn’t looking at my pipboy and my left hand was just hanging down at my side, the touchpad was still registering my clicks.
Additionally, my left hand also let me move around the environment. When I pointed it at the ground, a blue teleportation node appeared with an arced stream through the air designating where I’d appear next. It worked a lot like The Gallery’s “Blink” movement systemin practice. When I asked a Bethesda representative if this was the final version of the movement system, they refused to comment, but my gut is telling me no.
Then in my right hand was my trusty ol’ pistol. For this demo, I only had the options of a pistol, shotgun, and Fat Man mini-nuke launcher – the three necessary guns of any basic arsenal. Pointing and firing felt incredibly natural – thanks to my hours of Hover Junkersexperience – and being able to move and look at guns up close in a game like Fallout 4 is wonderful. It should surely help players appreciate their modded weapons even more.
I spent a bit of time shooting bottles and mannequins to get my fundamentals down before bandits started attacking my camp. I looked over behind me, pointed, and clicked to teleport to where the destroyed car was located and started ducking down behind the debris. Instinctively, I reached up over the top of the car and gunned down my attackers from a distance. Headshots are even more satisfying in VR.
The biggest concern I have for a real-time first-person shooter in VR with an open world to explore is that, I could easily teleport up to an enemy, blast them with a shotgun in the face, then easily just teleport back away. That sort of jab-and-run system seems like the most effective form of combat, and it feels like a cheap and silly thing to enable. It would also make stealth sections even easier since you could theoretically bypass sections of the game simply by teleporting around or across obstacles.
Building Blocks for Better VR
As it stands, Fallout 4 in VR is clearly in early stages. In fact, I’d go as far as saying that I’m a bit surprised they even showed it at E3 this year, since most companies usually wait until something is near-finished before actually showing anything. Fallout 4 in VR was missing any type of building system, which is hugely popular in the original game, and didn’t include the V.A.T.S. combat mechanics that the series has been known for ever since Bethesda took over.
This demo was incredibly short and limited, but it already feels like a huge step forward. Not only does it show that Bethesda understands adding VR to a game requires more than just giving the camera head-tracking support, but it also shows that they are willing to invest the necessary time and effort into doing it well. As more sprawling, massive, games like Fallout 4 make their way to VR platforms, the complaints about the lack of content become less and less valid.
Teleport jumps? Man, I hate that shyt.you can play it now with vorpx if you just want some hacked together shyt
but Bethesda is trying to get it to work with the motion controllers. they'll need to make sure these controls, and any UI changes, work properly throughout the whole (rather big) game. plus they have some performance issues to tackle. I'd rather they do it right than release some half-ass shyt
Fallout 4 on the Vive is a Taste of Triple-A VR Gaming's Future