I was moderately interested in this, since I never really played more than the first section of Borderlands 2, but they went almost full-price with it - it's $50 USD ($67 CAD) on Steam. Hopefully...
I was moderately interested in this, since I never really played more than the first section of Borderlands 2, but they went almost full-price with it - it's $50 USD ($67 CAD) on Steam. Hopefully there will be some kind of discount or coupon offered for people that already own the non-VR version, but I don't see anything yet.
It also doesn't seem to have any multiplayer support at all, which is usually a pretty big part of what makes the Borderlands games fun.
I really dislike when companies charge near full price for the VR ports of games. It just feels so much like double dipping in making people buy essentially the same game twice. IDK maybe somebody...
I really dislike when companies charge near full price for the VR ports of games. It just feels so much like double dipping in making people buy essentially the same game twice. IDK maybe somebody will do a deep dive and see a bunch of stuff changed, or they ported the game to a newer engine to do VR properly but I somehow doubt it.
But hey, at least they are including the DLC this time and not making you also spend another $60 buying up all that DLC.
Croteam's CTO talked here about their decision to make The Talos Principle VR a separate, fully-priced release. I thought their insight was pretty interesting, and it might help contextualize why...
Croteam's CTO talked here about their decision to make The Talos Principle VR a separate, fully-priced release. I thought their insight was pretty interesting, and it might help contextualize why Borderlands 2 VR costs what it does.
Interesting, haven't seen that conversation before. Makes me wonder why a company would put into the effort porting the game to VR at all, and not just focus on making sure the next game is VR...
Interesting, haven't seen that conversation before. Makes me wonder why a company would put into the effort porting the game to VR at all, and not just focus on making sure the next game is VR compatible out of the box.
Cause all the stuff is still there. Skyrim made bank by making a port of every console, and enhanced edition, and a VR copy, and all of the assets and mechanics and what have you are still there....
Cause all the stuff is still there. Skyrim made bank by making a port of every console, and enhanced edition, and a VR copy, and all of the assets and mechanics and what have you are still there. And if people want to play your game, but in VR, why not rerelease it?
I guess? It just seems like a bunch of dev time spent making it work for a pretty small return, as they point out VR doesn't sell all that many copies. The only way I can really see it making...
I guess? It just seems like a bunch of dev time spent making it work for a pretty small return, as they point out VR doesn't sell all that many copies. The only way I can really see it making sense is if you are going to reuse all that work in your next game to make it VR compatible. And from what I can tell, they haven't released a new VR supported title. Maybe the new Serious Sam game will have it and use the code from Talos.
It's not much short-term ROI, but the lessons learned in taking a game they've already made and porting it to VR probably gave them a lot of good information and lessons in terms of making a...
It's not much short-term ROI, but the lessons learned in taking a game they've already made and porting it to VR probably gave them a lot of good information and lessons in terms of making a ground-up VR game from scratch.
When Sony Santa Monica were first making God of War 3 for the PS3, they simply ported God of War 2's engine to the PS3 and then built it up from there. Using a familiar set of tools and editors as a baseline helped them make a lot of God of War 3 in much shorter amounts of time because they were already familiar with the dev tools on PS2 hardware, and could adjust to them on PS3 a lot quicker as opposed to recreating everything from scratch.
I'd imagine the approach to VR gaming is similar right now. Making a game from scratch as VR if you've never worked on it before might be a slower, more laborious process, with more errors than getting used to accounting for VR by taking something you're already familiar with and figuring out what adjustments must be made from a traditional presentation to a VR one.
I was moderately interested in this, since I never really played more than the first section of Borderlands 2, but they went almost full-price with it - it's $50 USD ($67 CAD) on Steam. Hopefully there will be some kind of discount or coupon offered for people that already own the non-VR version, but I don't see anything yet.
It also doesn't seem to have any multiplayer support at all, which is usually a pretty big part of what makes the Borderlands games fun.
I really dislike when companies charge near full price for the VR ports of games. It just feels so much like double dipping in making people buy essentially the same game twice. IDK maybe somebody will do a deep dive and see a bunch of stuff changed, or they ported the game to a newer engine to do VR properly but I somehow doubt it.
But hey, at least they are including the DLC this time and not making you also spend another $60 buying up all that DLC.
Croteam's CTO talked here about their decision to make The Talos Principle VR a separate, fully-priced release. I thought their insight was pretty interesting, and it might help contextualize why Borderlands 2 VR costs what it does.
Interesting, haven't seen that conversation before. Makes me wonder why a company would put into the effort porting the game to VR at all, and not just focus on making sure the next game is VR compatible out of the box.
Cause all the stuff is still there. Skyrim made bank by making a port of every console, and enhanced edition, and a VR copy, and all of the assets and mechanics and what have you are still there. And if people want to play your game, but in VR, why not rerelease it?
I guess? It just seems like a bunch of dev time spent making it work for a pretty small return, as they point out VR doesn't sell all that many copies. The only way I can really see it making sense is if you are going to reuse all that work in your next game to make it VR compatible. And from what I can tell, they haven't released a new VR supported title. Maybe the new Serious Sam game will have it and use the code from Talos.
It's not much short-term ROI, but the lessons learned in taking a game they've already made and porting it to VR probably gave them a lot of good information and lessons in terms of making a ground-up VR game from scratch.
When Sony Santa Monica were first making God of War 3 for the PS3, they simply ported God of War 2's engine to the PS3 and then built it up from there. Using a familiar set of tools and editors as a baseline helped them make a lot of God of War 3 in much shorter amounts of time because they were already familiar with the dev tools on PS2 hardware, and could adjust to them on PS3 a lot quicker as opposed to recreating everything from scratch.
I'd imagine the approach to VR gaming is similar right now. Making a game from scratch as VR if you've never worked on it before might be a slower, more laborious process, with more errors than getting used to accounting for VR by taking something you're already familiar with and figuring out what adjustments must be made from a traditional presentation to a VR one.