Doom VFR, the VR-compatible game following Id Software’s recent Doom (2016), is now available for pre-order for $29.99 on PSVR and HTC Vive, a far cry from the non-VR game’s original launch price of $59.99 just last year. You might be wondering why.

While the non-VR Doom has since gone down in price (now $29.99), it comes to us from the same parent studio, Bethesda, that just priced the upcoming Fallout 4 VR at a full price tag of $59.99. Bethesda confidently writes this in the first line of the Fallout 4 VR description:

“Fallout 4 […] finally comes in its entirety to VR. Fallout 4 VR includes the complete core game with all-new combat, crafting, and building systems fully reimagined for virtual reality. The freedom of exploring the wasteland comes alive like never before.”

Unlike Fallout 4 VR, what we’ve read in the product descriptions across the various digital marketplaces about Doom VFR’s doesn’t make it clear whether the VR game is going to be the full base game or another entirely separate experience all together. Only in a recent blog post does Bethesda call Doom VFR a “standalone VR game.”

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Doom VFR Product Description

  • Experience DOOM combat and its iconic weapons and demons from an entirely new perspective
  • Physically interact with the DOOM universe as you seamlessly traverse across the UAC facility and Hell using tele-portation and jet-strafe movement
  • Explore all-new UAC Martian research facility areas and discover the unique abilities of a cybernetic UAC security operative
  • Set shortly after the demonic invasion on the UAC’s Martian research facility, you are the last known human survivor – until your death. Under a top-secret UAC operational contingency protocol, your consciousness is transferred to an artificial brain matrix. Your designated purpose: restore operational stability and use any means necessary to stop the on-slaught of demons.

Id Software CTO Robert Duffy says its “a DOOM game specifically for virtual reality [which] has provided an exciting opportunity to not only surround players with the world of DOOM like never before, but also let them experience and explore the UAC and Hell in new ways, playing as new characters with totally unique tools and abilities.”

The game is currently available for pre-order now through the PlayStation Store, Steam and Amazon. Published release dates appear to be placeholders, as Bethesda’s only mentioned a Q4 2017 launch window.

We’re currently reporting from E3 in Los Angeles, so check back for more news surrounding new VR games and experiences.

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  • NooYawker

    I didn’t finish playing flat Doom, do I get a discount?

    • Tadd Seiff

      No! AND you have to pay full-pop for FO4 again. HA!

      Apparently the idea behind convincing us to buy into VR was just to identify and milk our expendible-income-udders. “Oh, you were able (read: rich enough) to pay $800 for a VIVE, AND $100 for the strap? Come over here, I have something for you…”

      • NooYawker

        My computer was 7 years old so not only did I dish out $800 for a Vive.. I dropped $2k on a whole new system just to use it. I missed the opening sale for the headstrap but yea, I’m getting it… so… what cha got over there behind you back??

        • Tadd Seiff

          How much money you got in your wallet? I know you got somethin’…because you own a Vive.

  • DoomGuy1995

    Wait, is that Mick Gordon’s face?

  • Adrian Meredith

    So no full locomotion then…

    • That’ll be a deciding factor in buying it, myself, and probably for a lot of other people too. I’ve been a fan of Doom since the first one released on the PC over 2 decades ago, and as I was watching the video released at E3 last night, I couldn’t help but think that this looks like it’s nothing more than “Doom In Name Only”… that they used the setting and graphical assets from Doom 2016, but that they don’t share anything beyond that, especially in terms of how Doom VFR will play.

      I was just saying on another posting about Skyrim for PSVR that really, what needs to happen is Sony and maybe even Bethesda should get together and develop a new controller to deprecate the Move controllers to replace them with something more similar to the Oculus Touch controllers, which aside from ‘Move Controller’ like functionality, they also have an analog stick, per controller. Something like that, where you would still have full motion controls but also have a pair of analog sticks, that would allow for all kinds of advanced environment interaction while allowing for gamepad-like movement. I think that type of controller would be perfect for this game, as well as Skyrim-VR and Fallout 4 VR. Not only would it solve that issue, but it would open up a much better controller interface for games that have yet to go to production.

      I don’t have the controls on hand to verify, so I’ll have to refer to anyone else that actually owns the Oculus Touch controls for reference to the quality of the controller, but the design itself seems a winner to me and I think it’d make a great template for the standard for VR controllers, much the same way that the original PS1 dual shock controller set the basic design template that other manufacturers followed for roughly 2 decades –while Microsoft’s controls use a different particular button arrangement and thicker controller body, the overall format is the same with two analog stick separated to each side, a dpad on the left along with the stick, 14 buttons, etc.

      The Aim controller is great for games that can make use of it, and I think Doom VFR could have been one of the games that could have, if its developers had decided to go that way. I honestly don’t understand why they didn’t go with the Aim, since it would allow for full locomotion plus accurate aiming –except for this one scene in the video for Doom VFR, which shows a pair of claw-like-gripping-devices, which is obviously being controlled by a pair of Move controllers; That scene tells me that the Aim controller just wouldn’t suffice unless the game were seriously retooled; something that’s pretty unlikely now that they’re already showing off gameplay footage –by the point that’s happening, the basic form of the game’s engine is done and it’s now down to filling in all of the content and working out the kinks.

  • Tadd Seiff

    I saw teleporting in there….ugh. Hasn’t anyone in the AAA industry heard of Freedom Locomotion?

  • Jason Mercieca

    No full locomotion (like Onward) and they wont get my cash no way!
    I was waiting for this game in VR but its a BIG NO for teleport movement no way!
    Teleport breaks immersion totally, whats the problem with this company, they know so much and so little !