Bethesda’s Pete Hines Discusses Fallout and Skyrim VR Titles and Their Immerse Experience
Bethesda’s Pete Hines explains how the studio approached their titles and adapted them into VR the way it suits each title.
Bethesda has a number of massively successful IPs, including the likes of Fallout, Skyrim, Doom and much more. The studio announced three of those titles are getting VR adaptations, and there is nothing more exciting than playing The Elder Scrolls V: Skyrim in VR.
Vice President of marketing and PR Pete Hines was recently featured in an interview with Loading VR at Quakecon where he discussed the development team’s effort to make Fallout 4 VR and Skyrim VR as engaging, authentic and unique as possible. They are trying to give the player a sense of control, with every little nod they do translating into an action in-game.
VR takes that to another level, where you just have a much greater sense of place within this world. You’re up standing on a mountain and the snow is blowing. You just feel that on another level that you don’t get playing anything off of a monitor. Somebody was asking, ‘For you, what really brings home those experiences?’ And honestly, it’s like when something huge is in front of you and you look at the top of it like this.
You’re not moving your mouse to do that, or a thumbstick. There’s just something about craning your neck up to look at the top of it that is just so much more of an ‘Oh shit’ moment than anything that you’ve had before, or playing Fallout and dropping your head to look at Dogmeat. It just makes him feel so much more like your dog, and so I think it’s just little stuff like that. Until you play it or experience it in VR, you don’t really have the same kind of appreciation for that sense of place in games like these.
Another title that people wondered how its fast-paced gameplay is going to translate into VR is DOOM. Hines explained how they approached that problem and found a solution.
[Fallout and Skyrim] from a pacing standpoint work just fine as a VR thing—there’s some stuff you need to do with how you move, and obviously the UI and UX. We didn’t have the problem of like, ‘Well, you’re moving too fast.’ [But] in Doom, you’re moving too fast. You simply can’t take a game where you’re that fast and aggressive, and mantling and jumping and double-jumping, and have anybody survive that for more than 35 seconds. Rather than making a 35-second game, they had to look at it like, ‘Well, how do we take that and translate it into VR?’
They were designed for somebody moving fast and mantling and jumping, which you’re not doing any of. We needed stuff that’s more purposeful for how you’re moving and working through Doom VFR.
Doom VFR, Skyrim VR, and Fallout 4 VR release later this year for PlayStation VR.