Doom VFR - VR Gameplay HTC Vive
This was both better than and worse than I expected.
The biggest hit for me was that I was told by a Bethesda rep at E3 that the game would support trackpad locomotion because they were planning on supporting gamepads. I don't know if this was deliberate misinformation or a misunderstanding but it does produce a trust issue with the developer. This hits harder than any lacking features IMO.
As far as the game itself, Doom VFR plays more like a poorly ported game. It really doesn't feel much different than the RBDoom mod, ya know, except for the trackpad locomotion that the unoffical mod supported...
The hands were significantly off from what feels natural. This is quickly becoming a pet peeve of mine like not having a quit button. It takes me out of the game and ruins presence for me.
Very awkward pointer frustrations. I can't even make a guess as to what was going on with the pointer. It was just broken.
The elephant in the room. Why didn't we have trackpad locomotion as an option? Were they just testing to see how pissed off they could make the trackpad side of the market? Maybe testing the waters and seeing just how large the market was?? I can't think of any logical reason why they wouldn't have included both options especially after the PSVR Skyrim VR backlash. Then adjusted the controls there, why not in Doom?
I don't understand it.
The combination of poorly ported features, intentional or unintentional misinformation and illogical design decisions around locomotion result in this being a probably not worth your $30.
If you're a natural teleporter, you'll likely find less to complain about with Doom VFR. YMMV depending on if you share some of my critiques.
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