Somehow, I missed out on Skyrim for years.

The game first launched for PS3, Xbox 360, and PC six years ago this week. I remember bringing the game home from my local Blockbuster Video shortly after its release and enjoying the hell out of the introduction, my first dragon sighting, and escaping through the Helgen dungeon.

Then, the world opened up, I was immediately overwhelmed, and I almost immediately lost interest.

Years passed, and in 2016 Bethesda released the Skyrim: Special Edition for PS4 and Xbox One. I decided to give the game another chance, and this time around I was immediately hooked. I’ve still only put a paltry 40 or so hours into this version of the game (which is a lot for me), but for weeks after launch I was enthralled with this world, and nearly everything in it.

Earlier this year, Bethesda put me in a bit of a predicament. See, while others online are making memes and talking about how Bethesda is ‘beating a dead horse’ by releasing Skyrim again, I was busy trying to decide which version of the game I wanted to buy next (I’ve only purchased the game once in the past six years, which is apparently far fewer copies than everyone else).

Did I want Skyrim for the Nintendo Switch, complete with Zelda gear, in a format that I could play while at home or while on the go? Or did I want to return to the world of Skyrim in Virtual Reality… and only in Virtual Reality?

Today at Fan Expo Vancouver (which Sony sponsors, and thus has a hearty sized booth at) I finally had the opportunity to try out Skyrim VR just days before its launch next week, and just days before I needed to come to a decision, as Skyrim for both Nintendo Switch and PlayStation VR launch on the same day.

Before I talk about the game – a couple of quick notes (and oddities) about the experience at the PlayStation booth. I was a little surprised that the company wasn’t showing off the about-to-launch, more streamlined version of the PlayStation VR headset. The new version supports HDR passthrough (a feature sorely lacking from the original headset), better, thinner cabling, a new (and smarter) location for the headhone jack, and a much more comfortable looking headset with cabling build right into the device. Speaking of headsets, the strangest part of the entire experience was that, well, there weren’t any. Sony was showing off a rich, beloved, and familiar title on a beyond-immersive new platform (to an audience that likely has largely not experienced VR before), but half of the immersion (the audio) was missing. I think that there were a couple of small speakers somewhere behind me, but they were nigh-inaudible amidst the loud convention atmosphere.

You begin the demo en route to Bleak Falls Barrow… I guess that Bethesda decided freaking people out with a giant-ass Frostbite Spider could be a great introduction to VR (and just how much more terrifying things can be in VR). You begin with a bunch of gear (sword, shield, bow, a few spells, etc) so that you can spend your short time in Skyrim walking around and fighting instead of needing to collect loot.

Within the first moment, I realized just how brilliant an idea it was to bring Skyrim to VR, and especially to Playstation VR.  As a PSVR owner, it doesn’t take long to realize that most of the games or experiences (aside from a few exceptions like Resident Evil VII) on the platform look and feel stylistically simpler, and in many cases simply don’t feel as deep as a typical gaming experience would.

With Skyrim VR, you’re pretty much just playing Skyrim… in VR. It’s an older game, and by today’s standards while it has some excellent art design, it looks pretty freaking dated. This makes it a perfect fit for PlayStation VR, as the PS4 seems to run the game swimmingly. The game looked no worse (or better) than Skyrim: Special Edition did last year, and it appears to run extremely smoothly, even with several characters  in action and particle based weather effects (like snow) all over the screen.

I do have to say, it feels pretty magical to be able to freely look around this world. I found that while on my way to Bleak Falls Barrow a multitude of things were catching my eye, from different plants to grazing animals, to the surprisingly immersive change in weather effects (you almost expect to feel cold when you notice the first flakes of snow), to the always incredible vistas of the world around you. I found myself actually taking the time to see it, rather than just running by it. I’m sure it’s a feeling that won’t last, but at first it feels pretty incredible.

At no point during my 15-minute stint with the game did I feel any motion sickness (though at times running down stairs did make my stomach drop). Movement felt smooth and natural, and by default the game incorporates the ‘pie chart’ turning method that has become popular with other first person VR games  (turning the right stick will jump your character about 30 degrees in the relative direction). While using the DualShock 4 controller (the only option available at the booth, unfortunately) aiming ranged weapons felt natural, as in this version of the game you’ll simply move your head to move the crosshairs.

The UI itself definitely had a couple of oddities. First, status bars like health and stamina are at the bottom of your screen and typically out of view unless you physically look down. I imagine it’s a means to keep as much information out of your viewing area as possible so you can absorb more of the world around you, and while simply walking around the lack of distraction was certainly welcome. During combat, however, this becomes annoying as hell, as you actually need to look away from your current enemy to see if you’re really in any sort of danger. Second, when information (text) does appear on screen, unlike on a traditional display where you can simply glance your eyes towards it without turning your head, the text in the game (like pretty much any PlayStation VR title, is only really clear if you’re looking right at it. This isn’t really an issue, per-se, but it can be pretty jarring at times.

