Watching gore shower around you as you explode a demon from the inside isn’t quite as satisfying as Doom’s elaborately animated demon-dismembering kills, but it’s just about as effective in adding some strategy to the fray: the same concept of picking off weaker demons off to replenish your health as you take a beating from the stronger ones works in VFR. Teleportation is also what VFR uses to replace the gory melee kills in Doom: once you stagger and enemy by dealing some damage, you telefrag them (teleport on top of their location) for fun and extra items. (You can also use that slow-mo period to aim.) At first, that seems like an enormous advantage in a game where you can easily dodge rockets fired at your face, but VFR quickly evens the odds with a ton of fast-moving, tough-as-nails demons. One is the standard point-to-teleport, which activates a slow-motion effect as you target it. Most VR games are afraid of motion sickness, but VFR makes energetic movement work pretty well thanks to a combination of two different forms of movement. It lets you get up in the faces of demonic invaders in some of the fastest-paced VR action I’ve experienced yet.
Instead of taking that route or converting the original version (as Bethesda did with Skyrim VR), id built VFR from the ground up as a new game that bravely embraces Doom’s love of movement and momentum. So far, the most common way to adapt an existing first-person shooter to VR has been to turn it into a shooting gallery, where you hold still and shoot targets as they pop up.