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Perfected doom 3
Perfected doom 3








perfected doom 3

While there’s an option to activate snap-turns and screen-blocking vignettes that cover your peripheral vision whenever you turn a corner, playing with those features turned on is an inconvenience when you’re tasked with fighting literal waves of demons spawning in every direction. There’s no option to move via teleportation, either, and doing any kind of strafing or backing up with Doom 3’s super slippery movement controls is an instant recipe for motion sickness. That sort of FPS movement feels natural with a keyboard or a gamepad, but is just plain nauseating in the PSVR headset. In later zones, swarms of bite-sized Trites, Cherubs, and Maggots – giant spiders, flying babies, and two-headed monstrosities - try to surround you in close physical proximity, which makes it paramount that you strafe around and keep your distance. Ironically, doing so worked much better with the standard DualShock 4 controller than with the Aim Controller, which isn’t nearly as comfortable held at waist-height.Īnother major issue is the way Doom 3 wants you to move during combat. This is especially apparent when comparing an NPC’s size to that of your weapons, which look huge in your hands and often block your field of view unless you’re holding your controller in your lap. It’s hard to see from outside, but in VR the disproportion between NPCs and your field of view is almost comical – like you’ve stepped into an episode of Honey, I Shrunk The Kids, except the kids are face-eating demons. Meanwhile, NPCs and even the enemies you fight are irregularly scaled.

perfected doom 3

Then, after holding the ‘Options’ button down and resetting the view, I’d apparently been sized down to a small child.

perfected doom 3

Even when you adjust the height settings to your real-life height, the terrain itself never feels appropriately sized to accommodate you. Right off the bat, the scale of the world around you is noticeably weird. However, this port immediately reveals some of the key flaws of just taking a campaign that plays great in 2D and dropping it into virtual reality. Its added weight brings an extra something special to the quality of two-handed weapons in VR, and Doom 3 is the perfect game to showcase that in. Furthermore, there’s an indescribable level of satisfaction that comes with blasting a Cacodemon with a plasma rifle or sawing apart a zombie with a chainsaw when your entire Aim Controller is rumbling from top to bottom. These constant jumpscares work as well in VR in 2021 as they did on-screen in 2004. I felt a sense of tense exhilaration whenever I shined my flashlight into the dark corners of a room, often followed by a startling jolt as a demon popped out of the shadows or through a doorway at me.










Perfected doom 3