Again, this is freaking Skyrim. If you loved it six years ago, discovered it later, or bought it again last year, this is Bethesda’s brilliant, immersive, spend-your-whole-life-in-this-world fantasy RPG. I was enthralled with this demo, and this is before I ever got to explore any of the giant cities, before I got to see a single dragon, before I even got to talk to the arrow in the knee guy, I did nothing. It was 15 short minutes, but that was more than enough time to have me ready to hand in my $80 come Friday morning.

Yeah, I still have some questions. I don’t want to play the game with a DualShock. The PlayStation Move controllers bring another new dimension to the title, and it’s the only way that I want to experience this game. The 1:1 swordplay, two-handed archery, aiming a spell from each hand in two different directions – these are all things that I haven’t experienced in VR yet, and they’re all things that sound freaking awesome. At the same time, how does one go about efficiently moving around this giant world that was never built with VR in mind while holding two glowing wands that don’t have any analog sticks on them.

I guess only time will tell. In any case, I can’t wait to jump back into Skyrim when it hits PlayStation VR on November 17th.

Possibly the highlight of my trip down to San Diego for this year’s Comic-Con is not something that I did… but something that I watched someone else do.

Before the convention floor opened for preview night on Wednesday, Shane, Juan, and I traversed over to the Hilton Gaslamp hotel to checkout a media preview of VRCon. We all had an amazing time speaking about the latest VR camera rigs, but the most memorable moments of the offsite event were experiencing VRWerx Paranormal Activity: The Lost Soul.

The Lost Soul is set to launch this Summer for HTC Vive, a little later on for the Oculus Rift, and will even head to consoles with Sony’s Playstation VR headset. The demo that we experiences was about 4-7 minutes long depending on just how you played, but a VRWerx representative said that the full experience should take gamers about 10 hours.

The demo had you traversing through a dimly lit house while the terrors around you begin to unfold. We used the HTC Vive headset to look around the house, and two controllers that acted like hands, which would allow us to grab objects, open doors and cupboards, and try (and fail) to cover our virtual eyes when something in this world terrified us.

The demo was a blast. I jumped a few times, and so did Juan. It was a tense and scary environment, and I sensed some P.T. inspirations as soon as the demo booted up. This is probably the coolest VR experience I’ve had thus far, as instead of simply watching the action unfold and having the opportunity to look around it, you were fully in control, and at the centre of it. It’s incredibly immersive, with some fantastic sound design that simply never lets you calm down.

But like I said, the highlight of this year’s SDCC was not doing something, but watching someone else do something. Shane O’Hare played The Lost Soul first, and while the journalists that played before us all had appropriate, moderate reactions, Shane went completely off the rails to the point where people were leaving other booths to watch and laugh at him. There was a pretty substantial crowd waiting for him when he took the headset off.

But, don’t take my word for it, watch Shane lose it playing Paranormal Activity: The Lost Soul below.

https://youtu.be/vQ_3MtTrQxo

Walking the San Diego Comic-Con floor this year, it’d be impossible not to notice the insanely intricate booth-work that companies like WETA, Alex Ross Art, Adult Swim, and Capcom (among others) have brought with them from all over the country to impress the hundreds of thousands of attendees that will walk the show floor over the next four days.

The best looking booth this year? After walking KM after KM on the convention floor (trying to see all of the slick booths and also trying to hatch some Pokémon eggs), it’s pretty clear that Capcom’s Resident Evil 7 installation is the most striking both of 2016. Seriously, this thing looks like it’s straight out of the village from Resident Evil 4, which is an exciting throwback to the last time that Resident Evil was truly terrifying.

The booth features a series of small rooms. In each dilapidated, cobweb-infested, barely lit space (again, really selling the whole ‘terrifying’ aspect) was a single chair, a television, and a Playstation 4 unit with a Playstation VR headset attached.

Inside the room, we sat down and were set to experience the Kitchen demonstration, which is a short but intense PlayStation VR demo that serves to set up events that lead up to Resident Evil 7.  The Capcom representative let us know that this demo has only been shown a handful of times, and was completed about a year ago (well before Resident Evil 7 was announced) to show the level of immersion that the team would strive for with the finished product.

This was the first time that I’d ever actually put a Playstation VR headset on my head, and I was beyond surprised with just how good looking, comfortable, and easily adjustable the headset was. A single button on the back of the unit allows you to adjust how tight the headset is on your head, while a button on the front allows you to move the display closer or further away from your eyes. Seriously, this is far and away the most comfortable VR headset that I’ve had the opportunity to wear thus far.

