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Take-Two CEO Strauss Zelnick Now Likes VR, Suggests More To Come Post-GTA: San Andreas

IbizaPocholo

NeoGAFs Kent Brockman

Take-Two is the parent company of both GTA developer Rockstar Games and 2K. Strauss, who was until now a long-time VR skeptic, was quizzed on his thoughts about the tech once more in a company earnings call earlier this week. “We’ve always said that we want to be where the consumer is,” the CEO replied. “And when VR first emerged as a potential technology, while I expressed some skepticism about it becoming a very broad-based consumer application, I also thought it was really exciting technically and said that we would participate.”

That’s not quite in line with his response to a similar question from last year, though. In another call, Strauss noted that he “wasn’t very compelled” by VR and was glad that the company “didn’t waste any money on it.” It was a strange comment given that 2K had already released NBA 2K VR and Borderlands 2 VR, whereas Rockstar Games had released a VR version of LA Noire. Not to mention that San Andreas VR was almost certainly in development at the time.

“Rockstar has already brought L.A. Noire to VR. NBA 2K has come to VR,” Zelnick continued. “I’m sure we’ll have more VR titles in the future as well.”
 

Zones

Member
When I was playing RDR2 years ago, I thought that game would be a perfect fit for a VR conversion on PSVR2/PCVR, and I still believe it will happen one day.

In the same way, if GTA San Andreas can be turned into a VR game, then that work on GTA V is even easier since the whole game has already been converted to FPS, so GTA V-R will very likely also come out on PSVR2/PCVR.

I've always felt that adding VR support to games that were not designed for it exclusively in mind kind does more damage than good.

I dislike VR and think only a specific type of game works well with it (racing, flight sim, on rails shooter or anything that doesn't require you to move around too much).
Regardless, if people want VR to be reach its full potential, then people have to design games exclusively for it, in a way that acknowledges its limitations and embraces its unique features.

Otherwise it will always be an afterthought and the non-ideal way to play a game (like those VR game hacks you see around)
One of the most beloved games on Wii back in the day was a game absolutely not designed around the Wiimote, and that game is RE4. The same thing is true for RE7 on PSVR (and RE4 for Quest 2). In fact, RE7 is still possibly my favorite VR experience, and the game can perfectly be played on a flat screen.

A game like Skyrim getting converted to VR by Bethesda is nowhere near the same as a simple mod from a small team. The former costs millions of dollars with months, if not years of development time from dedicated VR devs and specialists.

If companies did as you suggested, then there would never be a massive game like RDR on VR because no dev would be dumb enough to pour hundreds of millions on a VR exclusive like that, not to mention that having normal big AAA games converted to VR from some devs doesn’t in any way stop other devs from releasing unique and quirky games like Beat Saber for the platform.

Those two concepts are simply not mutually exclusive.
 

Romulus

Member
I've always felt that adding VR support to games that were not designed for it exclusively in mind kind does more damage than good.

I dislike VR and think only a specific type of game works well with it (racing, flight sim, on rails shooter or anything that doesn't require you to move around too much).
Regardless, if people want VR to be reach its full potential, then people have to design games exclusively for it, in a way that acknowledges its limitations and embraces its unique features.

Otherwise it will always be an afterthought and the non-ideal way to play a game (like those VR game hacks you see around)


This is a really oldschool mindset about VR. Moving in VR has been good for years. It's the implementation at this point, not the technology.
 
Facebook/Oculus had a deal for an exclusive RDR VR port, but they backed out once they left the PCVR space to focus on Quest.
 
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