You point the Move controller down the hallway to the east and click the warp button. In a panic, you decide to warp out of your current position. You are now facing north again, looking at the original wall. The enemies are still approaching from the east and west. Suddenly, you are facing south, looking at the opposite wall. Turning your body is not really a wise option, as this is VR, and getting tangled in wires is never a good plan. To shoot enemies, you have to either physically turn your body to aim towards them, or click a ‘turn’ button so you can engage them head on. You are facing north, so you are looking at a wall. Picture this scenario: You are in a hallway, and enemies are approaching from the east and west. That all sounds great, right? So, what is holding Doom VFR back from being the best game ever on PS VR? An absolutely baffling control scheme on the Move controllers, that’s what. Doom VFR manages to be both creepy and funny at the same time, with a short campaign holding the experience together and lots of silly secrets to discover. The battles are tough and engaging without ever seeming unfair.
The pacing is spot on, with intense action moments that ease occasionally to give the player a chance to breathe. The graphics are amazing and the sense of atmosphere is pervasive. For that matter, it might have been the best game on PS VR – period. Doom VFR might have been the very best shooter ever released on PlayStation VR.