As soon as the demo begins, another thing that shocked me is just how fluid movement is on the Playstation VR. I had just completed an HTC Vive demonstration a few hours before, which I was seriously impressed with (look for the video soon), but the virtually 1:1 tracking of the Playstation VR system absolutely blew me away, and exponentially added to the already incredible immersion that VR brings to the table.

The demo is fairly short, but definitely had me jump (and Shane scream) more than a couple of times throughout its duration. Kitchen fades in from black, and has you looking around a disgusting kitchen (obviously) setting, hands and feet tied to a chair, with seemingly no knowledge of how you got there or what is happening. Turning and moving the Dualshock 4 controller will turn and stretch your wrists in an eerily-lifelike manner, and after a moment you’ll notice an unconscious body on the floor. Get his attention, and he’ll wake up and try to help you… and that’s when shit hits the fan.

I had a blast experiencing Kitchen. It was immersive as hell, but not great looking, and not the most interactive demo that I’ve experienced even today. Jaggies were prominent (though the framerate seemed very smooth), textures seemed fairly muddy (though we’re not sure if this is from the VR headset, or because of this being an older demo), and you only really need to complete one or two actions, and for the rest of the demonstration you’re just along for the (scary) ride.

The Resident Evil 7 booth is a must-visit, and you can head to the booth (#215) as soon as the floor opens in order to get your free ticket to experience the event. Tickets are limited, so you’ll want to get there fast.

Overall, Kitchen made me really excited for the Resident Evil 7 VR experience, and really excited for a Resident Evil game for the first time in a long time.

Resident Evil 7 hits Windows, PS4, and Xbox One on January 27th, and I can’t wait to check it out.

ShaneResidentEvil

Shane’s Thoughts

The thing I noticed first about the RE7 demo was how much I liked the Playstation VR headset.

It stretched out easily to fit my rather large head, and the lenses were the easiest to focus: VR and I haven’t really gotten along, and a lot of it looks really grainy and pixelated. From what I’ve been able to gather, it’s because of my 20/10 vision not working well with focal points/lenses designed for 20/20 vision and below with corrective lenses. It’s always been a chore to find the right focus for any of the VR experiences I’ve been able to check out. The Samsung Gear is my least favorite, as the lenses top out at an incredibly short distance.

The Playstation VR headset had an incredible range of focus with the lenses, and the rubber shroud around the goggle portion cut out any and all light coming from the inside.

Once in the demo, I instantly noticed how quickly everything moved. The refresh rate felt very high, and the tracking didn’t have any of the normal “lag” I was used to with things like Oculus and Vive.

The demo itself was very instense. As I was stuck in the chair, I was trying to move around and get a better look at the kitchen. I accidentally knocked over the camera that was filming the player, and it spooked the hell out of me.

When the “zombie” came and attacked me, I physically reacted. I cringed and leaned back as she pointed the knife in my face, and when she stabbed my leg my whole body twitched. My heart rate climbed and I was getting nervous.

The end has her coming from behind you, putting her hands over your face then leaning over and stabbing you. Seeing these bloodied fingers come around my face really disturbed me, and made me really uncomortable.

All and all I am very excited to see what Capcom is going to bring to the table with Resident Evil 7 and I can safely say this came will be amazing in VR. Just from the short demo I got to experience today, I can tell you I will be getting this VR setup.

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Briefly: The timed exclusivity of Square-Enix’s 2015 masterpiece is nearly up.

The publisher announced today that PS4 players can finally get their hands on the game when Rise of the Tomb Raider: 20 Year Celebration launches on October 11th.

The new package will contain a completely new story chapter entitled “Blood Ties”, a new co-op Endurance gameplay, PlayStation VR support for “Blood Ties”, all of the previously released DLC, more outfits, weapons, and Expedition Cards.  The Limited Edition of the game will also feature a limited edition art book.

“Blood Ties,” a new premium DLC, beckons players to explore Croft Manor in a new story mode; then defend it against a zombie invasion in “Lara’s Nightmare”. When Lara’s uncle contests ownership of the Manor, Lara must explore the estate to find proof that she is the rightful heir, or lose her birthright and father’s secrets for good. Players can then test their zombie-killing skills in the replayable “Lara’s Nightmare” mode: a haunted Croft Manor where players have new challenges and must rid the Manor of an evil presence.

Scot Amos, co-Head of Studio at Crystal Dynamics states that “The studio is celebrating with all Tomb Raider® fans, thanking them for being on Lara’s 20 year journey with us. The team has packed in surprises, new story, and the top-requested special features into this 20 Year Celebration edition.”

Square-Enix notes that all of the game’s previously released DLC will be included, including the three hour story addition Baba Yaga: The Temple of the Witch, Cold Darkness Awakened in which players must combat waves of infected predators, 12 DLC outfits, 7 DLC weapons, over 35 Expedition Cards, and more.

