

If we just have the standard controller inputs, then aside from head-tracking aiming (which is far from perfect in any other FPS titles at this stage) it’s barely more than a novelty. It's hard not to have fun playing Doom VFR.įirst person shooters and VR seem like a perfect fit, but something has to give to make the pairing really work. Imagine combining Equilibrium’s too cool to look while aiming with Doom’s boomsticks. The Move controller is excellent for aiming weapons too and it’s incredibly empowering wielding the mighty Doom shotgun one-handed.Īnd let’s not forget, you don’t have to fully look where you’re shooting as you can simply aim straight out to the side at 90 degrees to take out enemies you can see at the edge of your vision. That might not sound like the Doom we know and love, but it does at least inspire the spirit of the box art from all those years ago, and it’s good enough for the original Doom guy… The physicality of shooting is naturally different to the 2016 game, as you’re never technically shooting while moving, instead opting to stand your ground and take enemies on as they attempt to swarm your position. Teleportation in Doom VFR allows you to gain the higher ground or create space much faster than traditional controls and the face button dodges are super handy for avoiding enemy fire without compromising your overall position.
#Doom vfr vs doom zip
While undeniably a very different from the movement mechanics in Doom 2016, once you get going the system is surprisingly agile and I was able to dominate the arena and zip around in style. The face buttons on the controller can be used to dash backwards or to the sides and turn 180 degrees too, with that last one making a huge difference once I’d found the button – just why are the face buttons so damn small on a Move controller? It’s super responsive and fast, allowing you to move around areas with ease and even teleport up onto platforms and ledges. Release the button and you’ll zoom on over. Simply hold down the Move button on the left controller and an aiming arc appears, landing on wherever you point your left hand. The biggest change Doom VFR makes is the use of teleportation to move around the levels.
#Doom vfr vs doom how to
Thankfully, I was brought up to speed on how to use these via a series of brief training rooms, rather than dropped directly into the hellspawn’s warm yet bitey embrace.
#Doom vfr vs doom Ps4
Instead of simply strapping on your VR headset, using a regular controller and running the risk of the aforementioned problems, you’ll be taking advantage of new motion-controls to dive deeper in Doom’s world like never before.ĭuring my Doom VFR hands-on demo on PS4 I used two PlayStation Move controllers.
#Doom vfr vs doom software
Thankfully, it would seem Bethesda and id software are aware of the problems around VR and have tried to strike a happy medium, while still playing up to VR’s strengths. Not that we shouldn’t have hopes – VR has been the Promised Land for future-gazing gamers for years now. So while the technology, developers and gamers all take the time to get more used to VR, we perhaps need to change our expectations of what it can provide. It's likely we'll be waiting until the next generation of headsets for any widespread improvements in these key areas.

Īnd let’s not forget, gamers in general are still getting used to the experience of playing in VR, with early adopters commonly complaining about the nauseating side effects some games inflict.

Even the display resolutions in the current iterations of the PSVR, Oculus Rift and HTC Vive headsets seems to be lacking.

The technology needs to be capable of providing frame rates as buttery smooth as non-VR titles.
