Zitat
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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 system in 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.
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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.
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