- Publisher: Bethesda Softworks , Bethesda Game Studios
- Release Date: Dec 1, 2017
- Also On: PC
User Score
Generally favorable reviews- based on 136 Ratings
User score distribution:
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Positive: 90 out of 136
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Mixed: 21 out of 136
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Negative: 25 out of 136
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- User score
- By date
- Most helpful
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Dec 1, 2017
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May 11, 2018
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Dec 9, 2017
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Jun 4, 2018Not a bad experience at all, but definitely feels like a half finished product.
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Jun 19, 2023
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Aug 3, 2018Is not by any means a great game but is entertaining to say the least, this is my first approach to VR and i kinda have a motion sickness problem after 40 minutes of gameplay. Putting the VR thing aside is a very basic and linear FPS but for what is worth is OK.
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Jun 4, 2018
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Feb 5, 2019
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Sep 20, 2019Abandonware... Tragic move control... There is a simple way to fix it but publisher doesn't care.
Awards & Rankings
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Jan 2, 2019While 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.
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Feb 27, 2018Doom 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.
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Playstation Official Magazine UKFeb 22, 2018A 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]