![]() ![]() But without the controls to make it work properly the PlayStation VR version was always doomed. Although a lot of the content is recycled from the non-VR edition an awful lot of effort has clearly gone into Doom VFR’s presentation and design, and we applaud that. But that doesn’t help PlayStation owners. We’ve only played the Vive version briefly (there is no support for Oculus Rift) but its controllers seemed to work much better, and we imagine it was the lead format. In Short: An inspired effort to try and make Doom work in VR, but the limited control options on PlayStation VR leave the action feeling clumsy and frustrating. ![]() And yet it’s all much less fun in practice than it sounds like in theory – at least on PlayStation VR. ![]() It’s also a substantial four-hour long campaign, with occasional breathers for puzzle sections and a neat little trick where you can stagger monsters and then teleport into them to explode them from the inside. The detail of the graphics is excellent, with a resolution that almost seems to defy the capabilities of the headset. This is all a terrible shame because everything else about Doom VFR is great. Pokémon Center UK shop is live – here’s the best merch for Christmas ![]()
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