January 14, 2024 - Day 379 - NewPlay Review
Total NewPlays: 415
Game: DOOM VFR
Platform: Steam
Released: Dec 1, 2017
Installed: Aug 10, 2021
Unplayed: 887d (2y5m4d)
Playtime: 18m
Rating: 3 - OK
DOOM VFR is a VR FPS, and the first time I've reviewed a VR game. My list last year excluded VR games because I didn't have my VR headset set up on the new system.
It's notable that Bethesda really gave VR a red-hot go, with Fallout 4 VR, Skyrim VR, Wolfenstein Cyberpilot, and DOOM VFR.
I bought all four when they were in a ridiculously cheap bundle, and I've had mixed experiences. I've tried Skyrim VR (which I found frustrating), and Wolfenstein Cyberpilot (which tried to so something different).
I hadn't played DOOM VFR or Fallout 4 VR, so that's one more to go.
DOOM VFR follows the Cyberpilot model of setting the game in the existing game world, but doing something different to an existing game (unlike Skyrim VR).
Unfortunately, it suffers from the same problem that a lot of VR games do: "How the hell do you move?"
Gorilla Tag solves it by moving like the top half of a gorilla & loping with your hands, which makes sense.
DOOM VFR uses teleportation, which feels clunky, because it is clunky. In addition, on the Vive controls, the right thumbpad in most games is used for turning.
However, Bethesda chose to use it for a weapon wheel, which means that to turn, you actually need to turn. Most PCVR headsets are wired, which makes this a *great* way to get tangled in the headset cable - which I did.
As far as the actual gameplay goes, it does a reasonable job of giving that DOOM atmosphere; I got freaked out by mobs several times, and screamed out loud in fright when my hand hit *something* in the real world that I assume was the tower fan.
Overall DOOM VFR is:
3: OK
#DOOMVFR #VR #FPS #Gaming #ProjectONG