For the truly hardcore, 20 Year Celebration will also feature a brutal new “Extreme Survivor” setting. This new difficulty level takes the toughness of Survivor and ratchets it up several notches starting with all checkpoints being stripped out of the game. The only way to save the game is forage enough resources to light campfires.

That sounds… too hard.

I ended up buying an Xbox One just so I could play Rise of the Tomb Raider, and I’m pretty embarrassed to say that I’ve only put a few hours into it at this point. I guess I know the hard deadline for completing the game at this point…

Are you looking forward to Rise of the Tomb Raider on PS4? Sound out below!

20Year

At Sony’s E3 2016 press conference, the company revealed Star Wars Battlefront: X-Wing VR Missions. This will be a joint venture between Sony and EA for the PlayStation VR experience. Along with the previously announced Batman: Arkham VR,  Playstation VR is trying to kick ass right out the gates.

The trailer shows a brief glimpse of the gameplay of X-Wing Mission. Which will give what purchasers of the game always wanted, intergalactic space dogfights! Albeit it will come with a hefty $399 fee, and we thought an extra $50 season pass for more content was a steep price to pay.

 

 

 

This was why VR was made!

Sega has announced that Hatsune Miku: Project DIVA X, the next game in the franchise based on the virtual pop star and her team of idols, will launch on August 30 for the PS4 and PS Vita.

Shedding the “HD” branding for the console version, Project DIVA X will also be the first game in the series to have a story mode. As if Miku needed more than her charm to hook her fans around the world, her and her friends will have to sing and dance through five Clouds that pose a danger to their world for some reason. Each Clould has its own aura, from Classic to Cute, Cool, Elegant and Quirky, all of which containing their own challenges. With a combination of 30 new and classic songs to go with close to 300 costumes, each one is said to have an effect on the different challenges. From what we know so far, no one should accuse this game of not having enough to do.

New to Project DIVA X will be a Concert Editor mode, where players can customize their own shows with their favorite Vocaloids. If you needed a reason to finally push you towards investing in PlayStation VR, then you might want to set that money you were planning on using on the latest anime figure aside, since Concert Editor will support the virtual reality platform once it becomes an available via an update! It will be like you can finally reach out and touch your favorite pop star minus the restraining order and jail time.

Lastly, everyone who pre-orders the game or buys it at launch will get a Miku pouch for free! Use it for glasses, your favorite gaming handheld, or your favorite Nendoroid figurines! Retailing at $49.99 for the PS4 and $39.99 for PS Vita, an already discounted price is coming with even more goodies!Hatsune Miku Project DIVA X puch

So get ready to pull out the glow sticks and hold them high this August. Check out the trailer below and let us know if you’re planning on being in the front row for Miku’s next show!

Briefly: Sony’s Playstation VR is just seven months away.

Playstation president Andrew House took to the official Playstation blog to reveal the peripheral’s new release window, price, as well as the final contents of the Playstation VR retail package.

That doesn't look confusing at all.
That doesn’t look confusing at all.

Playstation VR will launch in October for a cool $399 US (or… $549 Canadian), which puts the cost of the unit and a Playstation 4 well below the price of the Oculus Rift or HTC Vive headsets (when you factor in a compatible computer, of course).

The company also notes that “more than 230 developers are building content for PlayStation VR, from smaller independent teams to larger studios at the industry’s top publishers. We expect to have more than 50 games available from launch in October 2016 until the end of the year. Of course, the full promise of PlayStation VR will continue to grow over time as talented developers create new experiences and new genres that wouldn’t be possible outside of VR.”

Based on the fact that I already own a Playstation 4, and do not have a compatible PC, I think that the Playstation VR headset is going to win by default for me. Which headset (if any) do you plan to pick up? Be sure to let us know in the comments below!

Briefly: Well, it looks like I’ll need to get myself a Playstation VR.

The headset looks well designed, but up until this point I hadn’t really seen a compelling reason to actually want one (especially over the sure-to-have-more-support-but-also-need-a-powerful-PC Oculus headset). Sure, it could (and might) turn out like another EyeToy or Playstation Move, but with the huge surge of VR in the industry, I hope that Playstation VR has the staying power to actually be worth its price of admission.

If you’re a regular around these parts, you’ll know just how excited I was for this Summer’s Until Dawn, and just how much fun I had with the title once it was finally released (read my review here).

I fell in love with the characters (except Emily), fell in love with the world, and was beyond eager for more as soon as the credits began to roll.

At the ongoing Paris Games Week, Sony officially unveiled the recently rumoured Until Dawn: Rush of Blood, exclusively for its upcoming VR platform.

President of Sony Computer Entertainment Worldwide Studios Shuhei Yoshida stated that “The thrill of the ride won’t just come from the track ahead, but from a terrifying world that is out to get you.”

Take a look at the trailer below, and let us know if you’re into this one!