Fallout 4 VR - Review

Author: Francesco "Checco" Destri
Date: 2020-07-30 17:08:01
Bethesda is investing heavily in VR and if it is true that the trend on the market of Skyrim VR and Doom VFR is not yet known, the fact that such an important publisher believes in virtual reality can only please. Also because Skyrim VR is now the longest-lasting title you can play with a helmet on your head and a few days ago it has been reached by another RPG with its beautiful tens of hours of play as Fallout 4 VR. An exclusive for HTC Vive (in fact you can also play it on Oculus Rift but with different problems in the controls) on sale on Steam for 59.99 euros (or for free if you buy a brand new Vive).

A price that was immediately discussed given the absence of the DLC of Fallout 4 and given the fact that always on Steam the original game costs 30 euros less. However, it must be said that Bethesda had to adapt Fallout 4 to Vive putting a heavy hand on different aspects of the game, which with its role structure, its combat system and its management of characters, quests, inventory and much more must not have been easy to transform into a completely "virtual" title.


On this side, Fallout 4 VR has not completely convinced me. Instead of the hands of the protagonist you can see for example the two controllers of the Vive (nothing to do even for the body or the feet), different objects cannot be grasped, rotated and looked in detail, the gun sights do not work for now and the Pip-Boy management is uncomfortable and confusing between swipes, touchpad presses and the trigger to confirm a choice. Two-handed weapons can be used on one hand, the graphic options are in fact non-existent and the continuous use of menus makes the game interface not very fluid and a little too "ballasted".

Certain shortcomings are not seen even in indie VR titles and above all the interaction with objects is negative, which in a game like Arizona Sunshine is light years ahead of Fallout 4 VR. Even the movement system could be managed better. I played with free movement and I found myself quite well apart from the feeling of moving in a world where everything around me appears to be too big (the proportions should be a little revised).


I have experienced little motion sickness if not at times (when you have to make stairs for example) and know that playing Fallout 4 VR sitting is strongly discouraged since you will seem to be a dwarf who moves in a gigantic world. This remains in my view of the best way to move in the game, while with teleportation, which still works well, you must be careful not to move too far since after a while you waste action points and you need to rest for a moment to resume breath. It is true that stamina is also consumed by moving freely, but I expected that with teleportation there was not this "limit" on the distance that can be traveled.

The management of the settlements on the other hand is well done and indeed it is almost more comfortable and pleasant than that of Fallout 4. The same applies to melee attacks through the movement of your arm, even if the change that has convinced me most in this VR version is that of the VATS combat system, which instead of blocking time as in Fallout slows it down while making us decrease the action points. By pointing the weapon at the enemy, the various parts of his body are illuminated in order to hit them with great precision and the VR headshots are always a great thing to see.


For the rest, Fallout 4 VR is identical to Fallout 4 (we refer you to our five-page review), which in the two years since its release has not lost much polish and continues to be a post-apocalyptic Mister RPG with a vast open world and fascinating, a game system run (Fallout 3 has made school) and that desire to explore and discover secrets that it is able to instill in the player like few other titles today can do.

In the end, however, the feeling is that VR, although extraordinary in immersing us even more in the Contaminated Zone, has been a little "stuck" to everything without a great conviction, with some really unexpected drops in tone (hands ... hands !) and with a subdued graphic framework if compared for example with that of LA Noire: The VR Case Files which I will talk about in the next few days (just to stay on the subject of VR productions of a certain level).


Let's add some crashes that bring back to the desktop, not really secondary graphic glitches and some moments when you return for a fraction of a second to the interface of Steam VR, and here also the technical picture does not come out intact. At least Bethesda has released a patch in recent days that has solved the initial problem of blurring, but I look forward to other updates that may make the VR experience a little less cheesy and closer to the best titles of the genre.

Sensation of motion sickness: medium / low
Game speed: medium
VR effect: high

MODUS OPERANDI
I downloaded Fallout 4 VR from Steam thanks to a review code and, having already played Fallout 4 on PC at the time, I tried it for about eight hours on a PC equipped with Intel Core i5 7600K processor, 16 GB of RAM , 512 GB SAMSUNG 960 PRO NVMe SSD, a GeForce GTX 1080Ti and of course with the Vive connected. The game is entirely voiced in Italian and does not support any pad but only the two Vive controllers.