

I don’t know why Bethesda hasn’t overcome that one yet. It also does that weird thing where when you’re not holding a weapon, sometimes you just see the stock Vive wand models floating in space instead of, you know, hands.

The teleport system, like Fallout 4 VR, tries to replicate the “stamina” bar from the base game and ends up feeling sort-of broken. Menus and dialogue trees also have a bad habit of appearing half-inside other objects, rendering them useless. Menus are convoluted, especially on the Vive, where they require lots of imprecise swiping on the touchpads. Most of these mirror Fallout 4 VR’s flaws. I also have the usual complaints that stem from Skyrim VR being ported to VR instead of built for it from the ground up. You wouldn’t notice it on a monitor, for example, but a lot of the ceilings are awkwardly low. For one, the scale of Skyrim VR seems a bit off. Skyrim VR hasn’t been quite as successful at whisking me away as Fallout 4 VR. The pictures in this article don’t do justice to the game.

Two fundamentally different experiences even though the core architecture is the same. The best analogy I can think of: Compare seeing a photograph of a tall building, like the Empire State Building or the Eiffel Tower or even a 10-story office building in your local downtown, versus standing at the bottom of it and peering upward. Seeing it in VR though, watching a dragon circle above you or perch on a wall-it’s incredible, and hard to explain. For instance, you can easily deduce how large one of Skyrim’s dragons is while playing on a monitor. It’s not like I ever feel something’s missing from the original. I beat that drum a lot with VR, but it’s honestly what stands out most to me when comparing the “standard” or monitor-bound version of a game and the VR version.
