As immersive VR experiences go this is the best thing available.

Unfortunately, it’s not Skyrim VR. It’s too safe. It doesn’t push far enough into VR’s novelty or weirdness. A far superior example is Superhot VR, a slow-mo action game where the player freezes time, and, using their body IRL, grabs weapons in the virtual world to counter attack. Mileage may vary on how well executed Superhot VR is, but its core conceit isn’t possible in other medium. Skyrim VR is immersive, sure, but it always was—there’s nothing specific to VR. VR’s real breakthrough won’t come until a full experience (game or otherwise) has created its own style of immersion and can offer something platform-specific. Superhot VR which allows you to dodge and weave and move around a room as you participate in a slow motion ballet of violence might be the best example of where virtual reality experiences should go.

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Still, for its innovative gameplay, Superhot VR is also painfully simple and your experience is brief. You’re participating in a quick bout of violence, not wandering a new and foreign land. It can’t compete with Skyrim for vistas or the sense of experiencing a new world.

Skyrim VR is probably the best of the “the same thing but in VR” titles, but hopefully it signals the end of them. Because while there are many technical limitations to creating VR games (to say nothing of our limited ability to even stomach playing them) developers need to start thinking natively in VR now if VR is to stand on its own as more than a landing spot for cash-grab re-release in an industry in love with redundancy.

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To that end, Skyrim VR is a good way of acclimating people, but it’s not the epoch changing game you might hope for. We’re still very early days here. At its best, Skyrim VR lets you forget that. At its worst it doesn’t go anywhere—at least not anywhere the game’s many re-releases haven’t gone before.