Doom 3 VR Edition Review

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The current Doom matches could have hypercharged the show, but the tighter corridors and comparably reduced burn of 2004's Doom 3 Seem like they would be the more natural fit for a straight-to-VR interface -- at least in theory. In reality, its poorly-scaled Earth, that the PSVR's limit to forward-facing drama, and the slick nature of its relatively fast-paced battle mean Doom 3: VR Edition is more frequently a demon-grade headache compared to a joyride through hell.



17 years after and Doom 3 still piles up as among Id Software's greatest hits. stomped io That is thanks to the fantastic arsenal of guns, frightening enemies, and engaging level layout. Packing all of its actions into the relatively limited PSVR headset and making it play and it does with the beautiful but similarly limited gun-shaped Aim Controller could not possibly happen to be a easy job. It works great on a technical degree, text is unusually clear to read, and the firearms are merely as weighty and enjoyable to take as in the original -- particularly when the optional Aim Controller thumps with every blast of your pump shotgun.



I felt a Feeling of nervous exhilaration whenever I shined my Flashlight into the dark corners of an area, often followed by a startling shock for a freak popped out of the shadows through a doorway . These continuous jumpscares work as well in VR in 2021 since they did on-screen in 2004. Furthermore, there's an indescribable degree of satisfaction which includes hammering a Cacodemon with a plasma screen or sawing apart a zombie using a chainsaw when your entire Aim Controller is rumbling from top to bottom. Its added weight brings an extra something unique to the caliber of two-handed firearms in VR, and Doom 3 is the perfect match to showcase which in.



However, this port instantly reveals some of the Key flaws of only taking a campaign that performs good in 2D and dropping it into virtual reality. Right off the bat, the grade of the planet around you're noticeably weird. Even when you adjust the height preferences to your real life height, then the terrain itself not feels suitably sized to accommodate you. At one point, I towered over all.



Meanwhile, NPCs as well as the enemies that you fight are irregularly scaled. It is difficult to watch from outside, but in VR that the disproportion between NPCs and your field of view is almost comical -- like you have stepped in an episode of Honey, I Shrunk The Kids, except the kids are face-eating demons. This is especially evident when comparing an NPC's dimensions to your weapons, which look huge in your palms and often block your field of view unless you're holding your control in your lap. Paradoxically, doing this worked better with the standard DualShock 4 control than with the Aim Controller, which is not quite as comfy held in waist-height.





Another major issue is the way Doom 3 needs you to move During combat. There is no choice to move via teleportation, possibly, and performing any kind of strafing or backing up with Doom 3's superb slippery movement controls is an instant recipe for motion sickness.





A PSVR adaptation of a classic as highly prestigious as Doom 3 seems great in theory, but this port is hurt by its stubborn adherence to the first. It refuses to rebalance its own keyboard and gamepad-friendly demon slaying for motion controls, while also adding hardly any outside of conflicts that need you to experience its world in virtual reality. Even though a handful of its own slower, tenser moments do highlight some of VR's allure, they feel nearly coincidental when you're then made to strafe about in intense 360-degree firefights which don't feel really good while locked to the forward-facing PSVR headset. What's a port that pales compared to other, greater shooters truly designed for VR -- or even the experience of playing Doom 3 to a level screen.