The iconic shooter-looter gets in your face! Virtually immerse yourself in the untamed world of Borderlands. Step into the boots of a treasure-seeking Vault Hunter armed with 87 bazillion guns on a quest to stuff your pockets with loot. Blast bandits with real-world aiming, punch psychos in the face, race across Pandora in stolen bandit vehicles and free Pandora from Handsome Jack’s clutches!
Sony has revealed that 915 000 PSVR units have been shipped to stores.
Their goal is to sell 1 million units within a half year on the market. PSVR has been released October 13 and these numbers are from February 19. With 2 months left, Sony could very well reach the goal.
Fallout 4 VR is “going great”, according to Bethesda Softworks studio boss Todd Howard.
“There’s a lot of work to be done, but it’s super exciting. We are doing the whole game,” he told Glixel of Fallout 4 VR.
“You can play it start to finish right now, and the whole thing really works in terms of interface and everything.”
He also menitoned the Pip-Boy interface and the V.A.T.S. which Howard decribed as “awesome” in VR. The slower pace of the game is an advantage compared to other shooters and everything with the development works just fine but there are issues with the locomotion, which is the hardest thing to carry into effect and the main reason to why we don’t get to play the VR version of the game right now.
“Locomotion is definitely the hard part, I will admit. 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.
“Right now we’re doing the teleport warp thing and that’s fine, but we’re experimenting with a few others.”
These experiments might show up in the final version, aiming to give players travel mode of their choice.
Fallout 4 VR was announced at E3 2016 and estimated to take 12 months to be fully developed. The most popular rumor is that it may be released during E3 this year. Either way, we keep our fingers crossed and rather have Bethesda tackling bugs and glitches so that we’ll get a polished and a worthy VR experience.