Fate 3: VR version review

Recent Doom games may be overcharging the series, but the tighter corridors and relatively slower burning of the 2004 Doom 3 fit more naturally, at least in theory, with a straight port to VR. Seems to be doing. In fact, its ugly world, PSVR limitations for positive play, and the slippery nature of still relatively fast-paced combat make Doom 3: VR Edition a devilish headache rather than the joy of running through hell. It means that there are many. Neither the original campaign nor the two DLCs have changed, so they are not suitable for VR. In particular, it shows games that are actually built for the media, when compared to the latest PSVR shooters such as Blood & Truth and The Walking Dead: Saints & Sinners. Do.

Seventeen years later, Doom 3 is still one of id Software’s biggest hits. It’s thanks to its amazing gun weapons, terrifying enemies, and attractive level design. Packing all that action into a relatively restricted PSVR headset and playing it like a fun but similarly restricted gun-shaped Aim Controller was probably not an easy task. It has excellent performance at the technical level, the text is very easy to read, and the gun is as heavy and fun to shoot as the original. Especially if the optional aim controller bangs with each pump shotgun blast.

When I lit a flashlight in the dark corner of the room, I felt nervous and exhilarating. After that, when the devil jumped out of the shadow or out of the doorway, the shock was often surprising. These constant jump scares will work in VR in 2021 as they appeared on the screen in 2004. In addition, blasting Cacodemon with a plasma rifle or cutting zombies with a chainsaw across the Aim Controller will give you indescribable satisfaction, rumbling from top to bottom. Its added weight brings something special to the quality of VR’s two-handed weapons, and Doom 3 is the perfect game to showcase it.

However, this port will soon reveal some of the key flaws in running a campaign that works great in 2D and dropping it into virtual reality. Immediately, the scale of the world around you is remarkably strange. Adjusting the height setting to the actual height does not make the terrain itself feel the right size. At some point I was standing on top of everything. next,[オプション]After holding down the button and resetting the view, I was obviously downsized to a small kid.

Doom 3’s violent movements are natural in 2D, but uncomfortable in VR.


In the meantime, NPCs and even the enemies you fight will scale irregularly. It’s hard to see from the outside, but in VR, the imbalance between NPCs and vision is almost comical. I Shrunk The Kids, except that the kids are face-eating demons, as they stepped into the honey episode. This is especially apparent when comparing the size of NPCs to the size of weapons. Weapons look large in your hands and often block your view unless you hold the controller in your lap. Ironically, doing this worked much better with the standard DualShock 4 controller than with the Aim controller, which is less comfortable to hold at waist level.

Another big issue is how Doom 3 moves in combat. In later zones, bite-sized swarms of trites, cherubims, and maggots (giant spiders, flying babies, and two-headed monsters) try to surround you in physical proximity. This makes it most important to walk around and stay away. This kind of FPS movement feels natural on keyboards and gamepads, but is simply unpleasant on PSVR headsets. There is also no option to move via teleportation. Strafing and backing up with Doom 3’s highly slippery movement controls is a simple recipe for motion sickness.

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You have the option of activating snap turns and screen block vignettes that cover your peripheral vision each time you turn a corner, but playing with these features turned on fights the literal waves of the devil appearing in all directions. It is inconvenient if you are entrusted with it. As a result, you can easily see how to hit the darts skillfully to the left and right while pointing the controller straight down and desperately pushing the trigger to clear the path of the enemy. This happens too often and is neither comfortable nor fun.

With Doom 3 having a lot of VR interactivity moments, it’s easy to overcome all of these frustrations, but the 10-hour campaign is almost always fast-paced because it’s the way the original was designed. It’s full of battles. Your hand is always bolted to your gun and your only action is to “move”, “attack”, and sometimes “press a button on your computer screen”. Again, this style of play works well outside of VR, but the lack of greater interaction versatility is tiring, even when the actual hand is stuck on the Aim Controller. Other Aim-friendly games like Farpoint, Firewall: Zero Hour, Borderlands 2 VR seem to be tuned to PSVR limits, but Doom 3: VR Edition forgets to address these limits. It tends to be.

Cutscenes are also a major issue with Doom 3: VR Edition. These are perfectly flat 2D scenes that play in front of you and completely separate you from the action. These scenes set some important parts of the Doom 3 story, especially about Dr. Betruger, a properly threatening villain. However, it would be nice to have the option to skip them, but better yet, instead of sitting in a bunch of flat scenes, experience the same description directly in VR as those characters.


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