Earlier this week at a private PlayStation press event in San Francisco, CA we got the chance to go hands-on with a full, updated build of The Elder Scrolls V: Skyrim VR for PlayStation VR (PSVR) and came away impressed. Previous demos were teleportation movement only and now they’ve added full, smooth locomotion features with both Dualshock […]
Earlier this week at a private PlayStation press event in San Francisco, CA we got the chance to go hands-on with a full, updated build of The Elder Scrolls V: Skyrim VR for PlayStation VR (PSVR) and came away impressed. Previous demos were teleportation movement only and now they’ve added full, smooth locomotion features with both Dualshock 4 and PS Move controllers.
When Skyrim VR releases for PSVR later this month it will include not only the full base game, but all three expansions (Hearthfire, Dawnguard, and Dragonborn) will be included in the package as well. For those unaware, a reasonable estimate for the amount of time it’d take to complete all of that content is easily upwards of over 100 hours. One big question though on everyone’s minds is: Will Skyrim VR have mod support?
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Mods have been a huge part of The Elder Scrolls series for years on PC and with the release of Skyrim Special Edition on PS4 and Xbox One, console players finally got a taste of the magic that is tweaking and modifying games to your heart’s content. Want more spells? No problem. Want a few dozen more swords or new dungeons to explore? Go for it. Modding Skyrim made an already nearly limitless game truly endless. Unfortunately, it doesn’t look like that support will make its way to the VR iteration.
“Presently there is no mod support in the game. If it’s something we can figure out as a possibility we’ll let everybody know, but right now [Skyrim VR is] everything that’s in the base game plus all the DLC content.”
It’s a bummer for fans that may have held out hope that mod support would come to the PSVR version since the PS4 version has it, but the absence makes sense. Many of the visuals are downgraded in the PSVR edition and use different assets, so it isn’t exactly as easy as just porting over the same mods. Plus, many of the game files and interaction designs on the backend will be different to accommodate motion controls and head tracking.
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