Skyrim VR Review – A Taste of Things to Come

Skyrim VR Review – A Taste of Things to Come

With the Dualshock 4, you really need to have a strong stomach. Controlling your character with the analog sticks makes for a great way to lose weight, and I just couldn’t handle it. The Move controllers allow easy access to a teleportation system that makes movement in VR a lot less nauseating and will enable you to turn in little increments that will help even the more VR sickness prone individual enjoy the game. There’s also a host of sliders in the options menu that lets you dial in on the perfect balance between being comfortable and having functional and fun controls.

The Move controls also afford you an opportunity actually to reach out and touch the world of Skyrim. You can fight with sword and shield by actually moving the controllers in a pantomime of combat. If you use a bow, you’ll need to notch your arrow, pull back, and aim before you fire. When it comes down to it, you’re just as well off flailing your weapon at an enemy as you are trying to fight them the “right” way, but it’s a role-playing game, so just role-play like it matters and ignore that the motion controls are a little clunky.

Unfortunately, the motion controls suffer from an issue that isn’t so ignorable. The PSVR has the worst tracking of any of the major HMDs because of its use of the PS Camera for tracking. That means it’s super easy when you’re getting into the groove of fighting and looting your way through Skyrim for the system to lose track of the Move controllers and the PSVR. You have to stay in that relatively small sweet spot to be able to play, and it keeps you from getting too into the game. My best advice is to play sitting on a stool or an office chair. That way you can move your arms pretty freely and still spin around, but remain sitting in one spot so the camera can still see you.

It Also Has Skyrim’s Bugs


Of course, it wouldn’t be a Creation Engine game if there weren’t a ton of fun glitches to experience. You can expect to run into the same old problems that you have in every Skyrim version before this. Sometimes your character will randomly break boundaries. Sometimes your limbs will break boundaries or twist around all weird like. There will also be times that NPC pathfinding breaks. These problems don’t seem any worse in Skyrim VR, but they’re not any better either, though at this point it may be as good as it gets with the dated engine.

All in all, Skyrim VR may be the most significant experience on the PSVR yet. There are plenty of things that will remind you that this is a port of a game not for VR, like tight passages, and somewhat confusing motion controls. However, if this game is a prototype to see if epic AAA adventures have a place on VR, then it’s succeeded. If you can get past the muddled visuals, clunky controls, and limitations of the PSVR, then you have the full breadth of an Elder Scrolls game that you can play in VR.

Skyrim VR is a harbinger of things to come, and I do commend Bethesda on putting the work in to make this game fit VR. It would have been easy to make a few changes and make it a miserable game to play, but there are plenty of options to help make it as comfortable as possible to explore Skyrim on the PSVR. After playing, I can’t wait for the next few generations of virtual reality headsets to eliminate some of the issues that are holding games like this back. Maybe one day we’ll play an Elder Scrolls game that’s built for VR natively, but for now, Skyrim VR is the next best thing.


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