User Score
7.5

Generally favorable reviews- based on 136 Ratings

User score distribution:
  1. Positive: 90 out of 136
  2. Negative: 25 out of 136
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  1. Dec 3, 2017
    4
    Man, what a disappointment. I was excited to have another game that uses the Aim Controller but the gun doesn’t even line up well with what you’re seeing. It doesn’t give the illusion that you’re holding the weapons. The tracking seems messed up as well. In smooth mode I find myself constantly a touch out of alignment and movement is incredibly clunky. I’m also not liking how you teleportMan, what a disappointment. I was excited to have another game that uses the Aim Controller but the gun doesn’t even line up well with what you’re seeing. It doesn’t give the illusion that you’re holding the weapons. The tracking seems messed up as well. In smooth mode I find myself constantly a touch out of alignment and movement is incredibly clunky. I’m also not liking how you teleport into enemies tto finish them off. I thought I’d be up close and personal, ripping em apart. Oh well. Eventually I’ll finish it simply because I paid for it but as of right now, I really regret buying it. Expand
  2. Dec 24, 2017
    3
    Graphics are not bad, but control over character is a pain, often game lose "orientation", this completely destroy gameplay experience...
    Felt like playing beta game and wasted money.
  3. Feb 28, 2018
    1
    What a let-down. I was looking forward to this game but it's horrible mainly because the way you move in the game, so clunky and I feel disoriented so fast. Garbage.
  4. Sep 1, 2020
    1
    I’ve gone on record numerous times with my love for “DOOM,” specifically the 2016 reboot. The series itself is just rip-roaring fun, and the remake not only respectfully modernized the games, but also made them especially fun to re-experience. So, as someone that’s been loving a lot of VR games lately, I was as excited as anyone to find out that “DOOM” would be making its way to VR, andI’ve gone on record numerous times with my love for “DOOM,” specifically the 2016 reboot. The series itself is just rip-roaring fun, and the remake not only respectfully modernized the games, but also made them especially fun to re-experience. So, as someone that’s been loving a lot of VR games lately, I was as excited as anyone to find out that “DOOM” would be making its way to VR, and when I eventually got my own PlayStation VR, I knew I had to eventually try the game for myself. It’s a shame, then, that I have to admit that playing “DOOM VFR” (great title, by the way) was an incredibly crushing experience, and that it’s a pretty miserable game.
    In terms of positives…there’s really very little I can say. I guess I can appreciate how the game actually stays true to the 2016 “DOOM” game in regards to its design, though I feel like praising that just feels like me appreciating the game for doing the bare minimum. Other than that…I like that the story is a little different? And they picked some cool levels from the original game?
    Yeah, that’s all I’ve got. Really, in every other way, “DOOM VFR” is unbelievably disappointing. While I’m glad it told a new story in its short time, the new protagonist is about as flat and lifeless as they can come, without anything that makes his story worth following. Visually, some of the levels feel a bit downgraded graphically, but that’s to be expected and it’s not the most gaping issue I have with the game. What is, however, is the actual gameplay…which is frustratingly awful. This game may just be the buggiest and glitchiest VR game that I’ve played, as it’s prone to constant lock-ups and freezes that make you want to rip your hair out completely. I know, it’s a Bethesda game and they always ship with bugs, but wow, it’s like they didn’t even try here. Also, the game uses multiple forms of control, but honestly, at least of the ones I played with (since I sadly didn’t get to try the Aim Controller), none of them feel all that fun. The Move controllers make the movement feel really clunky, and it can be hard to focus on moving and shooting at once, and while using a DualShock 4 does mitigate some of that, the fact that you aim with your head can feel really awkward. Also, no matter what controller you use, this game is sickness-inducing. I know it’s “DOOM,” and therefore, it’s supposed to be fast-paced, but seriously, I salute anyone that can get through this game without ever feeling like you’re going to projectile vomit. I’d like to believe I’ve gotten my legs with VR, having played so many VR games, but this game left me with headaches, nausea, and a bunch of general discomfort. It’s the rare example of a VR game that, honestly, is only fun to play when you take the VR headset off. And I mean that literally, at one point, the game was making me so uncomfortable, I took the headset off, sat it on my lap, and continued the game, moving the headset when need be. Doing that was more fun than keeping it on.
    It honestly hurts me to give “DOOM VFR” such a low score, because I really wanted to love this game, but quite frankly, this just feels like an insult. There’s plenty of fun to be had with the PlayStation VR, but I feel like this game is among the peripheral’s weakest games. Even the most hardcore “DOOM” fans are encouraged to stay away from this game, and stick with the fantastic new games that we’ve gotten. They’re even more exciting, even more hellacious, and there’s a good chance they won’t make you nearly as sick as “DOOM VFR” will.
    Final rating: 1 out of 10 “Inconceivable”
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  5. May 19, 2018
    0
    Imagine the new Doom in VR... and completely unplayable. Built for the PSVR Move controllers, you are unable to turn less than 180 degrees, and strafing left and right are both mapped to right facing buttons. This control scheme is a relic from the PC version, which uses the 360 degrees of mapping provided by the Vive. Yes, the Vive is better than PSVR, but if you're not planning to makeImagine the new Doom in VR... and completely unplayable. Built for the PSVR Move controllers, you are unable to turn less than 180 degrees, and strafing left and right are both mapped to right facing buttons. This control scheme is a relic from the PC version, which uses the 360 degrees of mapping provided by the Vive. Yes, the Vive is better than PSVR, but if you're not planning to make your game compatible with the PSVR, how about... don't... release it...?

    A patch that allows different control layouts or full key remapping would have helped. Support for turning would have helped. In its current state, the game is completely unplayable. DO NOT BUY.
    Expand
  6. Nov 27, 2019
    3
    UI is on the side of the screen making it impossible to read, the gameplay is clunky and is mostly about running around which is not so pleasant in vr
Metascore
71

Mixed or average reviews - based on 48 Critic Reviews

Critic score distribution:
  1. Positive: 23 out of 48
  2. Negative: 1 out of 48
  1. Jan 2, 2019
    45
    While DOOM: VFR can be a fun game to play, the lack of ultra-violence and short playtime overshadow the fun that DOOM: VFR provides, especially at it's current price.
  2. Feb 27, 2018
    70
    Doom VFR won't look as badass as the last main installment's version looked on regular televisions and gaming monitors, but such is the burden of enjoying it all in VR. Sure, you'll have to forfeit the complete run-and-gun tactic that was almost required, and you'll need to take more of a strategic approach until you're well versed in one of the three control schemes. It's easiest with the DualShock 4 controllers, miserable with motion controllers, and downright fun with the Aim controller, so the play style is up to you. It's not a masterpiece, but it's a pretty good start. It feels great that the game wasn't a quick money grab priced at the full $60, and it gets a pass due to the lack of VR titles, but any sequel that comes next will have to really step up to the plate. The motion controller difficulties can't persist, or it'll be a major downfall for the Doom franchise in the VR marketplace.
  3. Playstation Official Magazine UK
    Feb 22, 2018
    80
    A great example of how to adapt something on VR to create an experience that's familiar, and true to the game that spawned it but something all its own at the same time. [Feb 2018, p.92]