
In addition to replacing the glory kill system, DOOM VFR’s teleportation system also allows players to warp quickly around the game’s levels, all the while providing a tangible slow-motion effect that comes into force whenever you activate the ability. Not just used for gory telefrags, teleportation is utilised widely throughout the duration of the game and stands as one of the real major changes between DOOM VFR and its non-VR counterpart. Though the new telefrag finishing moves certainly don’t lack visceral spectacle, I have to say that I prefer the glory kills of old, simply because there was more variety and they felt much more satisfying to pull off. Here however, when enemies are vulnerable, players can teleport into the same space as their weakened foe and effectively telefrag them exploding them into big gloopy pieces with the same ammo and health rewards being doled out as a result. Previously, whenever a foe was vulnerable enough, players could activate an execution style attack (the aforementioned glory kills) which would not only finish them off in a gruesome fashion, but also provide a number of health and ammo pick-ups as a reward, too. Where things are a little different in DOOM VFR is in how the glory kills are handled. DOOM VFR feels like DOOM but brings some tweaks More crucially though, DOOM VFR feels like DOOM, as that title’s penchant for frenetic, arena-based violence against a veritable tsunami of demonic beasties is one that has been excellently replicated here for the most part. A demon is about to eat a whole lot of pain in DOOM VFRĮxtending beyond DOOM VFR’s visual accomplishments, it’s fair to say that the PSVR title also deeply resembles its non-VR source material on many other levels too, as many of the same weapons, monsters and level designs have made the leap from last year’s DOOM to its contemporary PSVR counterpart.
