While undeniably a very different from the movement mechanics in Doom 2016, once you get going the system is surprisingly agile and I was able to dominate the arena and zip around in style. The face buttons on the controller can be used to dash backwards or to the sides and turn 180 degrees too, with that last one making a huge difference once I’d found the button – just why are the face buttons so damn small on a Move controller?
It’s super responsive and fast, allowing you to move around areas with ease and even teleport up onto platforms and ledges. Release the button and you’ll zoom on over. Simply hold down the Move button on the left controller and an aiming arc appears, landing on wherever you point your left hand. The biggest change Doom VFR makes is the use of teleportation to move around the levels.
#DOOM VFR PS4 SMOOTH LOCOMOTION HOW TO#
Thankfully, I was brought up to speed on how to use these via a series of brief training rooms, rather than dropped directly into the hellspawn’s warm yet bitey embrace. Instead of simply strapping on your VR headset, using a regular controller and running the risk of the aforementioned problems, you’ll be taking advantage of new motion-controls to dive deeper in Doom’s world like never before.ĭuring my Doom VFR hands-on demo on PS4 I used two PlayStation Move controllers.
#DOOM VFR PS4 SMOOTH LOCOMOTION SOFTWARE#
Thankfully, it would seem Bethesda and id software are aware of the problems around VR and have tried to strike a happy medium, while still playing up to VR’s strengths. Not that we shouldn’t have hopes – VR has been the Promised Land for future-gazing gamers for years now. So while the technology, developers and gamers all take the time to get more used to VR, we perhaps need to change our expectations of what it can provide. It's likely we'll be waiting until the next generation of headsets for any widespread improvements in these key areas.
Īnd let’s not forget, gamers in general are still getting used to the experience of playing in VR, with early adopters commonly complaining about the nauseating side effects some games inflict. Even the display resolutions in the current iterations of the PSVR, Oculus Rift and HTC Vive headsets seems to be lacking.
The technology needs to be capable of providing frame rates as buttery smooth as non-VR titles.