Pete Hines Talks More About Bethesda’s VR offerings

August 30, 2017Written by Elizabeth Henges

bethesda vr

Besthesda has announced three VR titles, and Pete Hines, Vice President of marketing and PR, has a lot more information on these games.  All three of these titles–Doom VFR, Skyrim VR, and Fallout 4 VR–are all still set to release by the end of the year. Hines sat down with Loading VR at Quakecon to provide some insight on each game.

First, Hines speaks about how Fallout 4 VR and Skyrim VR will truly immerse players in their respective worlds:

“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,” Hines says. “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,” he adds, looking up to the ceiling.

“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,” Hines affirms. “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.”

Doom VFR, on the other hand, needed a bit more re-tooling to work in the VR space:

“[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,” Hines explains. “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,” Hines explains. “We needed stuff that’s more purposeful for how you’re moving and working through Doom VFR.”

There is a ton more information to glean from the Loading VR interview.

Doom VFR, Skyrim VR, and Fallout 4 VR will all release by the end of 2017 for the PlayStation VR.

[Source: Loading VR]