Fallout 4 was released in November 2015, and while the game offers hundreds of hours of gameplay with no level cap, people are bored. After all, murdering everything that moves in the Commonwealth and collecting scrap can become a little stagnant without the injection of an interesting storyline once you've finished it.
The introduction of several DLC releases - all of which are out now - gave users more to do, but that's not all as Bethesda also promised VR support for the HTC Vive is to be added in 2017, offering the full game in virtual reality. Want more game news? Find out about some of the best upcoming games of 2017.
When is the Fallout 4 VR for HTC Vive release date?
Bethesda took to the stage last year at E3 2016 and showcased a range of news from existing game updates to upcoming blockbuster games. However, for fans of Fallout 4 - and those with a HTC Vive in particular - the biggest news of the event was the announcement of Bethesda VR, or more specifically, Fallout 4 VR.
Bethesda announced that Fallout 4 would gain VR support in 2017 with the SteamVR-enabled HTC Vive. No more details were given beyond that, leaving VR gamers with a flurry of questions - will it use the Vive controllers? How will you traverse the map? How will the developers deal with motion sickness when being knocked to the ground, etc?
Months passed and no word was given on how development of Fallout 4 VR for HTC Vive was going, so many assumed it had gone the way of the Dodo and disappeared off the face of the Earth. That was until February 2017, when Bethesda Game Studios executive producer Todd Howard told Gixel that "Fallout [VR] is going great," and that "there's a lot of work to be done, but it's super exciting".
Following that initial announcement, gaming personality Hip Hop Gamer sat down with Bethesda's VP of PR and Marketing, Pete Hines, to talk about the Nintendo Switch. However, after a chat about Nintendo's modular console, conversation turned towards the current state of Fallout 4 VR, and Hines recalled an interesting conversation he'd had previously with Lead Designer Todd Howard.
"I talked to Todd the other day and I was like, ‘Hey how’s Fallout 4 [VR] coming?’ and he said, ‘Pete, Fallout 4 VR is the most incredible thing you’ve ever seen in your life. You can’t even imagine what it’s like playing in VR and how realistic it looks with everywhere you turn your head. It’s gonna blow your mind. It’s the craziest thing you’ve ever seen.’ … We will have it at E3."
As promised, Fallout 4 VR did appear at E3 2017, during Bethesda's press conference. While there wasn't a huge focus on the upcoming VR game, the company did showcase a brand new trailer (viewable at the top of this page) along with a release window: October 2017.
We expect to find out the specific Fallout 4 VR release date in the coming months, possibly at Gamescom in August, so check back regularly for the latest Fallout 4 VR release date rumours.
Why has Fallout 4 VR taken so long?
But why is it taking so long? According to Howard, it's because of the scale of the development. "We are doing the whole game. You can play it start to finish right now, and the whole thing really works in terms of interface and everything… [It] works because of the interface. The Pip-Boy is on your wrist and we've been able to present so that it works the way you expect. You look and there it is. The fact that the gunplay is a bit slower than in a lot of games has certainly helped us."
The second issue with Fallout 4 VR (and VR in general) is locomotion; how are VR gamers supposed to traverse the huge, post-apocalyptic open world? While it's still something Bethesda is tweaking, Howard gave us an idea of what to expect. "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,”
“Right now we're doing the teleport warp thing and that's fine, but we're experimenting with a few others. Our plan is to ship with as many as we can, because it's different for everybody" Howard added.