Watch the official gameplay demo to see the VR combat mechanics in action: PlayStation YouTube• 2 Dec 2017 Doom VFR Review
The game reinterprets "DOOM"'s signature high-speed movement for the VR space with several distinct systems:
is a standalone virtual reality shooter developed by id Software and published by Bethesda Softworks. Released on December 1, 2017, it adapts the fast-paced, brutal gameplay of the 2016 DOOM reboot for VR platforms, including PlayStation VR and PC-based headsets via Steam . Quick Facts Developer: id Software Publisher: Bethesda Softworks Release Date: December 1, 2017 Platforms: PlayStation VR, HTC Vive Genre: First-person shooter, Virtual reality Premise and Narrative DOOM VFRDOOM VFR
Holding down movement buttons often slows time to a crawl, allowing players to strategically place markers for their next teleport or aim at high-priority targets.
The game received mixed reviews upon release. Critics praised the high-quality visuals and the "challenging rush" of fighting familiar demons like and Cyberdemons in VR. However, some players found the stop-start nature of the teleportation mechanics fragmented the action compared to the fluid movement of the main series. The narrative was also noted as being less substantial than its 2016 predecessor. Watch the official gameplay demo to see the
Instead of standard Glory Kills, players use a teleportation mechanic to dash into staggered enemies, causing them to explode instantly.
Set shortly after the demonic invasion of the facility on Mars, players do not step into the boots of the Doom Slayer. Instead, they take control of the last known human survivor—who dies in the opening moments. Under a top-secret contingency protocol, your consciousness is transferred into an artificial brain matrix within a robotic body. Your mission is to restore operational stability to the facility and use any means necessary to stop the onslaught of demons. Core Gameplay Mechanics The game received mixed reviews upon release
The game initially launched with a "dash" and teleportation focus to minimize motion sickness, though full locomotion (smooth movement) was later integrated to allow for more traditional FPS-style traversal.
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