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If you suffer from extreme motion sickness you shouldn't be playing VR in the first place when it makes you feel that way. It honestly only took me roughly an hour of just moving around with smooth turning and full locomotion in Pavlov to get used to it, but yes it would have to be tweaked for VR and honestly if it was ever to come I'd gladly wait for it because at least by then we might have better haptics which can be implemented to improve the experience and maybe even add in additional content specifically for those interactions.
They are not unusual mechanics in VR, Skyrim has them, even though melee is simplistic, Boneworks is totally on a different level. However you are right, it won't happen as it would need to be re-designed from the ground up and that's a lot of work, the main issue as far as I know is that Harry's movement change with the skills level, and would be impossible to implement in VR efficiently.
Horse riding maybe, combat no lol, although you will get used to both after a period of time
For instance, Skyrim VR sold 200/500k. Thats quite an investment for little gain unless you're Bethesda. Where they would sell 2m+ again with a good sequel.
I know which one the accountants would choose.
That was a very good investment. And that was before Half Life Alyx and the massive increase in VR owners.
I can't imagine any small timers investing (better than expected earnings) on a potential 10-25% increase in sales, if it even sold in that many numbers. Rather than pushing out new games at a greater investment but for 100% + potential sales (unless its a flop).
I thought meant they sold 200/500k copies.
Anyways after some googling they made 2.2 mil with SkyrimVR so I think you number might have been right.
I love how people just dismiss hundreds of thousands of sales as not worth it. There are plenty of games that would have loved to reach half a million sales, KCD was probably one of them back during development. But more importantly porting to VR, while a lot of work, is a tiny fraction of the time and resources needed to create a new game from scratch of the same scale. All the assets, map, writing, voice acting, music, sound design, quest design and with the vast majority of the game design, coding and engine work is already done. You need to do some work on the engine (which I believe is using Unreal which has VR support) some redesign of systems to work better in VR and of course the UI, combat and so on.
I dare say if they were confident of reaching anything like half a million sales the return would be much better than a new game. The real question is whether or not they're certain of reaching half a million.
Also let's not forget the PSVR here, Skyrim for PSVR is estimated to have sold over a million copies. Maybe KCD would be too demanding to realistically port to current gen PSVR but with PS5 round the corner that is likely to change.
Honestly with VR going from strength to strength not porting to it is increasingly looking like a very poor choice for games like KCD.
Cryengine already supports stereoscopic render out of the box. Its simply not worth the risk/small sales from a crowd funded dev.
Incuvo is also the developer that ported popular horror game Layers of Fear to VR in late 2019.
So this might be a win win deal. You get some profit, Incuvo makes some money and the main developers doesn't have to worry.
Honestly though, I just got my Oculus Rift S and jumped on here to see if there was any plans for VR as I do love this game