“Our plan is to ship with as many as we can, because it’s different for everybody,” he said. “Right now we’re doing the teleport warp thing and that’s fine, but we’re experimenting with a few others.”Įven if Bethesda doesn’t find the perfect solution, teleporting won’t be the only means of movement in the game the developer plans to offer a range of movement styles to make sure the preferences of all of its players are covered. “Given the size of the world and the amount that you’re moving in Fallout 4 that part is tricky because you’re doing it a lot,” he said. Howard recognized those concerns, noting that locomotion was “definitely the hard part” of bringing the 2015 game into VR. Teleporting across the wasteland one jump at a time doesn’t sound like the best way to travel about. This is an issue for many games, as stick-based movement can be nauseating for some VR users, while the teleportation alternative featured in so many experiences can be unimmersive. Speaking to Glixel, Bethesda’s Todd Howard addressed the issue of locomotion in its open-world RPG.
Bethesda’s solution to those issues appears to be the best anyone can come up with right now give people options. We first tried Fallout 4 in VR all the way back at E3 2016, and we really liked it, even if it had the same problems we usually see in full-scale first-person games.