Expect to see all of the enemies you love to hate. The graphics are masked, especially when you're shooting everything and your focus is on surviving and not graphical quality. This is where Doom gets a pass because although the graphics don't look great when examined close up, it's easier to progress through the small rooms and corridors. I'm sure something like the Vive VR handles big room simulations better due to more pixels within the headsets, but the PSVR looks best when kept to small in-game spaces. My first experience was with Farpoint, and although it's an interesting game, the huge spaces made my stomach spin a little after a while. While the game may not have been developed for the Aim controller, it works great. Using the analog sticks to move is a better solution than the confusing and difficult turning and teleporting of the motion controllers. The left-handed grenade launcher stays stagnant in its position, but it's still used with the left trigger on the Aim controller. It's a little weird at first since you're controlling two guns with one gun controller, but it's optimal since the VR headset can be used to look and not aim, and you can move your virtual gun to shoot. The third option is the Aim controller, and I loved it. Bethesda's other title, Skyrim, and a handful of other action VR games have smooth locomotion walking with the motion controllers, and I tried to configure the settings a bit but had no luck. I want to believe I'm just missing something, but I've looked online for a solution and only found a lot of frustration from the community about this issue. If you try to go down a corridor and then turn 90 degrees in any direction, it's almost vomit-inducing. If you do turn, it's a complete 180 degrees. You can look left and right but cannot turn. The second option is the motion controllers, which should be a great option since you're dual-wielding guns, but I almost threw my controllers out of frustration trying to figure them out. This detracts from the immersion, since you can't look to the left but shoot to the right. The catch is that you aim with the VR headset, and the guns stay in a locked position at the bottom of the screen. The first one is the tried-and-true DualShock 4 controller, which provides great control over your character and shooting. In order to be efficient in this fast-paced shooter, you have a choice of three different control systems. There are three difficulty levels, and you'll unlock two more that will test even the best players. In total, the campaign lasts about five hours, depending on the selected difficulty and how quickly you grasp the controls. Grab a nearby power suit and take revenge because it's going to be a chaotic ride through hell.įrom here, it's a fun but gruesome tour of the ship as players blast everything and anything in the way. Game over, right? The system kicks in the extra life ability, and you're staring at your dismembered body. He turns to charge, and as soon as you see its huge mouth, everything goes black. The elevator falls a few stories and opens up to a huge monster, and you've just interrupted his dinner. Some loud noises, flashing red lights, and loud growling make you realize that something is seriously wrong. You're in the elevator, looking at your virtual hands in amazement just as every VR game inspires you to do in the first few moments. If you've seen the trailer, you'll know that a giant demon charges at you as soon as the elevator doors open. There is no multiplayer mode, and the story is more of a CliffsNotes version of last year's novel, but it still serves as a great foundation for a great direction. If you loved 2016 remake, you'll likely enjoy the VR version because it captures the franchise's essence and elevates the in-game immersion. While the '90s title was one of the first shooters with a 3-D game world, Doom VFR is one of the first big-name first-person shooters to utilize virtual reality technology. Doom seems to have a way of putting itself at the forefront of video game history.