The Aim controller fares just a little better, though it’s still stiff. It’s clear the game was designed with the teleporting, dual-wielding setup in mind but, seeing as Doom requires you to be on the move at all times, smooth locomotion is much more preferable than having to constantly jump across a room (though I would use this mechanic to avoid enemy attacks). When it works, the Move controller feels great, especially as you unleash a storm of chaingun fire into a crowd of shambling zombies, but there are just far too many speedbumps getting in the way of the experience.
I often needed to dash out of the way of a heavy hitter, only to press the wrong button and jump right into the enemy, leading to a quick death (though another button smartly pushes enemies surrounding you away by a few meters). Vive’s 360 degree tracking, meanwhile, makes this much less of a problem.ĭashing on Move is assigned to the face buttons on the left controller, which themselves don’t actually represent a direction. PSVR’s limited tracking means that, if you fight an enemy off to the side you’ll have to deal with jittery weapons that are more difficult to aim. This gives you just enough freedom to navigate the facility with the teleport option (there’s no smooth locomotion for Move), but in circular rooms it’s incredibly awkward to use, especially in the rush of battle. For starters, there’s no option to turn in increments on the controllers, instead only turning 180 degrees at a time. Though it was seemingly first designed with it in mind, the Move controls on PSVR are easily the worst way to play thanks to some truly woeful implementation. How much you enjoy Doom VFR is largely going to depend on what platform you play it on and with what controller. Movement also comes in three flavors: a primary teleport mechanic (which can be used to teleport into stunned enemies to shower yourself in their blood), a quick dash to avoid incoming fire, and smooth locomotion for those that can stomach it on compatible controllers. You can also play with a DualShock 4 or gamepad, which assigns aiming of both weapons to head-tracking or, on PSVR, you can use the new Aim controller to handle your right gun, while the left hand is still assigned to your head. Firstly, the game’s seemingly designed for two handheld motion controllers (either Move on PSVR or the wands on Vive), which allow you to wield one gun with your right hand and a grenade/grenade launcher with your left. You’ll blast baddies back to hell with one of three control setups. On the bright side, it means that this is a VR game already built upon a rock-solid foundation Doom VFR’s enemy variety is unmatched in VR and every encounter has its own twists and turns, be it through the sheer overwhelming odds or the verticality of an environment that keeps you on the run.
#Doom vfr vs doom full
It’s a shame not to be getting an all-new game or a full port of last year’s shooter (Bethesda has ported all of Skyrim and Fallout 4 to VR), though it’s certainly better than nothing.
Without spoiling anything, you’ll later visit another location seen in the 2016 campaign. Each of these will see you travel to different locations at the Union Aerospace Corporation on Mars, which is overrun by demons of all shapes and sizes. The result is a handful of levels forming a two to four-hour-long campaign depending on the difficulty you pick (I played on hard).
It takes about a quarter of the locations and, from what I can remember, all of the enemies and weapons, dresses them up in a fresh but instantly forgettable story and tweaks the controls to make it as immersive and as comfortable as possible inside a VR headset. Rather than creating an original adventure from scratch, id has remixed the campaign from the excellent 2016 reboot for Doom VFR.