Virtual reality, when done right, lets gamers get closer than ever to the action and become a real part of some amazingly immersive adventures, but this shooter isn't it. When games miss that mark widely, it creates a frustrating disconnect that can be hard to resolve. Doom VFR falls squarely in the latter category, make no mistake about it. The game looks and sounds great, putting players smack in the middle of a detailed apocalyptic world surrounded by creatures pulled straight from their nightmares. The violence is visceral on a level the needs to be seen to be believed. For fans, this has the potential to be the pinnacle Doom experience. Or at least it does until the minute you start to interact with that experience.
Making the jump to virtual reality meant that certain changes had to be made to the standard first-person shooter gameplay. The biggest change is in movement. Doom VFR ends up making a lot of use of the "teleport" style of movement a lot of VR games currently use. It's a bit awkward in an FPS, but it's manageable. One thing that makes this pill easier to swallow is that it can be used as a weapon of sorts, stunning enemies with a shoulder check on the first hit, then teleporting inside of them and causing a bloody explosion on the second. Movement issues are exacerbated on the PSVR, which has a much smaller range of motion than the HTC Vive due to hardware restrictions. While the developers try to make up for this by offering three different control options (DualShock 4, Move, and Aim controllers are all supported), the harsh truth is that only one, the Aim controller, feels genuinely effective … and it requires players to go out and buy the peripheral if they don't already own one. Even then, it takes a fair amount of tweaking in the control settings before things start to feel comfortable. That's not to say players can't get used to any of the control schemes in time, but it never quite feels natural and therefore takes the player out of the overall immersion.